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Weaver - Farming Power Staff

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Focused on: Strike damage

Designed for: Open World and Open World General

Expansions required: Path of Fire BuildsHeart of Thorns builds

Difficulty:
Normal

Overview

A long-ranged staff build for elementalist for open world farming with a zerg. This build is primarily focused on dealing area damage in group farms and does not function well solo. Most of the damage of this build comes from AoE pulsing ground attacks, so this build can struggle against very mobile targets.

The build can be played as a weaver or as a tempest:

  • Weaver: this is the default variant, a fully ranged build with even more pulsing AoE ground attacks through Pyroclastic Blast and more long range attacks with Plasma Blast. On top of that, as a weaver, the cooldown for swapping attunements is much shorter, which greatly benefits this build that, while wanting to use different attunements like all elementalist builds, has the bast majority of its damage tied to Fire Attunement so it wants to return to Fire as soon as possible.
  • Tempest: this variant has to be played in melee range but is simpler and provides more melee AoE attacks through Overload Fire and Overload Air, better tagging potential by using shouts like "Feel the Burn!" or "Aftershock!", and some boons to your subgroup. However, it greatly suffers from the increased recharge to attunements. If you leave Fire Attunement, it goes on cooldown for 10 seconds, or 20 if you overload, and the bast majority of this build's damage comes from Fire Attunement. But if you never leave Fire Attunement, you obviously cannot cast skills from the other attunements. Tempest does have much more party support and team defense than weaver, which can make it the superior choice for certain farm groups.

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Skill Bar

Staff
Utility


Skill Variants

Let's explain why we recommened these skills, and alternatives you can consider:

Healing

Glyph of Elemental Harmony is a great burst heal and povides a boon.

  • Arcane Brilliance - potentially the strongest heal if there are 5 enemies in range, plus a blast finisher, but very weak healing if there are no nearby enemies.
  • Ether Renewal - very situational heal that removes up to 8 conditions throughout its long channeling time. Arcane Shield can help with channellig it without getting interrupted.
  • Signet of Restoration - passive healing over time, but very weak heal on demand, leaving you vulnerable to burst damage.
  • When playing the tempest variant, "Wash the Pain Away!" is a weak AoE heal, but also cleanses 1 condition.

Utility Skills

Glyph of Storms provides ranged AoE damage, use it on Fire. Arcane Wave provides ranged AoE burst damage. Arcane Shield is a stun break and blocks 3 attacks.

  • Arcane Blast - Good single target damage.
  • Primordial Stance - great AoE damage but in melee range.
  • Lightning Flash - Mobility.
  • When playing the tempest variant, "Feel the Burn!" or "Aftershock!" provide good AoE tagging and support.

Elite Skills

Conjure Fiery Greatsword - provides high damage with skills 4 and 5, and mobility with skill 3.

  • Glyph of Elementals - Cast it on Fire for damage, on Water for support, healing and Knockback Knockback, on Air for a Stun Stun, or on Earth for defense.


Specializations

Trait Variants
  • Burning Fire - If conditions are a problem.
  • Zephyr's Boon - If you lack Fury and swiftness and are using aura traits/utilities.
  • Master's Fortitude - Bonus vitality at the expense of the 10% critical chance from Superior Elements.

Arcane

Replaces Air. Adds defense and utility at the cost of damage.

  • Arcane Resurrection - Improves revive power in zergs.
  • Bountiful Power - Use this when running with a group that grants lots of boons.
  • Evasive Arcana - Provides good defensive abilities on dodging while in Water Attunement or Air Attunement.

Tempest

The tempest variant has to be played in melee range but is simpler and provides more melee AoE attacks through Overload Fire and Overload Air and better tagging potential by using shouts like "Feel the Burn!" or "Aftershock!", and some boons to your subgroup. However, it greatly suffers from the increased recharge to attunements. If you leave Fire Attunement, it goes on cooldown for 10 seconds, or 20 if you overload, and the bast majority of this build's damage comes from Fire Attunement. But if you never leave Fire Attunement, you obviously cannot cast skills from the other attunements.

  • Unstable Conduit can replace Gale Song
  • You can use Lucid Singularity to provide some Alacrity Alacrity, but you will spam less overloads.
  • You can use Fresh Air and just focus on spamming Overload Air much like the normal power tempest build Build:Tempest - Fresh Air.

Equipment

This build uses the same gear as Build:Weaver - Power DPS, making it a good option for general PVE.

  • Ascended gear is not required for open world, exotic works fine.
  • Note the second staff is for stacking sigil purposes and is not required.
Head
Berserker
Shoulders
Assassin
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Staff
Berserker
Sigil
Sigil
staff
Berserker
Sigil
Sigil
Rune
x6
Infusion
x14
Infusion
x4
  • This setup provides 100% critical chance with Fury Fury thanks to Zephyr's Speed (elementalist), Elements of Rage, and Superior Elements.
    • Nearby allies will help maintain Weakness Weakness for the bonus of Superior Elements. Your Earth autottacks Stoning will also help.
    • If you don't have infusions, use an Assassin Assassin head armor.

Variant Equipment

Gear

Consumables

Budget consumables are acceptable for use in open world.

DPS

  • Prioritize Steak Ascended food.
  • /
  • /

Defense

Farming

  • Prioritize Steak Ascended food.
  • /
  • (and variants)


  • Marauder Marauder - Trades 10% damage for +60% effective health.
  • Knight Knight - Defensive (trinkets only).
Runes
  • Rune of Superior Rune of Vampirism - provides a huge increase to sustain in a zerg.
Sigils
  • Sigil of Superior Sigil of Stamina - Extra defense in a zerg.
  • Sigil of Superior Sigil of Strength - Option for more self Might Might generation.



Consumables

Budget consumables are acceptable for use in open world.

DPS

  • Prioritize Steak Ascended food.
  • /
  • /

Defense

Farming

  • Prioritize Steak Ascended food.
  • /
  • (and variants)



Usage

Damage / Tagging

  • Your damage skills are Lava Font, Pyroclastic Blast, Eruption, Lightning Surge, Plasma Blast, Shock Wave, and Ice Spike. Fill in the gaps with auto attacks.
  • Use Firestorm (Glyph of Storms) and Meteor Shower on large, static groups of enemies or bosses.
  • Flame Burst - Very fast small AoE tagging.
  • Electric Discharge Instant cast single target tagging when attuning to Air in combat.
  • Arcane Wave - Instant cast wide AoE tagging.
  • When playing the tempest variant, "Feel the Burn!" is an instant cast AoE tagging. And other shouts are fast cast AoE tagging.
  • Arcane Blast - Instant cast single target tagging. (if equipped)


Defense & Support

  • The best defense is to dodge attacks or get out of the way. Your Dual Attacks provide Swiftness Swiftness thanks to Swift Revenge to help run out of attacks.
  • Burning Retreat is a powerful defensive evade and movement skill, can be used in any direction by rotating your character.
  • Sandstorm inflicts Blinded Blinded in a large AoE, useful against groups of trash mobs.
  • As a weaver, you can attune to water and then to another element to access Healing Rain to remove conditions, provide Regeneration Regeneration, and a water field. You can double attune to Water to use Geyser for healing and a water field. As a tempest, you access these skills by attuning once.
  • Ice Spike, Eruption and Transmute Earth can be used on water fields for additional area healing or on fire fields for extra might.
  • Magnetic Aura provides Magnetic Aura Magnetic Aura for projectile reflection.
  • If you need more defense, you can slot and use Stone Resonance.
  • Lahar provides 1 stack of personal Stability Stability.
  • Arcane Shield can be used to block dangerous attacks.


Crowd Control

  • Gust - Knockback Knockback
  • Pile Driver - Daze Daze
  • Static Field and Unsteady Ground - Stun Stun and Knockback Knockback, respectively. These only work if an enemy crosses the edge of the skill, they have no effect on targets that don't cross it.
  • Frozen Ground and Shock Wave - Soft CC options.
  • Crashing Waves - From Ice Elemental if equipped.
  • Shocking Bolt - From Air Elemental if equipped.
  • If you need a lot of crowd control you can use Conjure Frost Bow so that you and an ally can use Deep Freeze.


Ratings

This build has a rating of 4 stars based on 1 votes.
Log in or register to rate this build.
4 stars
Warming Hearth gave this build 4 stars • April 2023
A very generic build for staff lovers. As mentioned in the guide, this is a build for farming events in groups and doesn't perform too well solo. It has a LOT of AoE damage so it's great for tagging, and it can be played as weaver or tempest depending on what you prefer.

Comments

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