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Weaver - Power DPS

The community gave this build a rating, making it top-tier: Great

Focused on: Direct damage

Designed for: Raids and Fractals

Expansions required: Path of Fire BuildsSecrets of the Obscure builds

Difficulty:
Normal
This build was last updated on October 06, 2024 and is up to date for the October 8, 2024 patch.

Overview

A power DPS build for Weaver. This is a fast paced DPS build that swaps between attunements constantly for Dual Attack skills.


Skill Bar

Sword/Warhorn
Utility


Non-SotO Weapons

Dagger is the best offhand weapon for players that don't own Secrets of the Obscure.


Skill Variants

Healing

  • Arcane Brilliance is a blast finisher, which may be useful in fractals as Might Might can run low if your group is running without a healer.
  • Aquatic Stance provides more group healing at the expense of personal healing.
  • Signet of Restoration will provide the most Rune of Superior Rune of the Scholar uptime in fights with very low pressure where you aren't pressing your heal skill.


Utility

  • Conjure Lightning Hammer for large hitbox bosses, where you know you will be able to pick up the second conjure.
  • Unravel can replace Primordial Stance or Arcane Blast, particularly useful in very fast fractal groups.
  • Lightning Flash is a DPS loss compared to Arcane Blast, but a 900-range teleport can come in useful.


Elite

  • Conjure Fiery Greatsword could be more beneficial on very fast bosses (such as in fractals) if a second DPS uses the other FGS.
  • Glyph of Elementals (fire) is a moderate DPS loss, but is much simpler to use.
    • Summon the elemental in Fire Attunement and use the flip skill off cooldown.


Template Code

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Specializations


Trait Variants

  • You should bring Raging Storm if Fury Fury uptime is bad.
  • Bolt to the Heart can be swapped to Fresh Air for an alternative rotation.
  • Master's Fortitude might be worth taking in fractals as Weakness Weakness uptime will likely be poor so you won't benefit from the increased critical chance. The extra vitality will provide some additional precision via Elements of Rage, but you will still need to make up the rest.


Equipment

Optimised Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Sword
Berserker
Warhorn
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
  • Rune of Superior Rune of the Scholar is a tiny DPS loss
    • It would be optimal to use Dragon stats Dragon stats for the leg and back pieces. This is a very small DPS gain, but provides some extra vitality. Feel free to run full Berserker stats Berserker stats.
  • Relic of the Weaver is a strong option for higher burst in content with very fast boss phases and longer split phases (such as fractals).


Equipment Variants

  • Sigil of Superior Sigil of the Night or slaying sigils if applicable.


Consumables

Food

  • or ascended versions

Utility

  • or slaying potions


Usage

Sword/Warhorn rotation

Start in Air Attunement/Fire Attunement

Autoattacks are omitted from the written rotation for ease of reading. During the Loop you should attempt to finish your autoattack chains, but during the Weave Self sections you don't need to worry about this.


Weave Self

Part 1

  1. Wildfire
  2. Weave Self
  3. Lightning Storm and Air Attunement to Air/Air during the cast
  4. Quantum Strike
  5. Fire Attunement to Fire/Air
  6. Lightning Orb
  7. Flame Uprising
  8. Pyro Vortex
  9. Fire Attunement to Fire/Fire
  10. Cauterizing Strike
  11. Earth Attunement to Earth/Fire
  12. Lava Skin
  13. Earthen Vortex
  14. Fire Attunement to Fire/Earth
  15. Flame Uprising
  16. Dust Storm
  17. Air Attunement to Air/Fire
  18. Autoattack and Air Attunement to Air/Air again as soon as you are able
  19. Auto Attack until Fire Attunement is available


Part 2

  1. Quantum Strike
  2. Fire Attunement to Fire/Air
  3. Pyro Vortex
  4. Flame Uprising
  5. Fire Attunement to Fire/Fire
  6. Cauterizing Strike
  7. Air Attunement to Air/Fire
  8. Water Attunement to Water/Air
  9. Lightning Orb
  10. Shearing Edge
  11. Fire Attunement to Fire/Water
  12. Flame Uprising
  13. Twin Strike
  14. Autoattack until Fire Attunement is available
  15. Fire Attunement to Fire/Fire
  16. Wildfire
  17. Cauterizing Strike
  18. Flame Uprising
  19. Air Attunement to Air/Fire
  20. Pyro Vortex
  21. Autoattack and Air Attunement to Air/Air again as soon as you are able
  22. Auto Attack until Fire Attunement is available


Loop

  1. Quantum Strike
  2. Fire Attunement to Fire/Air
  3. Flame Uprising
  4. Lightning Orb
  5. Pyro Vortex
  6. Fire Attunement to Fire/Fire
  7. Cauterizing Strike
  8. Flame Uprising
  9. Air Attunement to Air/Fire
  10. Auto Attack chain twice
  11. Air Attunement to Air/Air
  12. Auto Attack chain twice
  13. Repeat from step 1
  • Use Wildfire as it comes off cooldown

Video example

Video example (Fresh Air)


Sword/Dagger Rotation

Start in Air Attunement/Air Attunement

Starting in Air Attunement/Fire Attunement and attuning to Air Attunement/Air Attunement just before starting the encounter or phase will mean you have Elements of Rage active for your opening burst.

Autoattacks are omitted from the written rotation for ease of reading. During the Loop you should attempt to finish your autoattack chains, but during the Weave Self sections you don't need to worry about this.


Weave Self

Part 1

  1. Weave Self
  2. Lightning Storm
  3. Quantum Strike
  4. Fire Attunement to Fire/Air
  5. Flame Uprising
  6. Ride the Lightning
  7. Pyro Vortex
  8. Fire Attunement to Fire/Fire
  9. Cauterizing Strike
  10. Ring of Fire (elementalist)
  11. Fire Grab
  12. Earth Attunement to Earth/Fire
  13. Lava Skin
  14. Earthen Vortex
  15. Fire Attunement to Fire/Earth
  16. Earthquake
  17. Flame Uprising
  18. Churning Earth
  19. Air Attunement to Air/Fire during the cast of Churning Earth
  20. Autoattack and Air Attunement to Air/Air again as soon as you are able
  21. Auto Attack until Fire Attunement is available


Part 2

  1. Quantum Strike
  2. Fire Attunement to Fire/Air
  3. Flame Uprising
  4. Ride the Lightning
  5. Pyro Vortex
  6. Fire Attunement to Fire/Fire
  7. Cauterizing Strike
  8. Ring of Fire (elementalist)
  9. Water Attunement to Water/Fire
  10. Fire Grab
  11. Twin Strike
  12. Air Attunement to Air/Water
  13. Shearing Edge
  14. Autoattack and Air Attunement to Air/Air again as soon as you are able
  15. Autoattack until Fire Attunement is available


Loop

  1. Quantum Strike
  2. Fire Attunement to Fire/Air
  3. Flame Uprising
  4. Ride the Lightning
  5. Pyro Vortex
  6. Fire Attunement to Fire/Fire
  7. Cauterizing Strike
  8. Ring of Fire (elementalist)
  9. Fire Grab
  10. Flame Uprising
  11. Air Attunement to Air/Fire
  12. Auto Attack chain twice
  13. Air Attunement to Air/Air
  14. Auto Attack chain twice
  15. Repeat from step 1


Video example (Bolt to the Heart)

Video example (Fresh Air)

Video example (Unravel rotation)


General Tips

  • Repeat the Loop until Weave Self is available again.
  • If you aren't fast enough to reach the Water Attunement part of the Weave Self burst before the buff runs out, just skip the water section entirely and proceed to the main loop.
  • Make sure to use Arcane Blast enough that it isn't sitting at full ammo. You should only use it when in Fire Attunement/Air Attunement, and should try to line it up with other damage modifiers, such or Fresh Air or the bonus power from Conjure Fiery Greatsword (if using).
  • Use Primordial Stance shortly after you swap to Fire Attunement/Air Attunement to make sure as many of its ticks happen while you're in double fire as possible.
  • After the first use of Glyph of Storms (in either attunement), use Firestorm (Glyph of Storms) off cooldown. Use Lightning Storm instead if you know the target will die or phase within 20 seconds.
  • Make sure not to interrupt your auto attack chains, as their damage is heavily backloaded.
  • In encounters you should always be looking for opportunities to reset your attunement back to Air Attunement/Air Attunement so that you can repeat your burst. Split Phases or periods where the target is immune to damage are ideal - try to time your attunement swap so that you enter Air Attunement/Air Attunement just before the target becomes vulnerable again so that you will benefit from Elements of Rage.
  • Make sure that you have the boss selected before casting Ride the Lightning to avoid flying away to your death.


Breakbars

  • Polaric Leap inflicts a short daze that is rounded up to be equivalent to a 1 second daze when used against a breakbar.
  • Updraft is available as your Air Attunement 5 skill. Be mindful of your positioning when casting this, as it will move you approximately 300 units away from your target.
  • Earthquake is available as your Earth Attunement 4 skill.
  • Gale Strike is available as your Air/Earth 3 skill.
  • After a successful Weave Self burst, you will have Tailored Victory available for 10 seconds. Unfortunately, using it will remove the Perfect Weave buff, so you should try to avoid using Tailored Victory unless it happens to be about to expire.


CC Rotation As CC is generally a DPS loss, you typically only want to use those skills that are easily available during your rotation. However, there are some defiance bars where the boss cannot be damaged until they are broken. Thus you can do a full rotation of CC skills without worrying about lost DPS:

  1. Air Attunement if you're not already in it
  2. Polaric Leap
  3. Earth Attunement
  4. Gale Strike
  5. Updraft - you can cast this earlier if you happened to start in Air/Air
  6. Air Attunement - this is to prepare to start from the beginning of the loop in Air/Air once the bar is broken.
  7. Earthquake

The entire loop deals ~750 defiance break (the tooltip for Updraft is 100 lower than the correct value).


Ratings

This build has a rating of 5 stars based on 3 votes.
Log in or register to rate this build.
5 stars
OfficerAndyGentleman gave this build 5 stars • May 2023
Great burst and sustained damage more than make up for the fully melee requirement, squishiness and forced movement. Very strong in fractals and even stronger in raids.
5 stars
Screaming gave this build 5 stars • September 2018
High damage with good mobility and being actually fun to play (unlike Staff Weaver) makes this among the best choices for small hitbox bosses.
5 stars
Chinkeeyong gave this build 5 stars • September 2018
An extremely strong and versatile burst DPS build.

Comments

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