Weaver - Power Weaver
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage
Designed for: Open World and Open World General
Overview
A strike-based weaver build for open world. Weaver is notable for its complexity and fast paced playstyle. Once mastered, however, you will be rewarded with very high burst damage and a fluid and fun combat.
Its weakness is its fragility, requiring the player to make good use of their evades and mind their positioning; and its complexity to play.
Template Code
Skill Bar
Weapon Variants
Warhorn replaces dagger. Less damage but more utility. Requires weaponmaster training with Secrets of the Obscure.
Staff - ranged damage with some good Dual skills, but low overall damage.
Spear - not recommended because the Dual skills are very bad.
Skill Variants
Heals
We default to as it provides good passive healing and works great with weaver's fast-paced playstyle, but very weak heal on demand, leaving you vulnerable to burst damage. Other alternatives are:
- - strong burst healing and a boon based on attunement.
- - weak heal by default, but is greatly increased if it strikes nearby enemies. Performs a blast finisher, and heals for more when doing so. Excellent synergy with water combo fields. (See: Guide:What are Combo Fields).
- - very high healing and condition removal throughout its long channelling time. Great option for raw healing if you can afford the cast time.
Utilities
is good source of damage.
provides good area damage or utility.
is a good low-cooldown stunbreak.
- - alternative to Twist of Fate that blocks attacks.
- - very flexible skill that can do damage, or cleanse conditions, or daze enemies, or give barrier, depending on your current attunement, and breaks stun.
- - condition cleanse and stun break.
- - mobility.
- - defensive barrier and stability.
- - if you don't need any utility or stunbreak, take Arcane Blast for extra damage.
Elites
provides a large damage increase which can be sacrificed for great crowd control.
- - creates a summon, good option for hard fights. Cast it in fire for damage, tanking in earth or sustain in water.
Specializations
- Variants
- - extra damage if you don't need the fury from Zephyr's Boon.
Equipment
- Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.
Standard Equipment
This gearset is useful in all of PVE.
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
If you are gearing this character from zero, start with exotic quality gear. Search the trading post for "Zhed" armor, "Bonetti's Rapier" sword, "Usoku's Needle" dagger, "Kodanroar" warhorn. Upgrade to ascended gear as you progress. See also: Guide:How to Gear a Character.
- Dagger can be replaced with warhorn to trade damage for more support. Requires weaponmaster training with Secrets of the Obscure.
- You can use to trade a minor amount of damage for sustain, to start combat with boons, or for a little extra defense.
- For defense, equip the highest tier Jade Core you can afford. Use defensive food or skills if required.
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
Basics
This is an oversimplification. For a detailed guide on how to properly deal damage with Power Weaver, see The Raid Build
- Rotate between and , making sure to double-attune to each when possible.
- Use blast finishers in Fire Fields to generate
Might - Use in to apply
Vulnerability - , and will activate . (the relic doesn't care about the cooldown reduction from or ).
- This build centers itself around maintaining several buffs in order to skyrocket its damage. These are , , , , , and . In order to accomplish this, you want to maximize uptime on
Swiftness,
Weakness, and
Burning as well as typical offensive buffs (
Vulnerability,
Might,
Fury), using long-cooldown skills such as and to proc , and juggling double-attunements when possible. This can be a lot to take it at once, so go slow learning this build. It's very simple once you get the rhythm for it, but can be overwhelming at first.
Opener
Start in / . Use in . Fill any gaps with auto-attacks.
This opener is a somewhat simplified version of the standard Weave Self opener.
- (Make sure you're in combat first)
- (activates )
- (F/A)
- (F/F)
- (E/F)
- (F/E)
- (A/F)
- (A/A)
- (W/A - This completes )
- (F/W)
- (F/F)
- (A/F)
From here, use the loops below to determine a loose priority for skills.
Priority Loops
After your opener, refer to the loose priority loops below. Use off cooldown, other than .
:
- - for damage and , but ensure the enemy is
Burning first to deal higher damage.
:
- Try not to interrupt auto-attack chains.
Double-attune to each element off cooldown, but never camp one attunement. Other strong skills you can use include:
Weave Self
There are two ways to use . To learn the full loop, review the raid build listed above for detailed information on the rotation, though note you may need to remove some auto-attacks from it if you lack
Alacrity due to the altered recharge.
For a simplified method of using , simply use the skill and then ensure you double-attune to both
Fire Attunement and
Air Attunement as soon as possible. This doesn't grant you the full duration, but it does give you much higher damage for a period of time.
Alternatively, use instead. This is a DPS loss but provides a summon to tank some damage for you.
Defense
- - evade + heal + water field
- - heal
- ⇒ - heal
- - heal and condition removal
- - evade
- - evade
- Blast water fields to heal
Crowd Control
Ratings
Comments
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