Wyrdern/testpage


This build is unrated.

Focused on: Condition damage

Expansions required: Path of Fire Builds

Difficulty:
TBD

Overview

A very powerful condition-based weaver build for open world. This build offers very high DPS and defense with an active, skill-based playstyle. Condition Weaver can be very difficult to master, but is one of the strongest options for solo play.


General Notes on Open World

Open World build requirements are not as strict as organised group content:

  • Using exotic gear is fine - ascended is not required for open world gameplay
  • Feel free to adjust the build and equipment to suit your playstyle or budget
  • Rotations are just a guideline


Template Code

[&DQYfFSUfODd0AHQAcwDLADUXcwDLADUXEhcSFwAAAAAAAAAAAAAAAAAAAAA=]
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Skill Bar

Sword/Focus
Utility


Weapon Variants

  • Mainhand dagger - about the same damage of sword but you will be dashing all over the place.
  • Sceptre - trades some damage for ranged capabilities and a relatively simple rotation.

Skill Variants

Healing

  • - burst healing

Utility

Glyph of Elemental Power can be replaced by:

  • - stability and huge barrier.
  • - stunbreak with 2 charges.
  • - AoE burst damage from or pulsing blind with .
  • - summons multiple weak elementals. Can be awkward to use due to setup delay and the summons disappearing upon mounting up or entering water. Fire elemental deals good burning damage, while Water and Earth are moderately tanky.

Elite

  • - sacrifices the very large damage increase from Weave Self in exchange for a pet. The Flame elemental provides high DPS (be sure to use the command skill on CD where possible) while Water and Earth give you a reliable front line.


Default Build

  • DPS optimised build suitable for general open world play - Farming, Meta events and World bosses
  • Uses a similar setup to Build:Weaver_-_Condi_DPS



Variants

  • - more barrier but less damage.
  • - sacrifices defense for a large damage increase.

Trait Variants

Earth

Earth can be taken instead of Arcane to sacrifice boons and sustain in exchange for more damage. Generally speaking, Arcane is better when soloing, and Earth is better with groups, specially if the group is giving you boons.


Equipment

Head
Viper
Shoulders
Viper
Chest
Viper
Hands
Viper
Legs
Viper
Feet
Viper
Backpiece
Viper
Accessory
Viper
Accessory
Viper
Amulet
Viper
Ring
Viper
Ring
Viper
Sword
Viper
Focus
Viper
Sigil
Sigil
Rune
x6



Gear Variants

  • If you can afford the luxury of a gear set tailored for open world, use full Trailblazer Trailblazer gear, which trades about 15-20% DPS for +300% effective HP through vitality and toughness for a massive boost to your survivality. Use , and either or or .

Budget

  • Dire Dire - budget Trailblazer Trailblazer; this should be used with and to increase burning duration since Dire doesn't have Expertise.

Sigils

  • - more condition cleanse.
  • - more dodges, great Synergy with and .
  • - more might generation for longer fights.


Consumables

Food
  • Any ascended food is superior to any other food you could use. Steak for power, flatbread for conditions. Budget versions of these foods exist and are acceptable.
  • - farming
  • - DPS
  • - defense
Utility
  • (and variants) - farming
  • , - dps
  • - dps if using gear with high toughness


Usage

This build primarily relies on and . It is not particularly difficult to play, but has a lot of options to respond to different situations and requires a bit of game knowledge to take advantage of.

Damage

General DPS

  • Spam all of your fire and earth skills.
  • You can combine , , and with for a large burst of damage while you are invulnerable.
  • If you start an auto attack chain in Fire Attunement, try to finish it. With all the skills at your disposal with frequent attunement swapping, you won't be auto attacking much either way.

Skill Priority

This build follows a generic skill priority depending on your current attunements. Fill any empty space with auto-attacks, only delaying attunement swaps for Fire autos. You should start in Air/Fire or Earth/Fire so you can rapidly get to Fire/Fire for the dual attunement buff.

Fire/Fire

  1. - use only against single targets; against groups it is better to keep fire aura unless you need Might Might

Fire/Earth

  1. (to blast might)

Earth/Fire

  1. (if not used in F/E)
  2. - use only against single targets; against groups it is better to keep fire aura unless you need Might Might

Earth/Earth

  1. Get out of earth/earth as fast as possible. It is sometimes even better to skip this if Earthen Vortex is already on cooldown before you would swap.

Air/Fire

  1. - use only against single targets; against groups it is better to keep fire aura unless you need Might Might
  2. inside or for Fire Aura

Utilities

Primordial Stance and Glyph of Elemental Power change drastically depending on your current attunement, and its important to consider what attunement is best to use them in

  • considers the element on your mainhand and the element on your offhand to determine what condition to pulse, and updates every second. As such, for the highest damage, use it right before double attuning to Earth for high Bleeding Bleeding damage, or in Air for Vulnerability Vulnerability.
  • changes its effect depending on your mainhand attunement, and is best used in Air for Vulnerability Vulnerability or in Fire for high Burning Burning damage.
  • is your highest damage skill, spam it off cooldown, even when not using .

Defense

  • , - projectile hate.
  • - invulnerability.
  • Using a Dual Attack gives Vigor Vigor, and dodging gives barrier, thanks to .
  • and both make you evade for 1 second.

Sustain

  • heals you for every single skill you cast.
  • creates a water field where you can use your combo finishers to heal, such as , , , .

Crowd Control


Video Examples

The following examples were provided courtesy of Hardcore Casual on Youtube. Videos are listed with permission.

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