Difference between revisions of "Weaver - Farming Power Staff"
m |
|||
(21 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
− | |||
{{Build | {{Build | ||
| profession = Elementalist | | profession = Elementalist | ||
− | | specialization = | + | | specialization = Weaver |
| designed for = open world, open world general | | designed for = open world, open world general | ||
| focus = strike damage | | focus = strike damage | ||
− | | rating = | + | | rating = archived |
− | | xpac = pof | + | | xpac = pof, hot |
+ | | difficulty = 2 | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | A long-ranged | + | 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 {{Skill|Pyroclastic Blast}} and more long range attacks with {{Skill|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 {{Skill|Overload Fire}} and {{Skill|Overload Air}}, better tagging potential by using shouts like {{Skill|"Feel the Burn!"}} or {{Skill|"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. | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYfHSkbOBkXARcBUAFQAfYA9gC+ATUXJgASFwAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
Line 22: | Line 26: | ||
{{Skill bar | {{Skill bar | ||
|profession = elementalist | |profession = elementalist | ||
− | |specialization = | + | |specialization = weaver |
|weapon1 = Staff | |weapon1 = Staff | ||
|weapon2 = | |weapon2 = | ||
|weapon3 = | |weapon3 = | ||
|weapon4 = | |weapon4 = | ||
− | |healing = | + | |healing = Glyph of Elemental Harmony |
− | |utility1 = | + | |utility1 = Glyph of Storms |
− | |utility2 = | + | |utility2 = Arcane Wave |
− | |utility3 = | + | |utility3 = Arcane Shield |
− | |elite = | + | |elite = Conjure Fiery Greatsword |
}} | }} | ||
===Skill Variants=== | ===Skill Variants=== | ||
− | ====Healing | + | Let's explain why we recommened these skills, and alternatives you can consider: |
− | * {{Skill| | + | ====Healing==== |
− | * {{Skill| | + | {{Skill|Glyph of Elemental Harmony}} is a great burst heal and povides a boon. |
− | + | * {{Skill|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. | |
+ | * {{Skill|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. | ||
+ | * {{Skill|Signet of Restoration}} - passive healing over time, but very weak heal on demand, leaving you vulnerable to burst damage. | ||
+ | * When playing the tempest variant, {{Skill|"Wash the Pain Away!"}} is a weak AoE heal, but also cleanses 1 condition. | ||
====Utility Skills==== | ====Utility Skills==== | ||
− | + | {{Skill|Glyph of Storms}} provides ranged AoE damage, use it on Fire. {{Skill|Arcane Wave}} provides ranged AoE burst damage. {{Skill|Arcane Shield}} is a stun break and blocks 3 attacks. | |
− | * {{Skill|Arcane Blast}} - | + | * {{Skill|Arcane Blast}} - Good single target damage. |
− | * {{Skill| | + | * {{Skill|Primordial Stance}} - great AoE damage but in melee range. |
− | * {{Skill|" | + | * {{Skill|Lightning Flash}} - Mobility. |
− | + | * When playing the tempest variant, {{Skill|"Feel the Burn!"}} or {{Skill|"Aftershock!"}} provide good AoE tagging and support. | |
− | |||
====Elite Skills==== | ====Elite Skills==== | ||
− | + | {{Skill|Conjure Fiery Greatsword}} - provides high damage with skills 4 and 5, and mobility with skill 3. | |
+ | * {{Skill|Glyph of Elementals}} - Cast it on Fire for damage, on Water for support, healing and {{Tooltip|Knockback}}, on Air for a {{Tooltip|Stun}}, or on Earth for defense. | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Fire| | + | {{Specialization|Fire|top|bot|top}} |
{{Specialization|Air|bot|mid|top}} | {{Specialization|Air|bot|mid|top}} | ||
− | {{Specialization| | + | {{Specialization|Weaver|top|mid|top}} |
− | + | ;Trait Variants | |
− | * {{Trait| | + | * {{Trait|Burning Fire}} - If conditions are a problem. |
− | + | * {{Trait|Zephyr's Boon}} - If you lack Fury and swiftness and are using aura traits/utilities. | |
+ | * {{Trait|Master's Fortitude}} - Bonus vitality at the expense of the 10% critical chance from Superior Elements. | ||
− | ===Arcane | + | ===Arcane=== |
− | Replaces | + | Replaces Air. Adds defense and utility at the cost of damage. |
{{Specialization|Arcane|mid|bot|mid|variant=y}} | {{Specialization|Arcane|mid|bot|mid|variant=y}} | ||
− | * {{Trait|Bountiful Power}} | + | * {{Trait|Arcane Resurrection}} - Improves revive power in zergs. |
− | * {{Trait|Evasive Arcana}} | + | * {{Trait|Bountiful Power}} - Use this when running with a group that grants lots of boons. |
− | + | * {{Trait|Evasive Arcana}} - Provides good defensive abilities on dodging while in {{Skill|Water Attunement}} or {{Skill|Air Attunement}}. | |
+ | ===Tempest=== | ||
+ | The tempest variant has to be played in melee range but is simpler and provides more melee AoE attacks through {{Skill|Overload Fire}} and {{Skill|Overload Air}} and better tagging potential by using shouts like {{Skill|"Feel the Burn!"}} or {{Skill|"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. | ||
+ | {{Specialization|Tempest|top|mid|top|variant=y}} | ||
+ | * {{Trait|Unstable Conduit}} can replace {{Trait|Gale Song}} | ||
+ | * You can use {{Trait|Lucid Singularity}} to provide some {{Tooltip|Alacrity}}, but you will spam less overloads. | ||
+ | * You can use {{Trait|Fresh Air}} and just focus on spamming {{Skill|Overload Air}} much like the normal power tempest build [[Build:Tempest - Fresh Air]]. | ||
==Equipment== | ==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. | |
− | |||
− | This | ||
{{PvE equipment | {{PvE equipment | ||
| weight = Light | | weight = Light | ||
Line 88: | Line 100: | ||
| sigil3 = Superior Sigil of Force | | sigil3 = Superior Sigil of Force | ||
| sigil4 = Superior Sigil of Bloodlust | | sigil4 = Superior Sigil of Bloodlust | ||
+ | | infusion1 = Mighty +9 Agony Infusion | ||
+ | | infusion1-qt = 14 | ||
+ | | infusion2 = Precise +9 Agony Infusion | ||
+ | | infusion2-qt = 4 | ||
+ | <!-- Custom stats --> | ||
+ | | shoulders = Assassin | ||
}} | }} | ||
+ | * This setup provides 100% critical chance with {{Tooltip|Fury}} thanks to {{Trait|Zephyr's Speed (elementalist)}}, {{Trait|Elements of Rage}}, and {{Trait|Superior Elements}}. | ||
+ | ** Nearby allies will help maintain {{Tooltip|Weakness}} for the bonus of Superior Elements. Your Earth autottacks {{Skill|Stoning}} will also help. | ||
+ | ** If you don't have infusions, use an {{Tooltip|Assassin}} head armor. | ||
+ | ===Variant Equipment=== | ||
+ | ;Gear<br> | ||
+ | ==Consumables== | ||
+ | Budget consumables are acceptable for use in open world. | ||
− | === | + | ===DPS=== |
− | + | * Prioritize '''Steak''' Ascended food. | |
− | * {{ | + | * {{Food|Plate of Spicy Moa Wings}} / {{Food|Bowl of Sweet and Spicy Butternut Squash Soup}} |
− | * {{ | + | * {{Utility|Superior Sharpening Stone}} / {{Utility|Tin of Fruitcake}} |
+ | ===Defense=== | ||
+ | * {{Food|Bowl of Orrian Truffle and Meat Stew}} | ||
+ | * {{Food|Fried Oyster Sandwich}} | ||
+ | * {{Food|Bowl of Lemongrass Mussel Pasta}} | ||
− | === | + | ===Farming=== |
− | * {{ | + | * Prioritize '''Steak''' Ascended food. |
− | * {{ | + | * {{Item|Birthday Blaster}} / {{Item|Feast of Delectable Birthday Cake}} |
+ | * {{Food|Peppermint Omnomberry Bar}} | ||
+ | * {{Utility|Sharpening Skull}} (and variants) | ||
+ | <br> | ||
+ | * {{Tooltip|Marauder}} - Trades 10% damage for +60% effective health. | ||
+ | * {{Tooltip|Knight}} - Defensive (trinkets only). | ||
+ | ;Runes | ||
+ | * {{Rune|Superior Rune of Vampirism}} - provides a huge increase to sustain in a zerg. | ||
− | + | ;Sigils | |
− | * {{Sigil|Superior Sigil of | + | * {{Sigil|Superior Sigil of Stamina}} - Extra defense in a zerg. |
− | * {{Sigil|Superior Sigil of | + | * {{Sigil|Superior Sigil of Strength}} - Option for more self {{Tooltip|Might}} generation. |
+ | <br> | ||
==Consumables== | ==Consumables== | ||
− | + | Budget consumables are acceptable for use in open world. | |
− | + | ||
− | * {{ | + | ===DPS=== |
− | * {{ | + | * Prioritize '''Steak''' Ascended food. |
− | * {{ | + | * {{Food|Plate of Spicy Moa Wings}} / {{Food|Bowl of Sweet and Spicy Butternut Squash Soup}} |
+ | * {{Utility|Superior Sharpening Stone}} / {{Utility|Tin of Fruitcake}} | ||
+ | |||
+ | ===Defense=== | ||
+ | * {{Food|Bowl of Orrian Truffle and Meat Stew}} | ||
+ | * {{Food|Fried Oyster Sandwich}} | ||
+ | * {{Food|Bowl of Lemongrass Mussel Pasta}} | ||
− | + | ===Farming=== | |
− | * {{ | + | * Prioritize '''Steak''' Ascended food. |
− | * {{ | + | * {{Item|Birthday Blaster}} / {{Item|Feast of Delectable Birthday Cake}} |
+ | * {{Food|Peppermint Omnomberry Bar}} | ||
+ | * {{Utility|Sharpening Skull}} (and variants) | ||
+ | <br> | ||
==Usage== | ==Usage== | ||
===Damage / Tagging=== | ===Damage / Tagging=== | ||
− | * | + | * Your damage skills are {{Skill|Lava Font}}, {{Skill|Pyroclastic Blast}}, {{Skill|Eruption}}, {{Skill|Lightning Surge}}, {{Skill|Plasma Blast}}, {{Skill|Shock Wave}}, and {{Skill|Ice Spike}}. Fill in the gaps with auto attacks. |
− | * Use {{Skill|Glyph of Storms}} and {{Skill|Meteor Shower}} on large, static groups of enemies or bosses | + | * Use {{Skill|Firestorm (Glyph of Storms)}} and {{Skill|Meteor Shower}} on large, static groups of enemies or bosses. |
+ | * {{Skill|Flame Burst}} - Very fast small AoE tagging. | ||
+ | * {{Trait|Electric Discharge}} Instant cast single target tagging when attuning to Air in combat. | ||
+ | * {{Skill|Arcane Wave}} - Instant cast wide AoE tagging. | ||
+ | * When playing the tempest variant, {{Skill|"Feel the Burn!"}} is an instant cast AoE tagging. And other shouts are fast cast AoE tagging. | ||
+ | * {{Skill|Arcane Blast}} - Instant cast single target tagging. (if equipped) | ||
===Defense & Support=== | ===Defense & Support=== | ||
− | * {{Skill| | + | * The best defense is to dodge attacks or get out of the way. Your Dual Attacks provide {{Tooltip|Swiftness}} thanks to {{Trait|Swift Revenge}} to help run out of attacks. |
− | * {{Skill| | + | * {{Skill|Burning Retreat}} is a powerful defensive evade and movement skill, can be used in any direction by rotating your character. |
− | * {{Skill| | + | * {{Skill|Sandstorm}} inflicts {{Tooltip|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 {{Skill|Healing Rain}} to remove conditions, provide {{Tooltip|Regeneration}}, and a water field. You can double attune to Water to use {{Skill|Geyser}} for healing and a water field. As a tempest, you access these skills by attuning once. | ||
+ | * {{Skill|Ice Spike}}, {{Skill|Eruption}} and {{Skill|Transmute Earth}} can be used on water fields for additional area healing or on fire fields for extra might. | ||
+ | * {{Skill|Magnetic Aura}} provides {{Tooltip|Magnetic Aura}} for projectile reflection. | ||
+ | * If you need more defense, you can slot and use {{Skill|Stone Resonance}}. | ||
+ | * {{Skill|Lahar}} provides 1 stack of personal {{Tooltip|Stability}}. | ||
+ | * {{Skill|Arcane Shield}} can be used to block dangerous attacks. | ||
===Crowd Control=== | ===Crowd Control=== | ||
− | * {{Skill|Gust}} | + | * {{Skill|Gust}} - {{Tooltip|Knockback}} |
− | * {{Skill|Static Field}} | + | * {{Skill|Pile Driver}} - {{Tooltip|Daze}} |
− | + | * {{Skill|Static Field}} and {{Skill|Unsteady Ground}} - {{Tooltip|Stun}} and {{Tooltip|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. | |
− | + | * {{Skill|Frozen Ground}} and {{Skill|Shock Wave}} - Soft CC options. | |
− | * {{Skill| | + | * {{Skill|Crashing Waves}} - From Ice Elemental if equipped. |
− | * {{Skill|Crashing Waves}} | + | * {{Skill|Shocking Bolt}} - From Air Elemental if equipped. |
− | * {{Skill|Shocking Bolt}} | + | * If you need a lot of crowd control you can use {{Skill|Conjure Frost Bow}} so that you and an ally can use {{Skill|Deep Freeze}}. |
Latest revision as of 22:51, 20 August 2023
Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.
Focused on: Strike damage
Designed for: Open World and Open World General
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 and more long range attacks with . 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 and , better tagging potential by using shouts like or , 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.
Template Code
Skill Bar
Skill Variants
Let's explain why we recommened these skills, and alternatives you can consider:
Healing
is a great burst heal and povides a boon.
- - 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.
- - very situational heal that removes up to 8 conditions throughout its long channeling time. Arcane Shield can help with channellig it without getting interrupted.
- - passive healing over time, but very weak heal on demand, leaving you vulnerable to burst damage.
- When playing the tempest variant, is a weak AoE heal, but also cleanses 1 condition.
Utility Skills
provides ranged AoE damage, use it on Fire. provides ranged AoE burst damage. is a stun break and blocks 3 attacks.
- - Good single target damage.
- - great AoE damage but in melee range.
- - Mobility.
- When playing the tempest variant, or provide good AoE tagging and support.
Elite Skills
- provides high damage with skills 4 and 5, and mobility with skill 3.
- Knockback, on Air for a Stun, or on Earth for defense. - Cast it on Fire for damage, on Water for support, healing and
Specializations
- Trait Variants
- - If conditions are a problem.
- - If you lack Fury and swiftness and are using aura traits/utilities.
- - 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.
- - Improves revive power in zergs.
- - Use this when running with a group that grants lots of boons.
- - Provides good defensive abilities on dodging while in or .
Tempest
The tempest variant has to be played in melee range but is simpler and provides more melee AoE attacks through
and and better tagging potential by using shouts like or , 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.- can replace
- You can use Alacrity, but you will spam less overloads. to provide some
- You can use Build:Tempest - Fresh Air. and just focus on spamming much like the normal power tempest build
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.
Berserker
Assassin
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x14
x4
- This setup provides 100% critical chance with Fury thanks to , , and .
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)
- Runes
- - provides a huge increase to sustain in a zerg.
- Sigils
- - Extra defense in a zerg.
- Might generation. - Option for more self
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 , , , , , , and . Fill in the gaps with auto attacks.
- Use and on large, static groups of enemies or bosses.
- - Very fast small AoE tagging.
- Instant cast single target tagging when attuning to Air in combat.
- - Instant cast wide AoE tagging.
- When playing the tempest variant, is an instant cast AoE tagging. And other shouts are fast cast AoE tagging.
- - 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 thanks to to help run out of attacks.
- is a powerful defensive evade and movement skill, can be used in any direction by rotating your character.
- Blinded in a large AoE, useful against groups of trash mobs. inflicts
- As a weaver, you can attune to water and then to another element to access Regeneration, and a water field. You can double attune to Water to use for healing and a water field. As a tempest, you access these skills by attuning once. to remove conditions, provide
- , and can be used on water fields for additional area healing or on fire fields for extra might.
- Magnetic Aura for projectile reflection. provides
- If you need more defense, you can slot and use .
- Stability. provides 1 stack of personal
- can be used to block dangerous attacks.
Crowd Control
- Knockback -
- Daze -
- Stun and 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. and -
- and - Soft CC options.
- - From Ice Elemental if equipped.
- - From Air Elemental if equipped.
- If you need a lot of crowd control you can use so that you and an ally can use .
Ratings
Comments
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium