Difference between revisions of "Weaver - Staff Backline"
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{{Build | {{Build | ||
| profession = elementalist | | profession = elementalist | ||
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| designed for = wvw zerg | | designed for = wvw zerg | ||
| focus = strike damage, utility, crowd control | | focus = strike damage, utility, crowd control | ||
− | | rating = | + | | rating = good |
− | | xpac = pof | + | | xpac = hot, pof |
+ | | difficulty = 2 | ||
}} | }} | ||
Line 30: | Line 30: | ||
===Skill Variants=== | ===Skill Variants=== | ||
− | + | ;Heal | |
− | * {{Skill|Glyph of Elemental Harmony}} | + | * {{Skill|Glyph of Elemental Harmony}} better healing, if condition clear is totally covered |
− | + | ;Utility | |
− | + | * {{Skill|Glyph of Storms}} {{to}} {{skill|Mist Form}} if extra personal survivability is desperately needed | |
− | * {{Skill|Glyph of Storms}} | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Fire| | + | {{Specialization|Fire|mid|bot|top}} |
{{Specialization|Air|bot|mid|top}} | {{Specialization|Air|bot|mid|top}} | ||
− | {{Specialization|Weaver| | + | {{Specialization|Weaver|bot|mid|top}} |
===Variants=== | ===Variants=== | ||
− | * {{Trait| | + | * {{Trait|Superior Elements}} inconsistent damage increase but reduced survivability |
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===Template Code=== | ===Template Code=== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYfHikbOBt1AAAAkAAAAPUVAAC+AQAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
Line 67: | Line 66: | ||
| rune = Superior Rune of the Scholar | | rune = Superior Rune of the Scholar | ||
| rune-qt = 6 | | rune-qt = 6 | ||
+ | | relic = Relic of Fireworks | ||
| weapon1 = Staff | | weapon1 = Staff | ||
| weapon2 = | | weapon2 = | ||
| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Energy |
| weapon3 = Staff | | weapon3 = Staff | ||
| weapon4 = | | weapon4 = | ||
− | | sigil3 = Superior Sigil of | + | | sigil3 = Superior Sigil of Bloodlust |
− | | sigil4 = Superior Sigil of | + | | sigil4 = Superior Sigil of Energy |
| infusion1 = Mighty WvW Infusion | | infusion1 = Mighty WvW Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
}} | }} | ||
+ | |||
+ | |||
+ | ===Equipment Variants=== | ||
+ | * {{Relic|Relic of the Thief}} | ||
+ | * {{Relic|Relic of Speed}} | ||
Line 88: | Line 93: | ||
===Variants=== | ===Variants=== | ||
====Stats==== | ====Stats==== | ||
− | * | + | * Add {{Tooltip|Dragon stats}} with {{Trait|Superior Elements}} to avoid overcapping crit |
+ | ** All trinkets except for one accessory is a possible option | ||
* Use as much {{Tooltip|Marauder}} as you feel is necessary then fill out with {{Tooltip|Berserker stats}} | * Use as much {{Tooltip|Marauder}} as you feel is necessary then fill out with {{Tooltip|Berserker stats}} | ||
− | * | + | ** Keep in mind crit from {{Trait|Elements of Rage}} |
+ | |||
+ | |||
+ | ==Usage== | ||
+ | ===General=== | ||
+ | * As soon as you get 25 stacks of {{Sigil|Superior Sigil of Bloodlust}} and get out of combat, swap back to the Staff without a stacking sigil | ||
+ | * Read dual attunements as Old/New - i.e. Fire/Air means fire was attuned first and air was attuned second | ||
+ | * Start fights in Air/Fire or Air/Earth then rotate through attunements as follows: | ||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |;Attunement rotation | ||
+ | | | ||
+ | # {{Skill|Air Attunement}} + {{Skill|Fire Attunement}} | ||
+ | # {{Skill|Fire Attunement}} {{to}} {{Skill|Fire Attunement}} + {{Skill|Fire Attunement}} | ||
+ | # {{Skill|Air Attunement}}/{{Skill|Earth Attunement}}/{{Skill|Water Attunement}} {{to}} {{Skill|Fire Attunement}} + '''X''' | ||
+ | # {{Skill|Fire Attunement}} {{to}} '''X''' + {{Skill|Fire Attunement}} | ||
+ | # Repeat from step 2 | ||
+ | }} | ||
+ | |||
+ | |||
+ | ===Priorities=== | ||
+ | ;High | ||
+ | * {{Skill|Meteor Shower}} | ||
+ | * {{Skill|Conjure Fiery Greatsword}} | ||
+ | ;Moderate | ||
+ | * Sustained damage | ||
+ | * CC | ||
− | + | ;Low | |
− | + | * Support | |
− | |||
− | |||
− | |||
− | |||
− | * | ||
− | ==== | + | ====Surviving==== |
− | * {{ | + | * This build has low passive defense |
− | * {{ | + | * This build has moderate mobility skill access |
+ | ** An '''About Face''' keybind can be useful for {{Skill|Burning Retreat}} | ||
+ | ** Avoid using {{Skill|Lightning Flash}} for mobility unless nessecary to survive | ||
+ | * This build has moderate active defenses | ||
+ | ** Save {{Skill|Ether Renewal}} for removing {{Tooltip|Immobilize}}, {{Tooltip|Chill}} or {{Tooltip|Weakness}} | ||
+ | ** Interrupt {{Skill|Ether Renewal}} using a '''Stow Weapon''' keybind as soon as you are full hp/condition cleared | ||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |;Active defense priority | ||
+ | | | ||
+ | * {{Skill|Twist of Fate}} - for stunbreaking | ||
+ | * {{Skill|Windborne Speed}} - for {{Tooltip|Immobilize}} | ||
+ | * '''Dodge''' | ||
+ | * {{Skill|Burning Retreat}} | ||
+ | * {{Skill|Lightning Flash}} | ||
+ | * {{Skill|Ether Renewal}} | ||
+ | }} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | ===Detailed Explanations=== | ||
+ | ====Meteor Shower==== | ||
+ | * Place {{Skill|Meteor Shower}} where the enemy group is moving to, not where they are when you begin the cast | ||
+ | * Make sure {{Trait|Elements of Rage}} is procced when using {{Skill|Meteor Shower}} | ||
+ | * There are two ways to move during the cast of {{Skill|Meteor Shower}}: | ||
+ | ** Cast {{Skill|Meteor Shower}} immediately after casting {{Skill|Burning Retreat}} and the {{Skill|Meteor Shower}} will be queued to cast at the target location after the rollback ends | ||
+ | ** Use {{Skill|Lightning Flash}} after you start casting it | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | ====Fiery Greatsword==== | ||
+ | * Treat {{Skill|Firestorm}} as a secondary {{Skill|Meteor Shower}} | ||
+ | ** Try to get three casts of {{Skill|Firestorm}} per use of {{Skill|Conjure Fiery Greatsword}} | ||
+ | * Make sure {{Trait|Elements of Rage}} is procced when using {{Skill|Conjure Fiery Greatsword}} | ||
+ | * {{Skill|Fiery Whirl}} is low cooldown and has high damage, use it aggressively but don't move yourself into a bad position | ||
+ | ** Aim through the enemy stack if your group crosses through them and aim across the enemy stack otherwise | ||
+ | * Use {{Skill|Fiery Rush}} for mobility, on single targets or to set up {{Skill|Fiery Whirl}} | ||
+ | * Coordinate with a DPS player in your group to pick up the conjure dropped on the ground | ||
+ | ** Make sure to place it in a safe place for them to grab | ||
+ | ** If you don't have anyone reliable to coordinate with, you can pick it up yourself for 30s after casting the skill | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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+ | ====Sustained damage==== | ||
+ | * When using ground AoEs like {{Skill|Lava Font}}, place them so that one edge is on the enemy group and the other edge is in the direction they are moving to | ||
+ | * Your X/Fire Dual skills are slow moving projectiles ({{Skill|Plasma Blast}}, {{Skill|Pyroclastic Blast}} and {{Skill|Pressure Blast}}). | ||
+ | ** Predict the enemies movement, as with {{Skill|Meteor Shower}} | ||
+ | ** Cast towards the edges of the enemy group to avoid projectile reflect | ||
+ | * Use {{Skill|Glyph of Storms}} in {{Skill|Fire Attunement}} if you expect the fight to last at least 25 seconds | ||
+ | ** Otherwise {{Skill|Air Attunement}} has more damage but with a much longer cooldown | ||
− | = | + | {{Collapsible |
− | * {{Skill|Meteor Shower}} | + | |width=85 |
− | * | + | |;Skill priority |
− | * | + | | |
− | * | + | * {{Skill|Meteor Shower}} |
− | * | + | * {{Skill|Conjure Fiery Greatsword}} |
− | + | * {{Skill|Lava Font}} | |
− | * | + | * {{Skill|Plasma Blast}}/{{Skill|Pyroclastic Blast}}/{{Skill|Pressure Blast}} |
+ | * {{Skill|Glyph of Storms}} | ||
+ | * {{Skill|Lightning Surge}}/{{Skill|Eruption}}/{{Skill|Ice Spike}} | ||
+ | * '''Autoattacks''' | ||
+ | }} | ||
− | === | + | ====CC==== |
− | * | + | * Your three ground CCs are {{Skill|Static Field}}, {{Skill|Unsteady Ground}} and {{Skill|Frozen Ground}}, in order of strength |
− | + | ** {{Skill|Frozen Ground}} should normally be saved to give yourself and allies {{Skill|Frost Aura}} instead of being used as a CC | |
− | ** {{Skill| | + | * Drop your target when casting {{Skill|Shock Wave}} to make it easier to aim, don't cast it into projectile reflect |
− | * | + | * You shouldn't interrupt your rotation to try and CC, instead try to predict when you'll need to CC and move into the best possible attunement early |
− | * | + | * Use your CC when: |
− | ** {{Skill| | + | ** Your group calls a spike: |
− | ** {{Skill| | + | *** Winds - {{Skill|Winds of Disenchantment}} |
+ | *** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}} | ||
+ | *** Shades - {{Skill|Desert Shroud}} | ||
+ | *** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}} | ||
+ | ** On top of enemy downs (while alive players are on top of them) | ||
+ | ** Enemy groups moving defensively while your group is pushing | ||
− | === | + | ====Support==== |
− | * {{Skill| | + | * Focus on using {{Skill|Windborne Speed}} when your group is pushing or disengaging from the enemy |
− | * | + | * Cast {{Skill|Healing Rain}} on clashes, targeting the ground AoE so that one edge is on your group and the other edge is where they are moving to |
− | + | * If a player in your party is going to die because of {{Tooltip|Immobilize}}, save them with {{Skill|Windborne Speed}} | |
− | * | + | * Use {{Skill|Frozen Ground}} on your group before pushes to give {{Skill|Frost Aura}} |
− | |||
− | |||
− | * {{Skill| | ||
− | |||
− |
Latest revision as of 13:25, 12 May 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage, Utility and Crowd control
Designed for: WvW Zerg
Difficulty:
Normal
This build was last updated on May 12, 2024 and is up to date for the October 8, 2024 patch.
Overview
A backline zerg WvW DPS build for Elementalist providing damage, CC and field support. Requires a precise usage of skills and positioning to survive.
Skill Bar
Staff
Staff
Utility
Skill Variants
- Heal
- better healing, if condition clear is totally covered
- Utility
- ⇒ if extra personal survivability is desperately needed
Specializations
Variants
- inconsistent damage increase but reduced survivability
Variants
- Arcane is an option over Air adding a mix of utility and damage.
- Variants
- ferocity boost and strong immobilize on Earth Attunement when using arcane skills.
Template Code
[&DQYfHikbOBt1AAAAkAAAAPUVAAC+AQAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Staff
Marauder
Marauder
Sigil
Sigil
Staff
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
Consumables
-
- personal option
Variants
Stats
- Add Dragon stats with to avoid overcapping crit
- All trinkets except for one accessory is a possible option
- Use as much Marauder as you feel is necessary then fill out with Berserker stats
- Keep in mind crit from
Usage
General
- As soon as you get 25 stacks of and get out of combat, swap back to the Staff without a stacking sigil
- Read dual attunements as Old/New - i.e. Fire/Air means fire was attuned first and air was attuned second
- Start fights in Air/Fire or Air/Earth then rotate through attunements as follows:
|
Priorities
- High
- Moderate
- Sustained damage
- CC
- Low
- Support
Surviving
- This build has low passive defense
- This build has moderate mobility skill access
- An About Face keybind can be useful for
- Avoid using for mobility unless nessecary to survive
- This build has moderate active defenses
- Save Immobilize, Chill or Weakness for removing
- Interrupt using a Stow Weapon keybind as soon as you are full hp/condition cleared
|
Detailed Explanations
Meteor Shower
- Place where the enemy group is moving to, not where they are when you begin the cast
- Make sure is procced when using
- There are two ways to move during the cast of
- Cast immediately after casting and the will be queued to cast at the target location after the rollback ends
- Use after you start casting it
:
Fiery Greatsword
- Treat
- Try to get three casts of per use of
as a secondary
- Make sure is procced when using
- Aim through the enemy stack if your group crosses through them and aim across the enemy stack otherwise
is low cooldown and has high damage, use it aggressively but don't move yourself into a bad position
- Use for mobility, on single targets or to set up
- Coordinate with a DPS player in your group to pick up the conjure dropped on the ground
- Make sure to place it in a safe place for them to grab
- If you don't have anyone reliable to coordinate with, you can pick it up yourself for 30s after casting the skill
Sustained damage
- When using ground AoEs like , place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
- Your X/Fire Dual skills are slow moving projectiles (
- Predict the enemies movement, as with
- Cast towards the edges of the enemy group to avoid projectile reflect
, and ).
- Use
- Otherwise has more damage but with a much longer cooldown
in if you expect the fight to last at least 25 seconds
|
CC
- Your three ground CCs are
- should normally be saved to give yourself and allies instead of being used as a CC
, and , in order of strength
- Drop your target when casting to make it easier to aim, don't cast it into projectile reflect
- You shouldn't interrupt your rotation to try and CC, instead try to predict when you'll need to CC and move into the best possible attunement early
- Use your CC when:
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
- Your group calls a spike:
Support
- Focus on using when your group is pushing or disengaging from the enemy
- Cast on clashes, targeting the ground AoE so that one edge is on your group and the other edge is where they are moving to
- If a player in your party is going to die because of Immobilize, save them with
- Use on your group before pushes to give
Ratings
There is basically no reason to run this in a group over any other build. However, this is a fantastic build to play as a pug and is one of the most fun builds to play in wvw.
A decent selfish damage build, but somewhat difficult to play and arguably inferior to DH and even longbow berserker in the same role. Still worth bringing a couple in a zerg if you have dedicated Staff ele players.
Comments
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