Difference between revisions of "Weaver - Power Weaver"
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==Overview== | ==Overview== | ||
− | A strike-based weaver build for open world. | + | 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== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYpGR8dOBl0AHQANRc1F74BUAH1FfYAEhcSFwAAAAAAAAAAAAAAAAAAAAADCQFWAGcAAA==] |
}} | }} | ||
Line 23: | Line 25: | ||
|specialization = weaver | |specialization = weaver | ||
|weapon1 = Sword | |weapon1 = Sword | ||
− | |weapon2 = | + | |weapon2 = Dagger |
|weapon3 = Staff | |weapon3 = Staff | ||
|weapon4 = | |weapon4 = | ||
− | |healing = | + | |healing = Signet of Restoration |
|utility1 = Primordial Stance | |utility1 = Primordial Stance | ||
|utility2 = Glyph of Storms | |utility2 = Glyph of Storms | ||
− | |utility3 = | + | |utility3 = Twist of Fate |
|elite = Weave Self | |elite = Weave Self | ||
}} | }} | ||
===Weapon Variants=== | ===Weapon Variants=== | ||
− | * {{Tooltip| | + | * {{Tooltip|Warhorn}} replaces dagger. Less damage but more utility. Requires [https://wiki.guildwars2.com/wiki/Weaponmaster_Training weaponmaster training] with Secrets of the Obscure. |
+ | * {{Tooltip|Staff}} - ranged damage with some good Dual skills, but low overall damage. | ||
+ | * {{Tooltip|Spear}} - not recommended because the Dual skills are very bad. | ||
===Skill Variants=== | ===Skill Variants=== | ||
====Heals==== | ====Heals==== | ||
− | * {{Skill|Glyph of Elemental Harmony}} - burst heal | + | We default to {{Skill|Signet of Restoration}} 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: |
− | * {{Skill| | + | *{{Skill|Glyph of Elemental Harmony}} - strong burst healing and a boon based on attunement. |
− | + | * {{Skill|Arcane Brilliance}} - 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]]). | |
+ | * {{Skill|Ether Renewal}} - very high healing and condition removal throughout its long channelling time. Great option for raw healing if you can afford the cast time. | ||
====Utilities==== | ====Utilities==== | ||
− | {{Skill| | + | {{Skill|Primordial Stance}} is good source of damage.<br> |
− | + | {{Skill|Glyph of Storms}} provides good area damage or utility.<br> | |
− | + | {{Skill|Twist of Fate}} is a good low-cooldown stunbreak. | |
− | * {{Skill| | + | * {{Skill|Arcane Shield}} - alternative to Twist of Fate that blocks attacks. |
− | * {{Skill| | + | * {{Skill|Glyph of Elemental Power}} - very flexible skill that can do damage, or cleanse conditions, or daze enemies, or give barrier, depending on your current attunement, and breaks stun. |
− | * {{Skill|Cleansing Fire}} - condition cleanse | + | * {{Skill|Cleansing Fire}} - condition cleanse and stun break. |
− | * {{Skill|Lightning Flash}} - mobility | + | * {{Skill|Lightning Flash}} - mobility. |
− | * {{Skill|Stone Resonance}} - defensive barrier and stability | + | * {{Skill|Stone Resonance}} - defensive barrier and stability. |
− | * {{Skill| | + | * {{Skill|Arcane Blast}} - if you don't need any utility or stunbreak, take Arcane Blast for extra damage. |
+ | ====Elites==== | ||
+ | {{Skill|Weave Self}} provides a large damage increase which can be sacrificed for great crowd control. | ||
+ | * {{Skill|Glyph of Elementals}} - creates a summon, good option for hard fights. Cast it in fire for damage, tanking in earth or sustain in water. | ||
− | |||
− | |||
==Specializations== | ==Specializations== | ||
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{{Specialization|Fire|top|bot|top}} | {{Specialization|Fire|top|bot|top}} | ||
{{Specialization|Weaver|top|mid|top}} | {{Specialization|Weaver|top|mid|top}} | ||
+ | ;Variants | ||
+ | *{{Trait|Ferocious Winds}} - extra damage if you don't need the fury from Zephyr's Boon. | ||
+ | |||
==Equipment== | ==Equipment== | ||
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| weight = Light | | weight = Light | ||
| stats = Berserker | | stats = Berserker | ||
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Scholar |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = sword | | weapon1 = sword | ||
− | | weapon2 = | + | | weapon2 = dagger |
| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
| sigil2 = Superior Sigil of Impact | | sigil2 = Superior Sigil of Impact | ||
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| relic = Relic of Fireworks | | relic = Relic of Fireworks | ||
}} | }} | ||
+ | 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 [https://wiki.guildwars2.com/wiki/Weaponmaster_Training weaponmaster training] with Secrets of the Obscure. | ||
+ | * You can use {{Relic|Relic of Zakiros}} to trade a minor amount of damage for sustain, {{Relic|Relic of the Cavalier}} to start combat with boons, or {{Relic|Relic of Durability}} for a little extra defense. | ||
+ | * For defense, equip the highest tier Jade Core you can afford. Use defensive food or skills if required. | ||
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==Consumables== | ==Consumables== | ||
Budget consumables are acceptable for use in open world. | Budget consumables are acceptable for use in open world. | ||
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* {{Food|Peppermint Omnomberry Bar}} | * {{Food|Peppermint Omnomberry Bar}} | ||
* {{Utility|Sharpening Skull}} (and variants) | * {{Utility|Sharpening Skull}} (and variants) | ||
− | + | ||
==Usage== | ==Usage== | ||
===Damage=== | ===Damage=== | ||
====Basics==== | ====Basics==== | ||
− | This is an oversimplification. For a detailed guide on how to properly deal damage with | + | This is an oversimplification. For a detailed guide on how to properly deal damage with Power Weaver, see [[Build:Weaver_-_Power DPS|The Raid Build]] |
* Rotate between {{Skill|Fire Attunement}} and {{Skill|Air Attunement}}, making sure to double-attune to each when possible. | * Rotate between {{Skill|Fire Attunement}} and {{Skill|Air Attunement}}, making sure to double-attune to each when possible. | ||
* Use blast finishers in Fire Fields to generate {{Tooltip|Might}} | * Use blast finishers in Fire Fields to generate {{Tooltip|Might}} | ||
* Use {{Skill|Primordial Stance}} in {{Skill|Air Attunement}} to apply {{Tooltip|Vulnerability}} | * Use {{Skill|Primordial Stance}} in {{Skill|Air Attunement}} to apply {{Tooltip|Vulnerability}} | ||
− | * | + | * {{Skill|Ride the Lightning}}, {{Skill|Fire Grab}} and {{Skill|Churning Earth}} will activate {{Relic|Relic of Fireworks}}. (the relic doesn't care about the cooldown reduction from {{Trait|Pyromancer's Training}} or {{Trait|Aeromancer's Training}}). |
− | * This build centers itself around maintaining several buffs in order to skyrocket its damage. These are {{Trait|Superior Elements}}, {{Trait|Swift Revenge}}, {{Trait|Elements of Rage}}, {{Trait|Pyromancer's Training}}, {{Trait|Persisting Flames}}, and {{ | + | * This build centers itself around maintaining several buffs in order to skyrocket its damage. These are {{Trait|Superior Elements}}, {{Trait|Swift Revenge}}, {{Trait|Elements of Rage}}, {{Trait|Pyromancer's Training}}, {{Trait|Persisting Flames}}, and {{Relic|Relic of Fireworks}}. In order to accomplish this, you want to maximize uptime on {{Tooltip|Swiftness}}, {{Tooltip|Weakness}}, and {{Tooltip|Burning}} as well as typical offensive buffs ({{Tooltip|Vulnerability}}, {{Tooltip|Might}}, {{Tooltip|Fury}}), using long-cooldown skills such as {{Skill|Ride the Lightning}} and {{Skill|Fire Grab}} to proc {{Relic|Relic of Fireworks}}, 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==== | ====Opener==== | ||
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# {{Skill|Weave Self}} (Make sure you're in combat first) | # {{Skill|Weave Self}} (Make sure you're in combat first) | ||
# {{Skill|Glyph of Storms}} | # {{Skill|Glyph of Storms}} | ||
− | # {{Skill|Lightning | + | # {{Skill|Ride the Lightning}} (activates {{Relic|Relic of Fireworks}}) |
− | # | + | # {{Skill|Quantum Strike}} |
# {{Skill|Fire Attunement}} (F/A) | # {{Skill|Fire Attunement}} (F/A) | ||
# {{Skill|Flame Uprising}} | # {{Skill|Flame Uprising}} | ||
# {{Skill|Pyro Vortex}} | # {{Skill|Pyro Vortex}} | ||
# {{Skill|Fire Attunement}} (F/F) | # {{Skill|Fire Attunement}} (F/F) | ||
− | # {{Skill| | + | # {{Skill|Fire Grab}} |
# {{Skill|Cauterizing Strike}} | # {{Skill|Cauterizing Strike}} | ||
+ | # {{Skill|Ring of Fire (elementalist)|Ring of Fire}} | ||
# {{Skill|Earth Attunement}} (E/F) | # {{Skill|Earth Attunement}} (E/F) | ||
# {{Skill|Lava Skin}} | # {{Skill|Lava Skin}} | ||
− | |||
# {{Skill|Earthen Vortex}} | # {{Skill|Earthen Vortex}} | ||
# {{Skill|Fire Attunement}} (F/E) | # {{Skill|Fire Attunement}} (F/E) | ||
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# {{Skill|Air Attunement}} (A/A) | # {{Skill|Air Attunement}} (A/A) | ||
# {{Skill|Quantum Strike}} | # {{Skill|Quantum Strike}} | ||
− | # {{Skill|Lightning | + | # {{Skill|Ride the Lightning}} |
# {{Skill|Water Attunement}} (W/A - This completes {{Skill|Weave Self}}) | # {{Skill|Water Attunement}} (W/A - This completes {{Skill|Weave Self}}) | ||
# {{Skill|Shearing Edge}} | # {{Skill|Shearing Edge}} | ||
# {{Skill|Fire Attunement}} (F/W) | # {{Skill|Fire Attunement}} (F/W) | ||
− | |||
# {{Skill|Flame Uprising}} | # {{Skill|Flame Uprising}} | ||
# {{Skill|Fire Attunement}} (F/F) | # {{Skill|Fire Attunement}} (F/F) | ||
# {{Skill|Cauterizing Strike}} | # {{Skill|Cauterizing Strike}} | ||
− | # {{Skill| | + | # {{Skill|Fire Grab}} |
+ | # {{Skill|Ring of Fire (elementalist)|Ring of Fire}} | ||
# {{Skill|Air Attunement}} (A/F) | # {{Skill|Air Attunement}} (A/F) | ||
From here, use the loops below to determine a loose priority for skills. | From here, use the loops below to determine a loose priority for skills. | ||
− | |||
− | |||
====Priority Loops==== | ====Priority Loops==== | ||
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{{Skill|Fire Attunement}}: | {{Skill|Fire Attunement}}: | ||
− | # {{Skill| | + | # {{Skill|Fire Grab}} - for damage and {{Relic|Relic of Fireworks}}, but ensure the enemy is {{Tooltip|Burning}} first to deal higher damage. |
# {{Skill|Flame Uprising}} | # {{Skill|Flame Uprising}} | ||
# {{Skill|Cauterizing Strike}} | # {{Skill|Cauterizing Strike}} | ||
{{Skill|Air Attunement}}: | {{Skill|Air Attunement}}: | ||
− | |||
# {{Skill|Quantum Strike}} | # {{Skill|Quantum Strike}} | ||
+ | # {{Skill|Ride the Lightning}} | ||
# Try not to interrupt auto-attack chains. | # Try not to interrupt auto-attack chains. | ||
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For a simplified method of using {{Skill|Weave Self}}, simply use the skill and then ensure you double-attune to both {{Tooltip|Fire Attunement}} and {{Tooltip|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. | For a simplified method of using {{Skill|Weave Self}}, simply use the skill and then ensure you double-attune to both {{Tooltip|Fire Attunement}} and {{Tooltip|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 {{Skill|Glyph of Elementals}} instead. This is a | + | Alternatively, use {{Skill|Glyph of Elementals}} instead. This is a DPS loss but provides a summon to tank some damage for you. |
===Defense=== | ===Defense=== | ||
* {{Skill|Riptide}} - evade + heal + water field | * {{Skill|Riptide}} - evade + heal + water field | ||
* {{Skill|Aqua Siphon}} - heal | * {{Skill|Aqua Siphon}} - heal | ||
− | * {{Skill| | + | * {{Skill|Frost Aura}} {{to}} {{Skill|Transmute Frost}} - heal |
− | * {{Skill| | + | * {{Skill|Cleansing Wave}} - heal and condition removal |
* {{Skill|Earthen Vortex}} - evade | * {{Skill|Earthen Vortex}} - evade | ||
− | * {{Skill| | + | * {{Skill|Updraft}} - evade |
− | |||
* Blast water fields to heal | * Blast water fields to heal | ||
===Crowd Control=== | ===Crowd Control=== | ||
− | * {{Skill| | + | * {{Skill|Updraft}} |
− | * {{Skill| | + | * {{Skill|Earthquake}} |
* {{Skill|Polaric Leap}} | * {{Skill|Polaric Leap}} | ||
* {{Skill|Gale Strike}} | * {{Skill|Gale Strike}} |
Latest revision as of 17:18, 8 August 2025
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.
- Guide:What are Combo Fields). - 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:
- - very high healing and condition removal throughout its long channelling time. Great option for raw healing if you can afford the cast time.
Utilities
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
Vulnerability
in to apply - , 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
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.
, , , , , and . In order to accomplish this, you want to maximize uptime on
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 .:
Burning first to deal higher damage.
- for damage and , but ensure the enemy is
:
- 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 Alacrity due to the altered recharge.
For a simplified method of using 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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