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Difference between revisions of "Weaver - Power Weaver"

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{{SEO|description=A strike-based Weaver build for open world. This build has very high burst damage and good mobility.}}
 
 
{{Build
 
{{Build
 
| profession = elementalist
 
| profession = elementalist
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| rating = great
 
| rating = great
 
| xpac = pof
 
| xpac = pof
 +
| difficulty = 2
 
}}
 
}}
  
 
==Overview==
 
==Overview==
A strike-based weaver build for open world. This build has very high burst damage and good mobility.
+
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 = [&DQYpGxE+OBsnDwAANRcAAFABAADLAAAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQYpGR8dOBl0AHQANRc1F74BUAH1FfYAEhcSFwAAAAAAAAAAAAAAAAAAAAADCQFWAGcAAA==]
 
}}
 
}}
 
  
 
==Skill Bar==
 
==Skill Bar==
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|profession = elementalist
 
|profession = elementalist
 
|specialization = weaver
 
|specialization = weaver
|weapon1 = sword
+
|weapon1 = Sword
|weapon2 = dagger
+
|weapon2 = Dagger
|weapon3 =  
+
|weapon3 = Staff
 
|weapon4 =  
 
|weapon4 =  
|healing = Arcane Brilliance
+
|healing = Signet of Restoration
 
|utility1 = Primordial Stance
 
|utility1 = Primordial Stance
|utility2 = Arcane Blast
+
|utility2 = Glyph of Storms
|utility3 = Signet of Fire
+
|utility3 = Twist of Fate
|elite = Conjure Fiery Greatsword
+
|elite = Weave Self
 
}}
 
}}
 +
 +
===Weapon Variants===
 +
* {{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===
 +
====Heals====
 +
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|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====
 +
{{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|Arcane Shield}} - alternative to Twist of Fate that blocks attacks.
 +
* {{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 and stun break.
 +
* {{Skill|Lightning Flash}} - mobility.
 +
* {{Skill|Stone Resonance}} - defensive barrier and stability.
 +
* {{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==
{{Specialization|Air|bot|mid|top}}
+
{{Specialization|Air|top|mid|top}}
{{Specialization|Water|mid|bot|bot}}
+
{{Specialization|Fire|top|bot|top}}
{{Specialization|Weaver|bot|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==
:Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.
+
* 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.
This set uses similar gear to [[Build:Weaver_-_Power_DPS_Sword]], making it excellent for general PvE
 
 
{{PvE equipment
 
{{PvE equipment
 
| weight = Light
 
| weight = Light
Line 55: Line 82:
 
| sigil1 = Superior Sigil of Force
 
| sigil1 = Superior Sigil of Force
 
| sigil2 = Superior Sigil of Impact
 
| sigil2 = Superior Sigil of Impact
| weapon3 =  
+
| weapon3 = staff
 
| weapon4 =  
 
| weapon4 =  
| sigil3 =  
+
| sigil3 = Superior Sigil of Force
| sigil4 =
+
| sigil4 = Superior Sigil of Frenzy
 +
| 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.
  
  
 
==Consumables==
 
==Consumables==
Prioritize ascended food over everything else; steak (power) and flatbread (conditions). Using cheap/budget food is perfectly acceptable in open world.
+
Budget consumables are acceptable for use in open world.
 
 
'''Damage'''
 
 
 
{{Food|Plate of Truffle Steak}} and {{Utility|Superior Sharpening Stone}} offer the highest damage when solo
 
 
 
'''Defense'''
 
  
{{Food|Bowl of Orrian Truffle and Meat Stew}} for more dodges, {{Food|Omnomberry Compote}} for sustain against trash.
+
===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}}
  
'''Farming'''
+
===Defense===
 +
* {{Food|Bowl of Orrian Truffle and Meat Stew}}
 +
* {{Food|Fried Oyster Sandwich}}
 +
* {{Food|Bowl of Lemongrass Mussel Pasta}}
  
Run {{Food|Peppermint Omnomberry Bar}} and {{Utility|Sharpening Skull}} (or its other variants) when trying to maximize gold per hour.
+
===Farming===
 +
* Prioritize '''Steak''' Ascended food.
 +
* {{Item|Birthday Blaster}} / {{Item|Feast of Delectable Birthday Cake}}
 +
* {{Food|Peppermint Omnomberry Bar}}
 +
* {{Utility|Sharpening Skull}} (and variants)
  
  
 
==Usage==
 
==Usage==
'''General'''
+
===Damage===
 +
====Basics====
 +
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.
 +
* Use blast finishers in Fire Fields to generate {{Tooltip|Might}}
 +
* 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 {{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.
  
This build relies heavily on cycling between {{Skill|Fire Attunement}} and {{Skill|Air Attunement}} while double attuning to each in order to maintain {{Trait|Elements of Rage}}. {{Skill|Water Attunement}} and {{Skill|Earth Attunement}} are typically only used for defense or crowd control.
+
====Opener====
 +
Start in {{Skill|Air Attunement}} / {{Skill|Air Attunement}}. Use {{Skill|Primordial Stance}} in {{Skill|Air Attunement|Double-Air}}. Fill any gaps with auto-attacks.
  
'''Damage'''
+
This opener is a somewhat simplified version of the standard Weave Self opener.
 +
# {{Skill|Weave Self}} (Make sure you're in combat first)
 +
# {{Skill|Glyph of Storms}}
 +
# {{Skill|Ride the Lightning}} (activates {{Relic|Relic of Fireworks}})
 +
# {{Skill|Quantum Strike}}
 +
# {{Skill|Fire Attunement}} (F/A)
 +
# {{Skill|Flame Uprising}}
 +
# {{Skill|Pyro Vortex}}
 +
# {{Skill|Fire Attunement}} (F/F)
 +
# {{Skill|Fire Grab}}
 +
# {{Skill|Cauterizing Strike}}
 +
# {{Skill|Ring of Fire (elementalist)|Ring of Fire}}
 +
# {{Skill|Earth Attunement}} (E/F)
 +
# {{Skill|Lava Skin}}
 +
# {{Skill|Earthen Vortex}}
 +
# {{Skill|Fire Attunement}} (F/E)
 +
# {{Skill|Flame Uprising}}
 +
# {{Skill|Air Attunement}} (A/F)
 +
# {{Skill|Pyro Vortex}}
 +
# {{Skill|Air Attunement}} (A/A)
 +
# {{Skill|Quantum Strike}}
 +
# {{Skill|Ride the Lightning}}
 +
# {{Skill|Water Attunement}} (W/A - This completes {{Skill|Weave Self}})
 +
# {{Skill|Shearing Edge}}
 +
# {{Skill|Fire Attunement}} (F/W)
 +
# {{Skill|Flame Uprising}}
 +
# {{Skill|Fire Attunement}} (F/F)
 +
# {{Skill|Cauterizing Strike}}
 +
# {{Skill|Fire Grab}}
 +
# {{Skill|Ring of Fire (elementalist)|Ring of Fire}}
 +
# {{Skill|Air Attunement}} (A/F)
  
You have two major damage buffs with overlapping windows. You should try to fit all your major damage skills in these windows:
+
From here, use the loops below to determine a loose priority for skills.
* {{Trait|Elements of Rage}}
 
* {{Trait|Elemental Surge}}
 
  
This build is quite easy to deal damage with if you follow this skill priority based on your attunement:
+
====Priority Loops====
* Air/Air: Prioritize {{Skill|Quantum Strike}} and AA Chains
+
After your opener, refer to the loose priority loops below. Use {{Skill|Pyro Vortex|Dual Attacks}} off cooldown, other than {{Skill|Gale Strike}}.
* Fire/Air: {{Skill|Flame Uprising}} > {{Skill|Pyro Vortex}} > {{Skill|Ride the Lightning}}
 
* Fire/Fire: {{Skill|Fire Grab}} > {{Skill|Ring of Fire (elementalist)}} > {{Skill|Flame Uprising}} > {{Skill|Cauterizing Strike}}
 
* Air/Fire: AA Chains
 
  
If you wind up in Water:
+
{{Skill|Fire Attunement}}:
* {{Skill|Twin Strike}} > Water AA Chain > {{Skill|Shearing Edge}}
+
# {{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|Cauterizing Strike}}
  
Earth:
+
{{Skill|Air Attunement}}:
Earth actually has a few useful blast finishers which can help with might if you have a fire field down
+
# {{Skill|Quantum Strike}}
* {{Skill|Earthquake}} > {{Skill|Lava Skin}} Try to leave earth as soon as possible
+
# {{Skill|Ride the Lightning}}
 +
# Try not to interrupt auto-attack chains.
  
Ideally you'll use your {{Skill|Primordial Stance}} in Air for {{Tooltip|Vulnerability}}, though if a mob is already capped on vuln using it in Fire is higher DPS. Try not to interrupt your AA chains in Air, it's fine to interrupt fire if a big skill is about to come off cooldown.
+
Double-attune to each element off cooldown, but never camp one attunement. Other strong skills you can use include:
 +
* {{Skill|Twin Strike}}
 +
* {{Skill|Lava Skin}}
  
 +
====Weave Self====
 +
There are two ways to use {{Skill|Weave Self}}. 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 {{Tooltip|Alacrity}} due to the altered recharge.
  
'''Defense'''
+
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.
  
Sword/Dagger's defense is somewhat low.
+
Alternatively, use {{Skill|Glyph of Elementals}} instead. This is a DPS loss but provides a summon to tank some damage for you.
* {{Skill|Riptide}} - heal and evade
 
* {{Skill|Frost Aura}} - damage reduction
 
* {{Skill|Cleansing Wave}} - condi cleanse
 
* {{Skill|Earthen Vortex}} - evade & blast finisher
 
  
Focus has significantly more defensive options & CC, though loses DPS:
+
===Defense===
* {{Skill|Magnetic Wave}}, {{Skill|Swirling Winds}} - projectile hate
+
* {{Skill|Riptide}} - evade + heal + water field
* {{Skill|Obsidian Flesh}} - invuln
+
* {{Skill|Aqua Siphon}} - heal
 +
* {{Skill|Frost Aura}} {{to}} {{Skill|Transmute Frost}} - heal
 +
* {{Skill|Cleansing Wave}} - heal and condition removal
 +
* {{Skill|Earthen Vortex}} - evade
 +
* {{Skill|Updraft}} - evade
 +
* Blast water fields to heal
  
'''Crowd Control'''
+
===Crowd Control===
 
* {{Skill|Updraft}}
 
* {{Skill|Updraft}}
 
* {{Skill|Earthquake}}
 
* {{Skill|Earthquake}}
 +
* {{Skill|Polaric Leap}}
 
* {{Skill|Gale Strike}}
 
* {{Skill|Gale Strike}}
 
 
==Variants==
 
====Skill Variants====
 
'''Healing Skills'''
 
* {{Skill|Glyph of Elemental Harmony}} - burst heal
 
* {{Skill|Signet of Restoration}} - passive healing
 
 
'''Utility Skills'''
 
* {{Skill|Arcane Shield}} - defense
 
* {{Skill|Twist of Fate}} - stunbreak and evade
 
* {{Skill|Glyph of Storms}} - high damage and AOE blind
 
* {{Skill|Arcane Wave}} - more AOE
 
* {{Skill|Lightning Flash}} - mobility
 
* {{Skill|Stone Resonance}} - defensive barrier and stability
 
* {{Skill|Conjure Lightning Hammer}} - Burst damage and cleave
 
 
'''Elite Skills'''
 
* {{Skill|Weave Self}} - high CC
 
* {{Skill|Glyph of Elementals}} - Summon provides damage in fire, tanking in earth or sustain in water
 
 
 
====Trait Variants====
 
* {{Trait|Fresh Air}} - Higher burst damage, especially good against trash
 
* {{Trait|Zephyr's Boon}} - Swiftness and fury uptime if running Fire traitline due to {{Trait|Sunspot}}
 
* {{Trait|One with Air}} - Mobility
 
* {{Trait|Bolstered Elements}} / {{Trait|Invigorating Strikes}} - More defense
 
* {{Trait|Superior Elements}} - Sacrifice HP for more damage in groups if not crit capped
 
 
 
'''Arcane'''
 
 
Arcane can replace Water for an increase to defense at the loss of DPS.
 
{{Specialization|Arcane|mid|mid|top|variant=y}}
 
* {{Trait|Final Shielding}} - Trades Protection uptime for passive blocks
 
* {{Trait|Arcane Resurrection}} - Boosts revive power in group events
 
 
 
'''Fire'''
 
 
Fire can replace Water as an alternative damage option and might generation if needed.
 
{{Specialization|Fire|top|bot|mid|variant=y}}
 
* {{Trait|Conjurer}} - Use this if you plan on holding onto conjures
 
* {{Trait|Burning Fire}} - Passive condition cleanse
 
* {{Trait|Persisting Flames}} - DPS option if might generation is not needed or obtained elsewhere
 
* {{Trait|Blinding Ashes}} - Defensive option vs trash
 
 
 
====Weapon Variants====
 
* Focus - Defensive offhand
 
* Staff - Ranged option for open world zergs
 
 
 
====Variant Equipment====
 
'''Gear'''
 
* {{Tooltip|Knight}}, {{Tooltip|Soldier}} - Trinkets can be mixed with other sets for increased defense
 
* {{Tooltip|Marauder}} - Most stat efficient defensive option with a minor damage loss
 
 
 
'''Runes'''
 
* {{Rune|Superior Rune of the Flame Legion}}, {{Rune|Superior Rune of Strength}} - Budget option
 
* {{Rune|Superior Rune of the Eagle}} - Option if needing more precision
 
* {{Rune|Superior Rune of the Pack}} - Self boon generation if these boons are not gained elsewhere or from other players
 
* {{Rune|Superior Rune of the Herald}}, {{Rune|Superior Rune of Durability}}, {{Rune|Superior Rune of the Scrapper}} - Defensive options
 
* {{Rune|Superior Rune of Vampirism}} - Strongest defensive rune if zerging
 
 
 
'''Sigils'''
 
* {{Sigil|Superior Sigil of Air}} - Alternative DPS
 
* {{Sigil|Superior Sigil of Energy}} - Defense
 
* {{Sigil|Superior Sigil of Strength}} - Might gen if not running {{Trait|Pyromancer's Puissance}}
 
 
 
====Consumable Variants====
 
 
* {{Food|Plate of Steak and Asparagus}}/{{Food|Can of Steak and Asparagus}} + {{Utility|Hardened Sharpening Stone}} - Budget options
 
* {{Food|Bowl of Curry Butternut Squash Soup}} - Budget option with more precision
 
* {{Food|Dragon's Breath Bun}} - High damage buff against trash
 

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

Expansions required: Path of Fire Builds

Difficulty:
Normal
This build was last updated on August 08, 2025 and is up to date for the August 19, 2025 patch.

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

[&DQYpGR8dOBl0AHQANRc1F74BUAH1FfYAEhcSFwAAAAAAAAAAAAAAAAAAAAADCQFWAGcAAA==]
Copy Template Code

Skill Bar

Sword/Dagger
Staff
Utility

Weapon Variants

  • Warhorn Warhorn replaces dagger. Less damage but more utility. Requires weaponmaster training with Secrets of the Obscure.
  • Staff Staff - ranged damage with some good Dual skills, but low overall damage.
  • Spear Spear - not recommended because the Dual skills are very bad.

Skill Variants

Heals

We default to 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:

  • Glyph of Elemental Harmony - strong burst healing and a boon based on attunement.
  • 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).
  • 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

Primordial Stance is good source of damage.
Glyph of Storms provides good area damage or utility.
Twist of Fate is a good low-cooldown stunbreak.

  • Arcane Shield - alternative to Twist of Fate that blocks attacks.
  • 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.
  • Cleansing Fire - condition cleanse and stun break.
  • Lightning Flash - mobility.
  • Stone Resonance - defensive barrier and stability.
  • Arcane Blast - if you don't need any utility or stunbreak, take Arcane Blast for extra damage.

Elites

Weave Self provides a large damage increase which can be sacrificed for great crowd control.

  • 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

Variants
  • Ferocious Winds - 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.

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
sword
Berserker
dagger
Berserker
Sigil
Sigil
staff
Berserker
Sigil
Sigil
Rune
x6


Relic

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 Relic of Zakiros to trade a minor amount of damage for sustain, Relic of the Cavalier to start combat with boons, or 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.


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 Fire Attunement and Air Attunement, making sure to double-attune to each when possible.
  • Use blast finishers in Fire Fields to generate Might Might
  • Use Primordial Stance in Air Attunement to apply Vulnerability Vulnerability
  • Ride the Lightning, Fire Grab and Churning Earth will activate Relic of Fireworks. (the relic doesn't care about the cooldown reduction from Pyromancer's Training or Aeromancer's Training).
  • This build centers itself around maintaining several buffs in order to skyrocket its damage. These are Superior Elements, Swift Revenge, Elements of Rage, Pyromancer's Training, Persisting Flames, and Relic of Fireworks. In order to accomplish this, you want to maximize uptime on Swiftness Swiftness, Weakness Weakness, and Burning Burning as well as typical offensive buffs (Vulnerability Vulnerability, Might Might, Fury Fury), using long-cooldown skills such as Ride the Lightning and Fire Grab to proc 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

Start in Air Attunement / Air Attunement. Use Primordial Stance in Air Attunement. Fill any gaps with auto-attacks.

This opener is a somewhat simplified version of the standard Weave Self opener.

  1. Weave Self (Make sure you're in combat first)
  2. Glyph of Storms
  3. Ride the Lightning (activates Relic of Fireworks)
  4. Quantum Strike
  5. Fire Attunement (F/A)
  6. Flame Uprising
  7. Pyro Vortex
  8. Fire Attunement (F/F)
  9. Fire Grab
  10. Cauterizing Strike
  11. Ring of Fire (elementalist)
  12. Earth Attunement (E/F)
  13. Lava Skin
  14. Earthen Vortex
  15. Fire Attunement (F/E)
  16. Flame Uprising
  17. Air Attunement (A/F)
  18. Pyro Vortex
  19. Air Attunement (A/A)
  20. Quantum Strike
  21. Ride the Lightning
  22. Water Attunement (W/A - This completes Weave Self)
  23. Shearing Edge
  24. Fire Attunement (F/W)
  25. Flame Uprising
  26. Fire Attunement (F/F)
  27. Cauterizing Strike
  28. Fire Grab
  29. Ring of Fire (elementalist)
  30. Air Attunement (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 Pyro Vortex off cooldown, other than Gale Strike.

Fire Attunement:

  1. Fire Grab - for damage and Relic of Fireworks, but ensure the enemy is Burning Burning first to deal higher damage.
  2. Flame Uprising
  3. Cauterizing Strike

Air Attunement:

  1. Quantum Strike
  2. Ride the Lightning
  3. 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:

  • Twin Strike
  • Lava Skin

Weave Self

There are two ways to use Weave Self. 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 Alacrity due to the altered recharge.

For a simplified method of using Weave Self, simply use the skill and then ensure you double-attune to both Fire Attunement Fire Attunement and Air Attunement 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 Glyph of Elementals instead. This is a DPS loss but provides a summon to tank some damage for you.

Defense

  • Riptide - evade + heal + water field
  • Aqua Siphon - heal
  • Frost Aura Transmute Frost - heal
  • Cleansing Wave - heal and condition removal
  • Earthen Vortex - evade
  • Updraft - evade
  • Blast water fields to heal

Crowd Control

  • Updraft
  • Earthquake
  • Polaric Leap
  • Gale Strike


Ratings

This build has a rating of 4 stars based on 1 votes.
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4 stars
Warming Hearth gave this build 4 stars • February 2025
With warhorn nerfed, weaver is back to using offhand dagger which even got a small buff. Weaver still has really good burst damage and a very fluid playstyle, but it's still gated by its complexity.

Comments

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