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Difference between revisions of "Weaver - Staff Weaver"

 
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| designed for = open world, open world general
 
| designed for = open world, open world general
 
| focus = strike damage
 
| focus = strike damage
| rating = archived
+
| rating = good
 
| xpac = pof
 
| xpac = pof
 
| difficulty = 1
 
| difficulty = 1
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==Overview==
 
==Overview==
A long-ranged staff build for elementalist for open world. This build will mostly spam {{Skill|Lava Font}} and is easy to play.
+
A long-ranged staff build for {{Tooltip|Weaver}} for open world. This build will mostly spam {{Skill|Lava Font}} and is easy to play.
  
 
Unfortunately, staff is not a high damage weapon, but it offers some nice healing and utility to compensate, and is fully ranged.
 
Unfortunately, staff is not a high damage weapon, but it offers some nice healing and utility to compensate, and is fully ranged.
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==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYfFSkZOBkXARcBvgE1F04BTgH2APYAJgASFwAAAAAAAAAAAAAAAAAAAAADWQBaAC8AAA==]
+
code = [&DQYfFSkZOBkXARcBvgFOAVABUAH2APYAJgASFwAAAAAAAAAAAAAAAAAAAAADWQBWAGcAAA==]
 
}}
 
}}
  
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|healing = Glyph of Elemental Harmony
 
|healing = Glyph of Elemental Harmony
 
|utility1 = Glyph of Storms
 
|utility1 = Glyph of Storms
|utility2 = Arcane Wave
+
|utility2 = Arcane Blast
 
|utility3 = Arcane Shield
 
|utility3 = Arcane Shield
 
|elite = Glyph of Elementals
 
|elite = Glyph of Elementals
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===Skill Variants===
 
===Skill Variants===
 
====Healing====
 
====Healing====
We default to {{Skill|Glyph of Elemental Harmony}}, it provides strong burst healing and a boon based on attunement. You can consider other options:
+
We default to {{Skill|Glyph of Elemental Harmony}} as it provides strong burst healing and a boon based on attunement. Other alternatives are:
* {{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|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 situational heal that removes up to 8 conditions throughout its long channelling time. Arcane Shield can help with channelling it without getting interrupted.
+
* {{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.
* {{Skill|Signet of Restoration}} - passive healing over time, but very weak heal on demand, leaving you vulnerable to burst damage.
 
 
====Utility Skills====
 
====Utility Skills====
 +
We default to:<br>
 
{{Skill|Glyph of Storms}} provides ranged AoE damage, use it on Fire for consistent damage, or on Air for burst damage but a longer cooldown. Can be replaced.<br>
 
{{Skill|Glyph of Storms}} provides ranged AoE damage, use it on Fire for consistent damage, or on Air for burst damage but a longer cooldown. Can be replaced.<br>
{{Skill|Arcane Wave}} provides ranged AoE burst damage. Can be replaced.<br>
+
{{Skill|Arcane Blast}} provides ranged burst damage. Can be replaced.<br>
 
{{Skill|Arcane Shield}} is a stun break and blocks 3 attacks. Can be replaced.<br>
 
{{Skill|Arcane Shield}} is a stun break and blocks 3 attacks. Can be replaced.<br>
 
We have chosen utility skills that compliment staff's ranged AoE damage, but feel free to replace them. Here are some alternatives:
 
We have chosen utility skills that compliment staff's ranged AoE damage, but feel free to replace them. Here are some alternatives:
* {{Skill|Arcane Blast}} - Good single target damage.
+
* {{Skill|Arcane Wave}} - AoE damage and mobility.
 +
* {{Skill|Arcane Echo}} - lets you cast {{Skill|Meteor Shower}} or any other weapon skill twice in a row, improving burst damage.
 
* {{Skill|Primordial Stance}} - great AoE damage but in melee range.
 
* {{Skill|Primordial Stance}} - great AoE damage but in melee range.
* {{Skill|Lightning Flash}} - Mobility.
+
* {{Skill|Lightning Flash}} - mobility.
 
* {{Skill|Armor of Earth}} - stunbreak with {{Tooltip|Stability}}.
 
* {{Skill|Armor of Earth}} - stunbreak with {{Tooltip|Stability}}.
 
* {{Skill|Twist of Fate}} - stunbreak and dodge, and has two charges.
 
* {{Skill|Twist of Fate}} - stunbreak and dodge, and has two charges.
* {{Skill|Cleansing Fire}} - condition cleanse.
+
* {{Skill|Cleansing Fire}} - condition cleanse and stun break.
 +
* {{Skill|Stone Resonance}} - stability and barrier with two charges.
 
====Elite Skills====
 
====Elite Skills====
 
We default to {{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. If you don't like having a pet and/or would like more burst damage, replace it with Fiery Greatsword.
 
We default to {{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. If you don't like having a pet and/or would like more burst damage, replace it with Fiery Greatsword.
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* {{Trait|Power Overwhelming}} - when playing in groups that provide {{Tooltip|Might}}.
 
* {{Trait|Power Overwhelming}} - when playing in groups that provide {{Tooltip|Might}}.
 
* {{Trait|Ferocious Winds}} + {{Trait|Stormsoul}} - when playing in groups that provide {{Tooltip|Fury}}.
 
* {{Trait|Ferocious Winds}} + {{Trait|Stormsoul}} - when playing in groups that provide {{Tooltip|Fury}}.
;Specialization variants
+
===Specialization variants===
===Arcane===
+
;Arcane
Replaces Air. Adds defense and utility at the cost of damage. {{Trait|Final Shielding}} has excellent synergy with the active skill of your elemental from {{Skill|Glyph of Elementals}}.
+
{{Tooltip|Arcane}} can replace Air. This adds defense and utility at the cost of damage. {{Trait|Final Shielding}} has excellent synergy with the active skill of your elemental from {{Skill|Glyph of Elementals}}.
 
{{Specialization|Arcane|top|bot|mid|variant=y}}
 
{{Specialization|Arcane|top|bot|mid|variant=y}}
 
* {{Trait|Arcane Resurrection}} - Improves revive power in groups.
 
* {{Trait|Arcane Resurrection}} - Improves revive power in groups.
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| sigil3 = Superior Sigil of Force
 
| sigil3 = Superior Sigil of Force
 
| sigil4 = Superior Sigil of Bloodlust
 
| sigil4 = Superior Sigil of Bloodlust
 +
| relic = Relic of the Thief
 
}}
 
}}
 +
If you are gearing this character from zero, start with '''exotic quality gear'''. Search the trading post for "Zhed" armor and "Deathwish" staff. Upgrade to ascended gear as you progress. See also: [[Guide:How to Gear a Character]].
 +
* Other relic options include {{Relic|Relic of the Afflicted}}, {{Relic|Relic of the Cavalier}}, {{Relic|Relic of Zakiros}}.
 
* This setup provides 100% critical chance with {{Tooltip|Fury}} thanks to {{Trait|Zephyr's Speed (elementalist)}}, {{Trait|Elements of Rage}}, and {{Trait|Superior Elements}}.
 
* This setup provides 100% critical chance with {{Tooltip|Fury}} thanks to {{Trait|Zephyr's Speed (elementalist)}}, {{Trait|Elements of Rage}}, and {{Trait|Superior Elements}}.
 
** Dual Attacks are key to help maintain {{Tooltip|Weakness}} for the bonus of Superior Elements. Your Earth autottacks {{Skill|Stoning}} will also help.
 
** Dual Attacks are key to help maintain {{Tooltip|Weakness}} for the bonus of Superior Elements. Your Earth autottacks {{Skill|Stoning}} will also help.
** When solo, your sourcess of {{Tooltip|Fury}} are {{Trait|Zephyr's Boon}} and {{Trait|Raging Storm}}. You will trigger Zephyr's Boon with {{Trait|Sunspot}} and by using {{Skill|Arcane Wave}} on fields such as {{Skill|Lava Font}}. When playing in groups that provide {{Tooltip|Fury}}, change your traits to {{Trait|Ferocious Winds}} and {{Trait|Stormsoul}}.
+
** When solo, your sources of {{Tooltip|Fury}} are {{Trait|Zephyr's Boon}} and {{Trait|Raging Storm}}. You will trigger Zephyr's Boon with {{Trait|Sunspot}}. When playing in groups that provide {{Tooltip|Fury}}, change your traits to {{Trait|Ferocious Winds}} and {{Trait|Stormsoul}}.
  
  
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* Your damage skills are {{Skill|Lava Font}}, {{Skill|Flame Burst}}, {{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.
 
* Your damage skills are {{Skill|Lava Font}}, {{Skill|Flame Burst}}, {{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.
 
* {{Skill|Lava Font}} is your main source of damage, make sure to spam it. When attuning to other elements, go back to {{Skill|Fire Attunement}} as soon as possible.
 
* {{Skill|Lava Font}} is your main source of damage, make sure to spam it. When attuning to other elements, go back to {{Skill|Fire Attunement}} as soon as possible.
* Generally speaking, you only want to double attune to {{Skill|Fire Attunement}}, unless you really need the healing of {{Skill|Geyser}}, the crowd control of {{Skill|Gust}}, or (in extremely rare occasions) the {{Tooltip|Magnetic Aura}} of {{Skill|Magnetic Aura}}.
+
* Generally speaking, you want to rotate through Fire, Air, and Earth, and only double attune to {{Skill|Fire Attunement}}, unless you really need the healing of {{Skill|Geyser}}, the crowd control of {{Skill|Gust}}, or (in extremely rare occasions) the {{Tooltip|Magnetic Aura}} of {{Skill|Magnetic Aura}}.
 
* Use {{Skill|Firestorm (Glyph of Storms)}} and {{Skill|Meteor Shower}} on groups of enemies.
 
* Use {{Skill|Firestorm (Glyph of Storms)}} and {{Skill|Meteor Shower}} on groups of enemies.
* When solo, your sourcess of {{Tooltip|Fury}} are {{Trait|Zephyr's Boon}} and {{Trait|Raging Storm}}. You will trigger Zephyr's Boon with {{Trait|Sunspot}} and by using {{Skill|Arcane Wave}} on fields such as {{Skill|Lava Font}}. When playing in groups that provide {{Tooltip|Fury}}, change your traits to {{Trait|Ferocious Winds}} and {{Trait|Stormsoul}}.
+
* When solo, your sourcess of {{Tooltip|Fury}} are {{Trait|Zephyr's Boon}} and {{Trait|Raging Storm}}. You will trigger Zephyr's Boon with {{Trait|Sunspot}} by attuning to Fire periodically. When playing in groups that provide {{Tooltip|Fury}}, change your traits to {{Trait|Ferocious Winds}} and {{Trait|Stormsoul}}.
 
;Opener
 
;Opener
 
For burst damage, start combat attuned to {{Skill|Earth Attunement}} + {{Skill|Fire Attunement}} and do the following:
 
For burst damage, start combat attuned to {{Skill|Earth Attunement}} + {{Skill|Fire Attunement}} and do the following:
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===Defense & Support===
 
===Defense & Support===
 
* 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.
 
* 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|Burning Retreat}} is a powerful defensive evade and movement skill, can be used in any direction by rotating your character.
+
* {{Skill|Burning Retreat}} is a powerful defensive evade and movement skill, and it can be used in any direction by rotating your character (or your camera, if using action camera).
* {{Skill|Sandstorm}} inflicts {{Tooltip|Blinded}} in a large AoE, useful against groups of trash mobs.  
+
* {{Skill|Sandstorm}} inflicts {{Tooltip|Blinded}} in a large AoE, which is 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 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. In desperate situations, you can double attune to Water to use {{Skill|Geyser}} for healing and a water field.
* {{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|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. (See: [[Guide:What are Combo Fields]]).
* {{Skill|Magnetic Aura}} provides {{Tooltip|Magnetic Aura}} for projectile reflection.
+
* {{Skill|Magnetic Aura}} provides {{Tooltip|Magnetic Aura}} for projectile reflection, but this is quite niche as it requires you to double attune to Earth.
 
* If you need more defense, you can slot and use {{Skill|Stone Resonance}}.
 
* If you need more defense, you can slot and use {{Skill|Stone Resonance}}.
 
* {{Skill|Lahar}} provides 1 stack of personal {{Tooltip|Stability}}.
 
* {{Skill|Lahar}} provides 1 stack of personal {{Tooltip|Stability}}.
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* {{Skill|Gust}} - {{Tooltip|Knockback}}
 
* {{Skill|Gust}} - {{Tooltip|Knockback}}
 
* {{Skill|Pile Driver}} - {{Tooltip|Daze}}
 
* {{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|Static Field}} and {{Skill|Unsteady Ground}} - {{Tooltip|Stun}} and {{Tooltip|Knockback}}, respectively. When used against enemies with a defiance bar, they instantly deal defiance damage. Against enemies without a defiance bar, these skills only work if the enemy attempts to walk over the skill.
 
* {{Skill|Frozen Ground}} and {{Skill|Shock Wave}} - Soft CC options.
 
* {{Skill|Frozen Ground}} and {{Skill|Shock Wave}} - Soft CC options.
 
* {{Skill|Crashing Waves}} - From Ice Elemental.
 
* {{Skill|Crashing Waves}} - From Ice Elemental.
 
* {{Skill|Shocking Bolt}} - From Air Elemental.
 
* {{Skill|Shocking Bolt}} - From Air Elemental.
 
* 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}}.
 
* 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 18:02, 11 August 2025

The community gave this build a rating, making it second-tier: Good

Focused on: Strike damage

Designed for: Open World and Open World General

Expansions required: Path of Fire Builds

Difficulty:
Easy
This build was last updated on August 11, 2025 and is up to date for the August 19, 2025 patch.

Overview

A long-ranged staff build for Weaver Weaver for open world. This build will mostly spam Lava Font and is easy to play.

Unfortunately, staff is not a high damage weapon, but it offers some nice healing and utility to compensate, and is fully ranged.

This build will work good enough for average open world and story content, but if you need to tackle harder challenges, consider other of our elementalist open world builds. Most of the damage of this build comes from AoE pulsing ground attacks, so this build can struggle against very mobile targets, and it lacks boon generation.


Template Code

[&DQYfFSkZOBkXARcBvgFOAVABUAH2APYAJgASFwAAAAAAAAAAAAAAAAAAAAADWQBWAGcAAA==]
Copy Template Code


Skill Bar

Staff
Utility


Skill Variants

Healing

We default to Glyph of Elemental Harmony as it provides strong burst healing and a boon based on attunement. Other alternatives are:

  • 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.

Utility Skills

We default to:
Glyph of Storms provides ranged AoE damage, use it on Fire for consistent damage, or on Air for burst damage but a longer cooldown. Can be replaced.
Arcane Blast provides ranged burst damage. Can be replaced.
Arcane Shield is a stun break and blocks 3 attacks. Can be replaced.
We have chosen utility skills that compliment staff's ranged AoE damage, but feel free to replace them. Here are some alternatives:

  • Arcane Wave - AoE damage and mobility.
  • Arcane Echo - lets you cast Meteor Shower or any other weapon skill twice in a row, improving burst damage.
  • Primordial Stance - great AoE damage but in melee range.
  • Lightning Flash - mobility.
  • Armor of Earth - stunbreak with Stability Stability.
  • Twist of Fate - stunbreak and dodge, and has two charges.
  • Cleansing Fire - condition cleanse and stun break.
  • Stone Resonance - stability and barrier with two charges.

Elite Skills

We default to Glyph of Elementals. Cast it on Fire for damage, on Water for support, healing and Knockback Knockback, on Air for a Stun Stun, or on Earth for defense. If you don't like having a pet and/or would like more burst damage, replace it with Fiery Greatsword.

  • Conjure Fiery Greatsword - provides high damage with skills 4 and 5, and mobility with skill 3.


Specializations

Trait Variants
  • Power Overwhelming - when playing in groups that provide Might Might.
  • Ferocious Winds + Stormsoul - when playing in groups that provide Fury Fury.

Specialization variants

Arcane

Arcane Arcane can replace Air. This adds defense and utility at the cost of damage. Final Shielding has excellent synergy with the active skill of your elemental from Glyph of Elementals.

  • Arcane Resurrection - Improves revive power in groups.
  • Bountiful Power - Use this when playing in groups that give lots of boons.


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.
Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Staff
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 and "Deathwish" staff. Upgrade to ascended gear as you progress. See also: Guide:How to Gear a Character.

  • Other relic options include Relic of the Afflicted, Relic of the Cavalier, Relic of Zakiros.
  • This setup provides 100% critical chance with Fury Fury thanks to Zephyr's Speed (elementalist), Elements of Rage, and Superior Elements.
    • Dual Attacks are key to help maintain Weakness Weakness for the bonus of Superior Elements. Your Earth autottacks Stoning will also help.
    • When solo, your sources of Fury Fury are Zephyr's Boon and Raging Storm. You will trigger Zephyr's Boon with Sunspot. When playing in groups that provide Fury Fury, change your traits to Ferocious Winds and Stormsoul.


Consumables

Budget consumables are acceptable for use in open world.

DPS

  • Prioritize Steak Ascended food.
  • /
  • /

Consumables

Budget consumables are acceptable for use in open world.

DPS

  • Prioritize Steak Ascended food.
  • /
  • /

Farming

  • Prioritize Steak Ascended food.
  • /
  • (and variants)


Usage

Damage

  • Your damage skills are Lava Font, Flame Burst, Pyroclastic Blast, Eruption, Lightning Surge, Plasma Blast, Shock Wave, and Ice Spike. Fill in the gaps with auto attacks.
  • Lava Font is your main source of damage, make sure to spam it. When attuning to other elements, go back to Fire Attunement as soon as possible.
  • Generally speaking, you want to rotate through Fire, Air, and Earth, and only double attune to Fire Attunement, unless you really need the healing of Geyser, the crowd control of Gust, or (in extremely rare occasions) the Magnetic Aura Magnetic Aura of Magnetic Aura.
  • Use Firestorm (Glyph of Storms) and Meteor Shower on groups of enemies.
  • When solo, your sourcess of Fury Fury are Zephyr's Boon and Raging Storm. You will trigger Zephyr's Boon with Sunspot by attuning to Fire periodically. When playing in groups that provide Fury Fury, change your traits to Ferocious Winds and Stormsoul.
Opener

For burst damage, start combat attuned to Earth Attunement + Fire Attunement and do the following:

  1. Eruption and attune to Fire Attunement+Earth Attunement
  2. Lava Font
  3. Pyroclastic Blast
  4. Shock Wave and attune to Fire Attunement+Fire Attunement
  5. Flame Burst
  6. Firestorm (Glyph of Storms)
  7. Lava Font
  8. Meteor Shower and attune to Air Attunement+Fire Attunement
  9. Lightning Surge
  10. Plasma Blast and attune to Fire Attunement+Air Attunement
  11. Lava Font

Fill the gaps in cooldowns with auto attacks.

Defense & Support

  • The best defense is to dodge attacks or get out of the way. Your Dual Attacks provide Swiftness Swiftness thanks to Swift Revenge to help run out of attacks.
  • Burning Retreat is a powerful defensive evade and movement skill, and it can be used in any direction by rotating your character (or your camera, if using action camera).
  • Sandstorm inflicts Blinded Blinded in a large AoE, which is useful against groups of trash mobs.
  • As a weaver, you can attune to water and then to another element to access Healing Rain to remove conditions, provide Regeneration Regeneration, and a water field. In desperate situations, you can double attune to Water to use Geyser for healing and a water field.
  • Ice Spike, Eruption and Transmute Earth can be used on water fields for additional area healing or on fire fields for extra might. (See: Guide:What are Combo Fields).
  • Magnetic Aura provides Magnetic Aura Magnetic Aura for projectile reflection, but this is quite niche as it requires you to double attune to Earth.
  • If you need more defense, you can slot and use Stone Resonance.
  • Lahar provides 1 stack of personal Stability Stability.
  • Arcane Shield can be used to block dangerous attacks.

Glyph of Elementals

Elementals from Glyph of Elementals can be commanded to do an additional skill.

  • The Fire Elemental can be commanded to deal damage and Burning Burning in an AoE. Use this one for damage.
  • The Ice Elemental can be commanded to deal damage in an AoE, while healing nearby allies by 6401, knocking back enemies, and removing 1 condition. Use this one for support.
  • The Air Elemental can be commanded to Stun Stun for 1.5 seconds. Use this one for on-demand crowd control.
  • The Earth Elemental can be commanded to inflict nearby enemies with 1 second of Immobilize Immobilize and 5 seconds of Cripple Cripple, while providing 3 seconds of Protection Protection to nearby allies. Use this one for tanking.

Crowd Control

  • Gust - Knockback Knockback
  • Pile Driver - Daze Daze
  • Static Field and Unsteady Ground - Stun Stun and Knockback Knockback, respectively. When used against enemies with a defiance bar, they instantly deal defiance damage. Against enemies without a defiance bar, these skills only work if the enemy attempts to walk over the skill.
  • Frozen Ground and Shock Wave - Soft CC options.
  • Crashing Waves - From Ice Elemental.
  • Shocking Bolt - From Air Elemental.
  • If you need a lot of crowd control you can use Conjure Frost Bow so that you and an ally can use Deep Freeze.


Ratings

This build has a rating of 4 stars based on 1 votes.
Log in or register to rate this build.
4 stars
Warming Hearth gave this build 4 stars • February 2025
A good build for staff lovers. I love all the AoE it has, though it takes a bit of practice to place them correctly and it can be a bit frustrating vs. enemies that move a lot. As the build mentions, it doesn't have the greatest damage and you should swap to another build if you want to tackle harder content. But it works great for casual open world and story content.

Comments

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