Difference between revisions of "Weaver - Staff Weaver"
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{{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 = good |
− | | xpac = | + | | xpac = pof |
+ | | difficulty = 1 | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | A long-ranged | + | 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. | ||
+ | |||
+ | 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== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYfFSkZOBkXARcBvgFOAVABUAH2APYAJgASFwAAAAAAAAAAAAAAAAAAAAADWQBWAGcAAA==] |
}} | }} | ||
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 Blast |
− | |utility3 = | + | |utility3 = Arcane Shield |
− | |elite = | + | |elite = Glyph of Elementals |
}} | }} | ||
+ | |||
+ | |||
+ | ===Skill Variants=== | ||
+ | ====Healing==== | ||
+ | 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}} - 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. | ||
+ | ====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|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> | ||
+ | We have chosen utility skills that compliment staff's ranged AoE damage, but feel free to replace them. Here are some alternatives: | ||
+ | * {{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|Lightning Flash}} - mobility. | ||
+ | * {{Skill|Armor of Earth}} - stunbreak with {{Tooltip|Stability}}. | ||
+ | * {{Skill|Twist of Fate}} - stunbreak and dodge, and has two charges. | ||
+ | * {{Skill|Cleansing Fire}} - condition cleanse and stun break. | ||
+ | * {{Skill|Stone Resonance}} - stability and barrier with two charges. | ||
+ | ====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. | ||
+ | * {{Skill|Conjure Fiery Greatsword}} - provides high damage with skills 4 and 5, and mobility with skill 3. | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Fire| | + | {{Specialization|Fire|top|top|top}} |
− | {{Specialization|Air| | + | {{Specialization|Air|top|mid|top}} |
− | {{Specialization| | + | {{Specialization|Weaver|top|mid|top}} |
− | + | ;Trait Variants | |
+ | * {{Trait|Power Overwhelming}} - when playing in groups that provide {{Tooltip|Might}}. | ||
+ | * {{Trait|Ferocious Winds}} + {{Trait|Stormsoul}} - when playing in groups that provide {{Tooltip|Fury}}. | ||
+ | ===Specialization variants=== | ||
+ | ;Arcane | ||
+ | {{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}} | ||
+ | * {{Trait|Arcane Resurrection}} - Improves revive power in groups. | ||
+ | * {{Trait|Bountiful Power}} - Use this when playing in groups that give lots of boons. | ||
==Equipment== | ==Equipment== | ||
− | This | + | 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. | * Ascended gear is not required for open world, exotic works fine. | ||
* Note the second staff is for stacking sigil purposes and is not required. | * Note the second staff is for stacking sigil purposes and is not required. | ||
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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}}. | ||
+ | ** 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 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}}. | ||
+ | |||
+ | |||
+ | ==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}} | ||
==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}} | ||
+ | ===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== | ||
− | + | ===Damage=== | |
− | * | + | * 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. |
− | * Use {{Skill|Firestorm (Glyph of Storms)}} and {{Skill|Meteor Shower}} on | + | * {{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 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. | |
− | + | * 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 | |
+ | For burst damage, start combat attuned to {{Skill|Earth Attunement}} + {{Skill|Fire Attunement}} and do the following: | ||
+ | # {{Skill|Eruption}} and attune to {{Skill|Fire Attunement}}+{{Skill|Earth Attunement}} | ||
+ | # {{Skill|Lava Font}} | ||
+ | # {{Skill|Pyroclastic Blast}} | ||
+ | # {{Skill|Shock Wave}} and attune to {{Skill|Fire Attunement}}+{{Skill|Fire Attunement}} | ||
+ | # {{Skill|Flame Burst}} | ||
+ | # {{Skill|Firestorm (Glyph of Storms)}} | ||
+ | # {{Skill|Lava Font}} | ||
+ | # {{Skill|Meteor Shower}} and attune to {{Skill|Air Attunement}}+{{Skill|Fire Attunement}} | ||
+ | # {{Skill|Lightning Surge}} | ||
+ | # {{Skill|Plasma Blast}} and attune to {{Skill|Fire Attunement}}+{{Skill|Air Attunement}} | ||
+ | # {{Skill|Lava Font}} | ||
+ | Fill the gaps in cooldowns with auto attacks. | ||
− | + | ===Defense & Support=== | |
− | * {{Skill|Burning Retreat}} | + | * 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, and it can be used in any direction by rotating your character (or your camera, if using action camera). |
− | * {{Skill| | + | * {{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. 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}} | + | * {{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, 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}}. | ||
+ | * {{Skill|Lahar}} provides 1 stack of personal {{Tooltip|Stability}}. | ||
+ | * {{Skill|Arcane Shield}} can be used to block dangerous attacks. | ||
+ | ====Glyph of Elementals==== | ||
+ | Elementals from {{Skill|Glyph of Elementals}} can be commanded to do an additional skill. | ||
+ | * The Fire Elemental can be commanded to deal damage and {{Tooltip|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 {{Tooltip|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 {{Tooltip|Immobilize}} and 5 seconds of {{Tooltip|Cripple}}, while providing 3 seconds of {{Tooltip|Protection}} to nearby allies. Use this one for tanking. | ||
− | + | ===Crowd Control=== | |
− | * {{Skill|Gust}} | + | * {{Skill|Gust}} - {{Tooltip|Knockback}} |
− | * {{Skill|Static Field}} and {{Skill|Unsteady Ground}} - | + | * {{Skill|Pile Driver}} - {{Tooltip|Daze}} |
+ | * {{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}}. | |
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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
Overview
A long-ranged staff build for Weaver for open world. This build will mostly spam 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
Skill Bar
Skill Variants
Healing
We default to
as it provides strong burst healing and a boon based on attunement. Other alternatives are:- 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.
Utility Skills
We default to:
provides ranged AoE damage, use it on Fire for consistent damage, or on Air for burst damage but a longer cooldown. Can be replaced.
provides ranged burst damage. Can be replaced.
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:
- - AoE damage and mobility.
- - lets you cast or any other weapon skill twice in a row, improving burst damage.
- - great AoE damage but in melee range.
- - mobility.
Stability.
- stunbreak with - - stunbreak and dodge, and has two charges.
- - condition cleanse and stun break.
- - stability and barrier with two charges.
Elite Skills
We default to Knockback, on Air for a
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.
- - provides high damage with skills 4 and 5, and mobility with skill 3.
Specializations
- Trait Variants
Specialization variants
- Arcane
Arcane can replace Air. This adds defense and utility at the cost of damage. has excellent synergy with the active skill of your elemental from .
- - Improves revive power in groups.
- - 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.
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 and "Deathwish" staff. Upgrade to ascended gear as you progress. See also: Guide:How to Gear a Character.
- Other relic options include , , .
- This setup provides 100% critical chance with
Fury thanks to , , and .
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 , , , , , , , and . Fill in the gaps with auto attacks.
- is your main source of damage, make sure to spam it. When attuning to other elements, go back to as soon as possible.
- Generally speaking, you want to rotate through Fire, Air, and Earth, and only double attune to
Magnetic Aura of .
, unless you really need the healing of , the crowd control of , or (in extremely rare occasions) the - Use and on groups of enemies.
- When solo, your sourcess of
Fury are and . You will trigger Zephyr's Boon with by attuning to Fire periodically. When playing in groups that provide
Fury, change your traits to and .
- Opener
For burst damage, start combat attuned to
+ and do the following:- and attune to +
- and attune to +
- and attune to +
- and attune to +
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 thanks to to help run out of attacks.
- 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).
Blinded in a large AoE, which is 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. In desperate situations, you can double attune to Water to use for healing and a water field.
to remove conditions, provide - Guide:What are Combo Fields). , and can be used on water fields for additional area healing or on fire fields for extra might. (See:
Magnetic Aura for projectile reflection, but this is quite niche as it requires you to double attune to Earth.
provides - If you need more defense, you can slot and use .
Stability.
provides 1 stack of personal - can be used to block dangerous attacks.
Glyph of Elementals
Elementals from
can be commanded to do an additional skill.- The Fire Elemental can be commanded to deal damage and
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 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 and 5 seconds of
Cripple, while providing 3 seconds of
Protection to nearby allies. Use this one for tanking.
Crowd Control
Knockback
- Daze
- Stun and
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.
and - - and - Soft CC options.
- - From Ice Elemental.
- - From Air Elemental.
- If you need a lot of crowd control you can use so that you and an ally can use .
Ratings

Comments
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