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Difference between revisions of "Weaver - Staff Weaver"

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{{SEO|description=A long-ranged tempest build for open world farming with a zerg. This build is primarily focused on dealing area damage from the backline of a group and is not meant to be played solo.}}
 
 
{{Build
 
{{Build
 
| profession = Elementalist
 
| profession = Elementalist
| specialization = tempest
+
| specialization = Weaver
 
| designed for = open world, open world general
 
| designed for = open world, open world general
 
| focus = strike damage
 
| focus = strike damage
| rating = great
+
| rating = good
| xpac = hot
+
| xpac = pof
 +
| difficulty = 1
 
}}
 
}}
  
 
==Overview==
 
==Overview==
A long-ranged tempest build for open world farming with a zerg. This build is primarily focused on dealing area damage from the backline of a group and is not meant to be played solo.
+
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 = [&DQYfHSkbMBnHEgAA9gAAAL4BAADLAAAAJgAAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQYfFSkZOBkXARcBvgFOAVABUAH2APYAJgASFwAAAAAAAAAAAAAAAAAAAAADWQBWAGcAAA==]
 
}}
 
}}
  
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{{Skill bar
 
{{Skill bar
 
|profession = elementalist
 
|profession = elementalist
|specialization = tempest
+
|specialization = weaver
 
|weapon1 = Staff
 
|weapon1 = Staff
 
|weapon2 =  
 
|weapon2 =  
 
|weapon3 =  
 
|weapon3 =  
 
|weapon4 =  
 
|weapon4 =  
|healing = "Wash the Pain Away!"
+
|healing = Glyph of Elemental Harmony
|utility1 = Arcane Shield
+
|utility1 = Glyph of Storms
|utility2 = Glyph of Storms
+
|utility2 = Arcane Blast
|utility3 = Signet of Fire
+
|utility3 = Arcane Shield
|elite = "Rebound!"
+
|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|bot|bot|top}}
+
{{Specialization|Fire|top|top|top}}
{{Specialization|Air|bot|mid|top}}
+
{{Specialization|Air|top|mid|top}}
{{Specialization|Tempest|top|mid|top}}
+
{{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 setup provides high damage and uses gear similar to [[Build:Tempest_-_Power_DPS]], making it a good option for general PVE.
+
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==
'''Food'''
+
Budget consumables are acceptable for use in open world.
* Any ascended food is superior to any other food you could use. Steak for power, flatbread for conditions. Budget versions of these foods exist and are acceptable.
 
* {{food|Peppermint Omnomberry Bar}} - farming
 
* {{food|Plate of Truffle Steak}} - DPS
 
* {{food|Bowl of Orrian Truffle and Meat Stew}} - defense
 
  
'''Utility'''
+
===DPS===
* {{Utility|Sharpening Skull}} (and variants) - farming
+
* Prioritize '''Steak''' Ascended food.
* {{utility|Tin of Fruitcake}} / {{utility|Superior Sharpening Stone}} - DPS
+
* {{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 / Tagging'''
+
===Damage===
* Use {{Skill|Lava Font}} off cooldown on groups of enemies.
+
* 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 large, static groups of enemies or bosses.
+
* {{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|Flame Burst}} - Useful for rapidly tagging weaker enemies.
+
* 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}}.
* {{Skill|"Feel the Burn!"}} - Instant cast tagging of nearby enemies (if equipped).
+
* Use {{Skill|Firestorm (Glyph of Storms)}} and {{Skill|Meteor Shower}} on groups of enemies.
* {{Skill|Arcane Wave}} - Instant cast wide area tagging (If equipped).
+
* 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'''
+
===Defense & Support===
* {{Skill|Burning Retreat}} - Powerful defensive evade and movement skill, can be used in any direction by rotating your character.
+
* 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|Overload Water}} and {{Skill|Healing Rain}} - Significant condition removal to both yourself and allies.  
+
* {{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|Geyser}}, {{Skill|Overload Water}} and {{Skill|"Wash the Pain Away!"}} - Area healing.
+
* {{Skill|Sandstorm}} inflicts {{Tooltip|Blinded}} in a large AoE, which is useful against groups of trash mobs.  
* {{Skill|Sandstorm}} - A large area blind.  
+
* 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, 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'''
+
===Crowd Control===
* {{Skill|Gust}}
+
* {{Skill|Gust}} - {{Tooltip|Knockback}}
* {{Skill|Static Field}} and {{Skill|Unsteady Ground}} - For blocking moving targets (has no effect when the enemy is stationary).
+
* {{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 if equipped.
+
* {{Skill|Crashing Waves}} - From Ice Elemental.
* {{Skill|Shocking Bolt}} - From Air Elemental if equipped.
+
* {{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}}.
 
 
 
 
==Variants==
 
====Skill Variants====
 
'''Healing Skills'''
 
* {{Skill|Ether Renewal}} - if conditions are a problem. Synergizes with {{Skill|Arcane Shield}} covering its long channel time.
 
* {{Skill|Glyph of Elemental Harmony}} - Powerful burst heal.
 
 
 
 
 
'''Utility Skills'''
 
* {{Skill|Arcane Wave}} - Good AOE damage especially if running the Arcane variant
 
* {{Skill|Arcane Blast}} - More single-target damage than {{Skill|Arcane Wave}}.
 
* {{Skill|"Feel the Burn!"}} - More tagging and AOE might
 
* {{Skill|"Eye of the Storm!"}} - Excellent stunbreak
 
* {{Skill|Lightning Flash}} - Mobility.
 
 
 
 
 
'''Elite Skills'''
 
* {{Skill|Conjure Fiery Greatsword}} - High damage and mobility.
 
* {{Skill|Glyph of Elementals}} - Summon which deals damage and generates might (Fire) or can provide a frontline if you are solo (Earth).
 
 
 
 
 
 
 
====Trait Variants====
 
* {{Trait|Pyromancer's Puissance}} - Higher might uptime if needed.
 
* {{Trait|Zephyr's Boon}} - Fury and swiftness if using aura traits/utilities.
 
* {{Trait|One with Air}} - Mobility, especially when paired with {{Trait|Fresh Air}}.
 
* {{Trait|Fresh Air}} - More frequent access to {{Skill|Overload Air}} and a ferocity boost.
 
* {{Trait|Unstable Conduit}} - Additional boons when overloading, useful if running {{Trait|Zephyr's Boon}}.
 
 
 
 
 
'''Arcane'''
 
 
 
Replaces fire. Adds defense and utility at the cost of damage.
 
{{Specialization|Arcane|mid|bot|mid|variant=y}}
 
* {{Trait|Arcane Resurrection}} - Improves revive power in zergs.
 
* {{Trait|Bountiful Power}} - Use this when running with a group that grants lots of boons.
 
* {{Trait|Evasive Arcana}} - Provides good defensive abilities on dodging while in {{Skill|Water Attunement}} or {{Skill|Air Attunement}}
 
 
 
 
 
====Variant Equipment====
 
'''Gear'''
 
* {{Tooltip|Marauder}} - Trades 10% damage for +60% EHP; expensive
 
* {{Tooltip|Knight}} - Defensive (trinkets only)
 
 
 
 
 
'''Runes'''
 
* {{Rune|Superior Rune of Vampirism}} - provides a huge increase to sustain in a zerg
 
* {{Rune|Superior Rune of the Eagle}} / {{Rune|Superior Rune of the Pack}} - Crit-chance runes, the latter also providing more boon uptime
 
 
 
 
 
'''Sigils'''
 
* {{Sigil|Superior Sigil of Accuracy}} - Cheap offhand sigil
 
* {{Sigil|Superior Sigil of Stamina}} - Extra defense in a zerg
 
* {{Sigil|Superior Sigil of Strength}} - Option for more self {{Tooltip|Might}} generation
 
 
 
 
 
====Consumable Variants====
 
'''Food'''
 
* {{food|Dragon's Breath Bun}} - Damage buff against groups of weaker enemies.
 
* {{food|Fried Golden Dumpling}} - Budget food (if not using {{Sigil|Superior Sigil of Strength}}) for added self might generation
 
* {{food|Plate of Steak and Asparagus}} / {{food|Can of Steak and Asparagus}} - Budget DPS food.
 
 
 
'''Utility'''
 
* {{utility|Hardened Sharpening Stone}} - Budget DPS utility.
 

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.
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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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