Difference between revisions of "Weaver - Power Weaver"
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|weapon1 = sword | |weapon1 = sword | ||
|weapon2 = dagger | |weapon2 = dagger | ||
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|weapon4 = | |weapon4 = | ||
|healing = Arcane Brilliance | |healing = Arcane Brilliance | ||
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|elite = Conjure Fiery Greatsword | |elite = Conjure Fiery Greatsword | ||
}} | }} | ||
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{{Specialization|Water|mid|bot|bot}} | {{Specialization|Water|mid|bot|bot}} | ||
{{Specialization|Weaver|bot|mid|top}} | {{Specialization|Weaver|bot|mid|top}} | ||
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This set uses similar gear to [[Build:Weaver_-_Power_DPS_Sword]], making it excellent for general PvE | This set uses similar gear to [[Build:Weaver_-_Power_DPS_Sword]], making it excellent for general PvE | ||
{{PvE equipment | {{PvE equipment | ||
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| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
| sigil2 = Superior Sigil of Impact | | sigil2 = Superior Sigil of Impact | ||
− | | weapon3 = | + | | weapon3 = |
| weapon4 = | | weapon4 = | ||
− | | sigil3 = | + | | sigil3 = |
− | | sigil4 = | + | | sigil4 = |
}} | }} | ||
− | == | + | ==Consumables== |
− | + | Prioritize ascended food over everything else; steak (power) and flatbread (conditions). Using cheap/budget food is perfectly acceptable in open world. | |
− | |||
+ | '''Damage''' | ||
− | + | {{Food|Plate of Truffle Steak}} and {{Utility|Superior Sharpening Stone}} offer the highest damage when solo | |
− | |||
− | |||
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+ | '''Defense''' | ||
− | + | {{Food|Bowl of Orrian Truffle and Meat Stew}} for more dodges, {{Food|Omnomberry Compote}} for sustain against trash. | |
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− | {{Food| | ||
− | + | '''Farming''' | |
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Run {{Food|Peppermint Omnomberry Bar}} and {{Utility|Sharpening Skull}} (or its other variants) when trying to maximize gold per hour. | Run {{Food|Peppermint Omnomberry Bar}} and {{Utility|Sharpening Skull}} (or its other variants) when trying to maximize gold per hour. | ||
==Usage== | ==Usage== | ||
− | + | '''General''' | |
+ | |||
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. | 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. | ||
+ | '''Damage''' | ||
− | |||
You have two major damage buffs with overlapping windows. You should try to fit all your major damage skills in these windows: | You have two major damage buffs with overlapping windows. You should try to fit all your major damage skills in these windows: | ||
* {{Trait|Elements of Rage}} | * {{Trait|Elements of Rage}} | ||
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− | + | '''Defense''' | |
+ | |||
Sword/Dagger's defense is somewhat low. | Sword/Dagger's defense is somewhat low. | ||
* {{Skill|Riptide}} - heal and evade | * {{Skill|Riptide}} - heal and evade | ||
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* {{Skill|Obsidian Flesh}} - invuln | * {{Skill|Obsidian Flesh}} - invuln | ||
− | + | '''Crowd Control''' | |
− | |||
* {{Skill|Updraft}} | * {{Skill|Updraft}} | ||
* {{Skill|Earthquake}} | * {{Skill|Earthquake}} | ||
* {{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 |
Revision as of 04:14, 9 March 2022
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage
Designed for: Open World and Open World General
Overview
A strike-based weaver build for open world. This build has very high burst damage and good mobility.
Template Code
Skill Bar
Specializations
Equipment
- Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.
This set uses similar gear to Build:Weaver_-_Power_DPS_Sword, making it excellent for general PvE
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
Consumables
Prioritize ascended food over everything else; steak (power) and flatbread (conditions). Using cheap/budget food is perfectly acceptable in open world.
Damage
and offer the highest damage when solo
Defense
for more dodges, for sustain against trash.
Farming
Run and (or its other variants) when trying to maximize gold per hour.
Usage
General
This build relies heavily on cycling between
and while double attuning to each in order to maintain . and are typically only used for defense or crowd control.Damage
You have two major damage buffs with overlapping windows. You should try to fit all your major damage skills in these windows:
This build is quite easy to deal damage with if you follow this skill priority based on your attunement:
- Air/Air: Prioritize and AA Chains
- Fire/Air: > >
- Fire/Fire: > > >
- Air/Fire: AA Chains
If you wind up in Water:
- > Water AA Chain >
Earth: Earth actually has a few useful blast finishers which can help with might if you have a fire field down
- > Try to leave earth as soon as possible
Ideally you'll use your 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.
in Air for
Defense
Sword/Dagger's defense is somewhat low.
- - heal and evade
- - damage reduction
- - condi cleanse
- - evade & blast finisher
Focus has significantly more defensive options & CC, though loses DPS:
- , - projectile hate
- - invuln
Crowd Control
Variants
Skill Variants
Healing Skills
- - burst heal
- - passive healing
Utility Skills
- - defense
- - stunbreak and evade
- - high damage and AOE blind
- - more AOE
- - mobility
- - defensive barrier and stability
- - Burst damage and cleave
Elite Skills
- - high CC
- - Summon provides damage in fire, tanking in earth or sustain in water
Trait Variants
- - Higher burst damage, especially good against trash
- - Swiftness and fury uptime if running Fire traitline due to
- - Mobility
- / - More defense
- - 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.
- - Trades Protection uptime for passive blocks
- - Boosts revive power in group events
Fire
Fire can replace Water as an alternative damage option and might generation if needed.
- - Use this if you plan on holding onto conjures
- - Passive condition cleanse
- - DPS option if might generation is not needed or obtained elsewhere
- - Defensive option vs trash
Weapon Variants
- Focus - Defensive offhand
- Staff - Ranged option for open world zergs
Variant Equipment
Gear
- Knight, Soldier - Trinkets can be mixed with other sets for increased defense
- Marauder - Most stat efficient defensive option with a minor damage loss
Runes
- , - Budget option
- - Option if needing more precision
- - Self boon generation if these boons are not gained elsewhere or from other players
- , , - Defensive options
- - Strongest defensive rune if zerging
Sigils
- - Alternative DPS
- - Defense
- - Might gen if not running
Consumable Variants
- / + - Budget options
- - Budget option with more precision
- - High damage buff against trash
Ratings
Comments
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