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Difference between revisions of "Weaver - Staff Weaver"

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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.
  
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.
+
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==
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* {{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.
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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.
 
* {{Skill|Conjure Fiery Greatsword}} - provides high damage with skills 4 and 5, and mobility with skill 3.
 
* {{Skill|Conjure Fiery Greatsword}} - provides high damage with skills 4 and 5, and mobility with skill 3.
 +
  
 
==Specializations==
 
==Specializations==
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{{Specialization|Weaver|top|mid|top}}
 
{{Specialization|Weaver|top|mid|top}}
 
;Trait Variants
 
;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}}.
 
* {{Trait|Ferocious Winds}} + {{Trait|Stormsoul}} - when playing in groups that provide {{Tooltip|Fury}}.
 
;Specialization variants
 
;Specialization variants
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* {{Trait|Arcane Resurrection}} - Improves revive power in groups.
 
* {{Trait|Arcane Resurrection}} - Improves revive power in groups.
 
* {{Trait|Bountiful Power}} - Use this when playing in groups that give lots of boons.
 
* {{Trait|Bountiful Power}} - Use this when playing in groups that give lots of boons.
 +
  
 
==Equipment==
 
==Equipment==
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* 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.
** If you don't have infusions, use an {{Tooltip|Assassin}} head armor.
+
** 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}}.
  
  
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===Damage===
 
===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.
 
* 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 {{Tooltip|Fire}} as soon as possible. Generally speaking, you only want to double attune to {{Tooltip|Fire}}, 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|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}}.
 
* 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}}.
 
;Opener
 
;Opener
For burst damage, start combat attuned to {{Tooltip|Earth}} + {{Tooltip|Fire}} and do the following:
+
For burst damage, start combat attuned to {{Skill|Earth Attunement}} + {{Skill|Fire Attunement}} and do the following:
# {{Skill|Eruption}} and attune to {{Tooltip|Fire}}+{{Tooltip|Earth}}
+
# {{Skill|Eruption}} and attune to {{Skill|Fire Attunement}}+{{Skill|Earth Attunement}}
 
# {{Skill|Lava Font}}
 
# {{Skill|Lava Font}}
 
# {{Skill|Pyroclastic Blast}}
 
# {{Skill|Pyroclastic Blast}}
# {{Skill|Shock Wave}} and attune to {{Tooltip|Fire}}+{{Tooltip|Fire}}
+
# {{Skill|Shock Wave}} and attune to {{Skill|Fire Attunement}}+{{Skill|Fire Attunement}}
 
# {{Skill|Flame Burst}}
 
# {{Skill|Flame Burst}}
 
# {{Skill|Firestorm (Glyph of Storms)}}
 
# {{Skill|Firestorm (Glyph of Storms)}}
 
# {{Skill|Lava Font}}
 
# {{Skill|Lava Font}}
# {{Skill|Meteor Shower}} and attune to {{Tooltip|Air}}+{{Tooltip|Fire}}
+
# {{Skill|Meteor Shower}} and attune to {{Skill|Air Attunement}}+{{Skill|Fire Attunement}}
 
# {{Skill|Lightning Surge}}
 
# {{Skill|Lightning Surge}}
# {{Skill|Plasma Blast}} and attune to {{Tooltip|Fire}}+{{Tooltip|Air}}
+
# {{Skill|Plasma Blast}} and attune to {{Skill|Fire Attunement}}+{{Skill|Air Attunement}}
 
# {{Skill|Lava Font}}
 
# {{Skill|Lava Font}}
 
Fill the gaps in cooldowns with auto attacks.
 
Fill the gaps in cooldowns with auto attacks.

Revision as of 19:26, 13 February 2025

Under construction.webp Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.

Focused on: Strike damage

Designed for: Open World and Open World General

Expansions required: Path of Fire Builds

Difficulty:
Easy

Overview

A long-ranged staff build for elementalist 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

[&DQYfFSkZOBkXARcBvgE1F04BTgH2APYAJgASFwAAAAAAAAAAAAAAAAAAAAADWQBaAC8AAA==]
Copy Template Code


Skill Bar

Staff
Utility


Skill Variants

Healing

We default to

, it provides strong burst healing and a boon based on attunement. You can consider other options:

  • - 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.
  • - very situational heal that removes up to 8 conditions throughout its long channelling time. Arcane Shield can help with channelling it without getting interrupted.
  • - passive healing over time, but very weak heal on demand, leaving you vulnerable to burst damage.

Utility Skills

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 AoE 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:

Elite Skills

We default to

. 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.


Specializations

Trait Variants
Specialization variants

Arcane

Replaces Air. Adds defense and utility at the cost of damage.

has excellent synergy with the active skill of your elemental from .


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



Consumables

Budget consumables are acceptable for use in open world.

DPS

Consumables

Budget consumables are acceptable for use in open world.

DPS

Farming


Usage

Damage

Opener

For burst damage, start combat attuned to

+ and do the following:

  1. and attune to +
  2. and attune to +
  3. and attune to +
  4. 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 Swiftness thanks to to help run out of attacks.
  • is a powerful defensive evade and movement skill, can be used in any direction by rotating your character.
  • inflicts Blinded Blinded in a large AoE, useful against groups of trash mobs.
  • As a weaver, you can attune to water and then to another element to access to remove conditions, provide Regeneration Regeneration, and a water field. You can double attune to Water to use for healing and a water field.
  • , and can be used on water fields for additional area healing or on fire fields for extra might.
  • provides Magnetic Aura Magnetic Aura for projectile reflection.
  • If you need more defense, you can slot and use .
  • provides 1 stack of personal Stability Stability.
  • 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 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


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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