Difference between revisions of "Weaver - Condi Weaver"
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|weapon1 = Sword | |weapon1 = Sword | ||
|weapon2 = Focus | |weapon2 = Focus | ||
− | |weapon3 = | + | |weapon3 = |
− | |weapon4 = | + | |weapon4 = |
|healing = Signet of Restoration | |healing = Signet of Restoration | ||
|utility1 = Glyph of Elemental Power | |utility1 = Glyph of Elemental Power | ||
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|elite = Weave Self | |elite = Weave Self | ||
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{{Specialization|Earth|mid|top|mid}} | {{Specialization|Earth|mid|top|mid}} | ||
{{Specialization|Weaver|bot|top|top}} | {{Specialization|Weaver|bot|top|top}} | ||
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| sigil1 = Superior Sigil of Geomancy | | sigil1 = Superior Sigil of Geomancy | ||
| sigil2 = Superior Sigil of Earth | | sigil2 = Superior Sigil of Earth | ||
− | | weapon3 = | + | | weapon3 = |
− | | weapon4 = | + | | weapon4 = |
− | | sigil3 = | + | | sigil3 = |
− | | sigil4 = | + | | sigil4 = |
}} | }} | ||
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− | ===Damage=== | + | ====Damage==== |
− | + | '''General DPS''' | |
* Spam all of your fire and earth skills. | * Spam all of your fire and earth skills. | ||
* You can combine {{Skill|Lava Skin}}, {{Skill|Glyph of Elemental Power}}, and {{Skill|Primordial Stance}} with {{Skill|Obsidian Flesh}} for a large burst of damage while you are invulnerable. | * You can combine {{Skill|Lava Skin}}, {{Skill|Glyph of Elemental Power}}, and {{Skill|Primordial Stance}} with {{Skill|Obsidian Flesh}} for a large burst of damage while you are invulnerable. | ||
* Try not to interrupt your AA chain in fire, and try to avoid having to AA for extended periods at any point. | * Try not to interrupt your AA chain in fire, and try to avoid having to AA for extended periods at any point. | ||
+ | '''Skill Priority''' | ||
− | |||
This build operates off of a generic skill priority depending on your current attunements. Fill any empty space with auto-attacks, only delaying attunement swaps for Fire autos. | This build operates off of a generic skill priority depending on your current attunements. Fill any empty space with auto-attacks, only delaying attunement swaps for Fire autos. | ||
− | |||
You have five primary attunement combinations to worry about. You will want to swap between these, usually opening in Air/Fire or Earth/Fire so you can rapidly get to Fire/Fire for the dual attunement buff. | You have five primary attunement combinations to worry about. You will want to swap between these, usually opening in Air/Fire or Earth/Fire so you can rapidly get to Fire/Fire for the dual attunement buff. | ||
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# {{Skill|Transmute Fire}} - use only against single targets; against groups it is better to keep fire aura unless you need {{Tooltip|Might}} | # {{Skill|Transmute Fire}} - use only against single targets; against groups it is better to keep fire aura unless you need {{Tooltip|Might}} | ||
# {{Skill|Polaric Leap}} inside {{Skill|Flamewall}} or {{Skill|Flame Uprising}} for Fire Aura | # {{Skill|Polaric Leap}} inside {{Skill|Flamewall}} or {{Skill|Flame Uprising}} for Fire Aura | ||
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− | ===Defense=== | + | ====Defense==== |
* Projectile Hate: {{Skill|Magnetic Wave}}, {{Skill|Swirling Winds}} | * Projectile Hate: {{Skill|Magnetic Wave}}, {{Skill|Swirling Winds}} | ||
* {{Skill|Obsidian Flesh}} - invuln | * {{Skill|Obsidian Flesh}} - invuln | ||
* Water AA's & {{Skill|Signet of Restoration}} provide considerable healing when necessary | * Water AA's & {{Skill|Signet of Restoration}} provide considerable healing when necessary | ||
− | * Dodging or activating a stance grants Barrier | + | * Dodging or activating a stance grants Barrier when using the applicable traits |
+ | * Swapping to Water gives an evade and water combo field that can be then comboed with any of the other Attunement slot 2 skills. | ||
− | ===CC=== | + | ====CC==== |
* {{Skill|Gale}} | * {{Skill|Gale}} | ||
* {{Skill|Polaric Leap}} | * {{Skill|Polaric Leap}} | ||
* {{Skill|Gale Strike}} | * {{Skill|Gale Strike}} | ||
* {{Skill|Weave Self}} | * {{Skill|Weave Self}} | ||
+ | |||
+ | |||
+ | ==Variants== | ||
+ | ====Solo Builds==== | ||
+ | * Solo builds coming soon ... | ||
+ | |||
+ | |||
+ | ====Weapon Variants==== | ||
+ | * Sceptre - Ranged option with relatively simple rotation. | ||
+ | * Staff - Tagging weapon in open world zergs. It is recommended to swap Earth traitline to Air for this variant. | ||
+ | * Offhand Dagger - less damage/utility but greater mobility. | ||
+ | |||
+ | |||
+ | ====Skill Variants==== | ||
+ | '''Damage''' | ||
+ | * {{Skill|Glyph of Storms}} - AoE burst damage from {{Skill|Firestorm}} or pulsing blind with {{Skill|Sandstorm}}. | ||
+ | * {{Skill|Glyph of Elementals}} - flame elemental provides high DPS (be sure to use the command skill on CD where possible) while water and earth give you a reliable front line. | ||
+ | * {{Skill|Glyph of Lesser Elementals}} - similar to the above, however this skill allows you to summon multiple weaker elementals. Can be awkward to use due to setup delay and the summons disappearing upon mounting up or entering water. | ||
+ | * {{Skill|Arcane Brilliance}} - blast finisher. | ||
+ | |||
+ | '''Defense / Sustain''' | ||
+ | * {{Skill|Glyph of Elemental Harmony}} - burst heal. | ||
+ | * {{Skill|Stone Resonance}} - provides additional barrier and stability; gives the build a wide margin for error | ||
+ | * {{Skill|Arcane Shield}} - breaks stun and blocks attacks. | ||
+ | * {{Skill|Twist of Fate}} - fantastic stunbreak | ||
+ | * {{Skill|Signet of Earth}} - decent single-target DPS and provides extra durability | ||
+ | |||
+ | '''Utility''' | ||
+ | * {{Skill|Lightning Flash}} - for mobility. | ||
+ | * {{Skill|Conjure Fiery Greatsword}} - high AoE damage on a long cooldown, mobility | ||
+ | |||
+ | |||
+ | ====Trait Variants==== | ||
+ | * {{Trait|Blinding Ashes}} - more {{Tooltip|Blind}} if having trouble with trash mobs. | ||
+ | * {{Trait|Bolstered Elements}}, {{Trait|Invigorating Strikes}} - drastic increase in defense at the cost of damage; this option is extremely strong with the {{Tooltip|Celestial}} variant. | ||
+ | * If not taking {{Trait|Weaver's Prowess}}, it is recommended to replace {{Sigil|Superior Sigil of Earth}} with {{Sigil|Superior Sigil of Smoldering}} | ||
+ | |||
+ | '''Arcane''' | ||
+ | Arcane can be taken in place of Earth for an increase to active defense and boon support. | ||
+ | {{Specialization|Arcane|bot|mid|top|variant=y}} | ||
+ | |||
+ | |||
+ | '''Air''' | ||
+ | Air can be taken in place of Earth for a boost to strike damage. Use only with high-power variants. | ||
+ | {{Specialization|Air|bot|mid|mid|variant=y}} | ||
+ | |||
+ | |||
+ | ====Variant Equipment==== | ||
+ | '''Stats''' | ||
+ | * {{Tooltip|Celestial}} - Versatile gear set that does not lose much DPS compared to {{Tooltip|Viper}} thanks to the additional boon duration. This can be run with {{Trait|Bolstered Elements}} and {{Trait|Invigorating Strikes}} for a massive increase to defense at a loss of roughly 30% DPS. | ||
+ | * {{Tooltip|Trailblazer}} - Defensive set that trades about 15-20% DPS for +300% effective HP. This gearset is very expensive and should not be taken as your first set. Should be run with {{Rune|Superior Rune of the Nightmare}} or {{Rune|Superior Rune of the Undead}}. | ||
+ | * {{Tooltip|Dire}} - budget {{Tooltip|Trailblazer}}; this should be used with {{Rune|Superior Rune of Balthazar}} or {{Rune|Superior Rune of the Undead}} and {{Sigil|Superior Sigil of Smoldering}}. | ||
+ | |||
+ | '''Runes''' | ||
+ | * {{Rune|Superior Rune of the Weaver}} - defensive runes, has extreme synergy with {{Tooltip|Celestial}} gear | ||
+ | * {{Rune|Superior Rune of the Renegade}} - budget DPS | ||
+ | |||
+ | '''Sigils''' | ||
+ | * {{Sigil|Superior Sigil of Cleansing}} - helps with condi cleanse | ||
+ | * {{Sigil|Superior Sigil of Energy}} - strong defensive option | ||
+ | * {{Sigil|Superior Sigil of Strength}} - option for more might generation outside of fire attunement in longer fights. | ||
Revision as of 05:11, 8 March 2022
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage
Designed for: Open World, Open World General and [[|]]
Overview
A very powerful condition-based weaver build for open world. This build offers very high DPS and defense with an active, skill-based playstyle. Condition Weaver can be very difficult to master, but is one of the strongest options for solo play.
Skill Bar
Specializations
Equipment
Feel free to use Exotic in place of Ascended. This option uses gear similar to that of Build:Weaver_-_Condi_DPS. This makes it a great option for general PVE.
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
Consumables
- Food
- 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.
- - farming
- - DPS
- - defense
- Utility
- (and variants) - farming
- , - dps
- - dps if using gear with high toughness
Usage
This build primarily relies on
and . It is not particularly difficult to play, but has a lot of options to respond to different situations and requires a bit of game knowledge to take advantage of.
Damage
General DPS
- Spam all of your fire and earth skills.
- You can combine , , and with for a large burst of damage while you are invulnerable.
- Try not to interrupt your AA chain in fire, and try to avoid having to AA for extended periods at any point.
Skill Priority
This build operates off of a generic skill priority depending on your current attunements. Fill any empty space with auto-attacks, only delaying attunement swaps for Fire autos. You have five primary attunement combinations to worry about. You will want to swap between these, usually opening in Air/Fire or Earth/Fire so you can rapidly get to Fire/Fire for the dual attunement buff.
Fire/Fire
- Might - use only against single targets; against groups it is better to keep fire aura unless you need
Fire/Earth
- (to blast might)
Earth/Fire
- (if not used in F/E)
- Might - use only against single targets; against groups it is better to keep fire aura unless you need
Earth/Earth
- Get out of earth/earth as fast as possible. It is sometimes even better to skip this if Earthen Vortex is already on cooldown before you would swap.
Air/Fire
- Might - use only against single targets; against groups it is better to keep fire aura unless you need
- inside or for Fire Aura
Utilities
Two of your utilities change drastically depending on your current attunement, and its important to consider what attunement is best to use them in. In general, applying Vulnerability or Burning with them is the best option.
- - this glyph provides considerable vulnerability in a quick burst if used in mainhand. Generally, you should strive to use it in Air unless your enemies are already capped on Vuln. If that's the case, use it in . Try to avoid using this in as it is a large DPS loss.
- - this skill obeys the same rules as above but with an added layer of complexity; it applies two conditions when you are attuned to two different attunements as it takes into account both your mainhand and offhand, rather than just your mainhand. As such, use this skill in Air/Fire ideally for vuln, though you can use it in Fire/Fire for large amounts of burn. It is generally worth delaying this skill by a few seconds to get into Air/Fire, but not worth more than a 2-3 second delay. This can also be used in Earth/Earth or Earth/Fire.
- - just cast this off cooldown.
Defense
- Projectile Hate: ,
- - invuln
- Water AA's & provide considerable healing when necessary
- Dodging or activating a stance grants Barrier when using the applicable traits
- Swapping to Water gives an evade and water combo field that can be then comboed with any of the other Attunement slot 2 skills.
CC
Variants
Solo Builds
- Solo builds coming soon ...
Weapon Variants
- Sceptre - Ranged option with relatively simple rotation.
- Staff - Tagging weapon in open world zergs. It is recommended to swap Earth traitline to Air for this variant.
- Offhand Dagger - less damage/utility but greater mobility.
Skill Variants
Damage
- - AoE burst damage from or pulsing blind with .
- - flame elemental provides high DPS (be sure to use the command skill on CD where possible) while water and earth give you a reliable front line.
- - similar to the above, however this skill allows you to summon multiple weaker elementals. Can be awkward to use due to setup delay and the summons disappearing upon mounting up or entering water.
- - blast finisher.
Defense / Sustain
- - burst heal.
- - provides additional barrier and stability; gives the build a wide margin for error
- - breaks stun and blocks attacks.
- - fantastic stunbreak
- - decent single-target DPS and provides extra durability
Utility
- - for mobility.
- - high AoE damage on a long cooldown, mobility
Trait Variants
- Blind if having trouble with trash mobs. - more
- Celestial variant. , - drastic increase in defense at the cost of damage; this option is extremely strong with the
- If not taking , it is recommended to replace with
Arcane Arcane can be taken in place of Earth for an increase to active defense and boon support.
Air
Air can be taken in place of Earth for a boost to strike damage. Use only with high-power variants.
Variant Equipment
Stats
- Celestial - Versatile gear set that does not lose much DPS compared to Viper thanks to the additional boon duration. This can be run with and for a massive increase to defense at a loss of roughly 30% DPS.
- Trailblazer - Defensive set that trades about 15-20% DPS for +300% effective HP. This gearset is very expensive and should not be taken as your first set. Should be run with or .
- Dire - budget Trailblazer; this should be used with or and .
Runes
- Celestial gear - defensive runes, has extreme synergy with
- - budget DPS
Sigils
- - helps with condi cleanse
- - strong defensive option
- - option for more might generation outside of fire attunement in longer fights.
Video Examples
The following examples were provided courtesy of Hardcore Casual on Youtube. Videos are listed with permission.
- Fire Weaver vs Champion Forged Lieutenant Bounty
- This is a great example of how powerful can be, and demonstrates the full kit of condi weaver. Note how often comes into play here.
- Fire Weaver vs Champion Avatar of Balthazar
- This is one of the hardest hero points in the game due to the insane incoming damage and one-shot mechanic. In this video, they use a variant similar to the heal variant listed above along with to reach 100% burn duration.
- Fire Weaver Positioning
- A good example of how to abuse weaver's many evades and positioning for proper blast and field usage.
- Fire Weaver vs VB Boss Trio
- Super impressive clip that demonstrates how much of a difference a few trait and skill swaps can make. This variant uses the power of weaver stances to avoid damage and CC.
- Condi Weaver vs Champion Avatar of Balthazer 2: No dodges!
- This is a super impressive example of the type of DPS that condi weaver can output.
- Bounty Solo: Cele Weaver vs Forged Maverick
Ratings
Comments
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