Difference between revisions of "Weaver - Staff Backline"
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* Your three ground CCs are {{Skill|Static Field}}, {{Skill|Unsteady Ground}} and {{Skill|Frozen Ground}}, in order of strength | * Your three ground CCs are {{Skill|Static Field}}, {{Skill|Unsteady Ground}} and {{Skill|Frozen Ground}}, in order of strength | ||
* Drop your target when casting {{Skill|Shock Wave}} to make it easier to aim, don't cast it into projectile reflect | * Drop your target when casting {{Skill|Shock Wave}} to make it easier to aim, don't cast it into projectile reflect | ||
− | + | * You shouldn't interrupt your rotation to try and CC, instead try to predict when you'll need to CC and move into the best possible attunement early | |
* Use your CC when: | * Use your CC when: | ||
** Your group calls a spike: | ** Your group calls a spike: |
Revision as of 15:17, 12 March 2022
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage, Utility and Crowd control
Designed for: WvW Zerg
Difficulty:
TBD
This build was last updated on March 12, 2022 and is up to date for the October 8, 2024 patch.
Overview
A backline zerg WvW DPS build for Elementalist providing damage, CC and field support. Requires a precise usage of skills and positioning to survive.
Skill Bar
Staff
Staff
Utility
Skill Variants
- Heal
- better healing, if condition clear is totally covered
- Utility
- ⇒ if extra personal survivability is desperately needed
Specializations
Variants
- inconsistent damage increase but reduced survivability
Variants
- Arcane is an option over Air adding a mix of utility and damage.
- Variants
- ferocity boost and strong immobilize on Earth Attunement when using arcane skills.
Template Code
[&DQYfHikbOBt1AAAAkAAAAPUVAAC+AQAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Staff
Marauder
Marauder
Sigil
Sigil
Staff
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Consumables
-
- personal option
Variants
Stats
- Add Dragon stats with to avoid overcapping crit. 2 rings + 1 accessory is one possible option.
- Use as much Marauder as you feel is necessary then fill out with Berserker stats
Usage
General
- As soon as you get 25 stacks of and get out of combat, swap back to the Staff without a stacking sigil
- Read dual attunements as Old/New - i.e. Fire/Air means fire was attuned first and air was attuned second
- Start fights in Air/Fire or Air/Earth then rotate through attunements as follows:
|
Priorities
- High
- Moderate
- Sustained damage
- CC
- Low
- Support
Surviving
- This build has low passive defense
- This build has moderate mobility skill access
- An About Face keybind can be useful for
- Avoid using for mobility unless nessecary to survive
- This builds has moderate active defenses
- Save Immobilize, Chill or Weakness for removing
- Interrupt using a Stow Weapon keybind as soon as you are full hp/condition cleared
|
Detailed Explanations
Meteor Shower
- Place where the enemy group is moving to, not where they are when you begin the cast
- Make sure is procced when using
- There are two ways to move during the cast of
- Cast immediately after casting and the will be queued to cast at the target location after the rollback ends
- Use after you start casting it
:
Fiery Greatsword
- Treat
- Try to get three casts of per use of
as a secondary
- Make sure is procced when using
- Aim through the enemy stack if your group crosses through them and aim across the enemy stack otherwise
is low cooldown and has high damage, use it aggressively but don't move yourself into a bad position
- Use for mobility, on single targets or to set up
- Coordinate with a DPS player in your group to pick up the conjure dropped on the ground
- Make sure to place it in a safe place for them to grab
- If you don't have anyone reliable to coordinate with, you can pick it up yourself for 30s after casting the skill
Sustained damage
- When using ground AoEs like , place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
- Your X/Fire Dual skills are slow moving projectiles (
- Predict the enemies movement, as with
- Cast towards the edges of the enemy group to avoid projectile reflect
, and ).
- Use
- Otherwise has more damage but with a much longer cooldown
in if you expect the fight to last at least 25 seconds
|
CC
- Your three ground CCs are , and , in order of strength
- Drop your target when casting to make it easier to aim, don't cast it into projectile reflect
- You shouldn't interrupt your rotation to try and CC, instead try to predict when you'll need to CC and move into the best possible attunement early
- Use your CC when:
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
- Your group calls a spike:
Support
- Cast on clashes, targeting the ground AoE so that one edge is on your group and the other edge is where they are moving to
- If a player in your party is going to die because of Immobilize, save them with
Ratings
There is basically no reason to run this in a group over any other build. However, this is a fantastic build to play as a pug and is one of the most fun builds to play in wvw.
A decent selfish damage build, but somewhat difficult to play and arguably inferior to DH and even longbow berserker in the same role. Still worth bringing a couple in a zerg if you have dedicated Staff ele players.
Comments
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