Difference between revisions of "Weaver - Farming Power Staff"
(Expanding into a staff build that can either be played as tempest or weaver) |
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{{Build | {{Build | ||
| profession = Elementalist | | profession = Elementalist | ||
− | | specialization = | + | | specialization = weaver |
| designed for = open world, open world general | | designed for = open world, open world general | ||
| focus = strike damage | | focus = strike damage | ||
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==Overview== | ==Overview== | ||
− | A long-ranged | + | A long-ranged staff build for elementalist for open world farming with a zerg. This build is primarily focused on dealing area damage in group farms and does not function well solo. Most of the damage of this build comes from AoE pulsing ground attacks, so this build can struggle against very mobile targets. |
+ | |||
+ | There are two variants of this build: | ||
+ | * Weaver: this is the default variant, a fully ranged build with even more pulsing AoE ground attacks through {{Skill|Pyroclastic Blast}} and more long range attacks with {{Skill|Plasma Blast}}. On top of that, as a weaver, the cooldown for swapping attunements is much shorter, which greatly benefits this build that, while wanting to use different attunements like all elementalist builds, has the bast majority of its damage tied to Fire Attunement so it wants to return to Fire as soon as possible. | ||
+ | |||
+ | * Tempest: this variant has to be played in melee range but is simpler and provides more melee AoE attacks through {{Skill|Overload Fire}} and {{Skill|Overload Air}}, better tagging potential by using shouts like {{Skill|"Feel the Burn!"}} or {{Skill|"Aftershock!"}}, and some boons to your subgroup. However, it greatly suffers from the increased recharge to attunements. If you leave Fire Attunement, it goes on cooldown for 10 seconds, or 20 if you overload, and the bast majority of this build's damage comes from Fire Attunement. But if you never leave Fire Attunement, you obviously cannot cast skills from the other attunements. | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYfHSkbOBkXARcBUAFQAfYA9gC+ATUXJgASFwAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
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{{Skill bar | {{Skill bar | ||
|profession = elementalist | |profession = elementalist | ||
− | |specialization = | + | |specialization = weaver |
|weapon1 = Staff | |weapon1 = Staff | ||
|weapon2 = | |weapon2 = | ||
|weapon3 = | |weapon3 = | ||
|weapon4 = | |weapon4 = | ||
− | |healing = | + | |healing = Glyph of Elemental Harmony |
− | |utility1 = | + | |utility1 = Glyph of Storms |
− | |utility2 = | + | |utility2 = Arcane Wave |
− | |utility3 = | + | |utility3 = Arcane Shield |
− | |elite = | + | |elite = Conjure Fiery Greatsword |
}} | }} | ||
+ | |||
===Skill Variants=== | ===Skill Variants=== | ||
+ | Let's explain why we recommened these skills, and alternatives you can consider: | ||
+ | ====Healing==== | ||
+ | {{Skill|Glyph of Elemental Harmony}} is a great burst heal and povides a boon. | ||
+ | * {{Skill|Arcane Brilliance}} - the strongest heal if there are enemies in range, plus a blast finisher, but very weak healing if there are no nearby enemies. | ||
+ | * {{Skill|Ether Renewal}} - very situational heal that removes up to 8 conditions throughout its long channeling time. Arcane Shield can help with channellig it without getting interrupted. | ||
+ | * {{Skill|Signet of Restoration}} - passive healing over time, but very weak heal on demand, leaving you vulnerable to burst damage. | ||
+ | * When playing the tempest variant, {{Skill|"Wash the Pain Away!"}} is a weak AoE heal, but also cleanses 1 condition. | ||
− | + | ====Utility Skills==== | |
− | + | {{Skill|Glyph of Storms}} provides ranged AoE damage, use it on Fire. {{Skill|Arcane Wave}} provides ranged AoE burst damage. {{Skill|Arcane Shield}} is a stun break and blocks 3 attacks. | |
− | + | * {{Skill|Arcane Blast}} - Good single target damage. | |
− | + | * {{Skill|Primordial Stance}} - great AoE damage but in melee range. | |
− | |||
− | |||
− | * {{Skill|Arcane Blast}} - | ||
− | * {{Skill| | ||
− | |||
* {{Skill|Lightning Flash}} - Mobility. | * {{Skill|Lightning Flash}} - Mobility. | ||
+ | * When playing the tempest variant, {{Skill|"Feel the Burn!"}} or {{Skill|"Aftershock!"}} provide good AoE tagging and support. | ||
− | + | ====Elite Skills==== | |
− | + | {{Skill|Conjure Fiery Greatsword}} - provides high damage with skills 4 and 5, and mobility with skill 3. | |
− | * {{Skill|Glyph of Elementals}} - | + | * {{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. |
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{{Specialization|Fire|top|bot|top}} | {{Specialization|Fire|top|bot|top}} | ||
{{Specialization|Air|bot|mid|top}} | {{Specialization|Air|bot|mid|top}} | ||
− | {{Specialization| | + | {{Specialization|Weaver|top|mid|top}} |
====Trait Variants==== | ====Trait Variants==== | ||
− | * {{Trait|Burning Fire}} - | + | * {{Trait|Burning Fire}} - If conditions are a problem. |
* {{Trait|Zephyr's Boon}} - Fury and swiftness if using aura traits/utilities. | * {{Trait|Zephyr's Boon}} - Fury and swiftness if using aura traits/utilities. | ||
− | * {{Trait| | + | * {{Trait|Master's Fortitude}} - Bonus vitality at the expense of the 10% critical chance from Superior Elements. |
− | + | ||
− | |||
===Arcane=== | ===Arcane=== | ||
− | Replaces | + | Replaces Air. Adds defense and utility at the cost of damage. |
{{Specialization|Arcane|mid|bot|mid|variant=y}} | {{Specialization|Arcane|mid|bot|mid|variant=y}} | ||
* {{Trait|Arcane Resurrection}} - Improves revive power in zergs. | * {{Trait|Arcane Resurrection}} - Improves revive power in zergs. | ||
* {{Trait|Bountiful Power}} - Use this when running with a group that grants lots of boons. | * {{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}} | + | * {{Trait|Evasive Arcana}} - Provides good defensive abilities on dodging while in {{Skill|Water Attunement}} or {{Skill|Air Attunement}}. |
+ | |||
+ | ===Tempest=== | ||
+ | The tempest variant has to be played in melee range but is simpler and provides more melee AoE attacks through {{Skill|Overload Fire}} and {{Skill|Overload Air}} and better tagging potential by using shouts like {{Skill|"Feel the Burn!"}} or {{Skill|"Aftershock!"}}, and some boons to your subgroup. However, it greatly suffers from the increased recharge to attunements. If you leave Fire Attunement, it goes on cooldown for 10 seconds, or 20 if you overload, and the bast majority of this build's damage comes from Fire Attunement. But if you never leave Fire Attunement, you obviously cannot cast skills from the other attunements. | ||
+ | {{Specialization|Tempest|top|mid|top|variant=y}} | ||
==Equipment== | ==Equipment== | ||
− | This | + | 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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| weapon2 = | | weapon2 = | ||
| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Impact |
| weapon3 = staff | | weapon3 = staff | ||
| weapon4 = | | weapon4 = | ||
| sigil3 = Superior Sigil of Force | | sigil3 = Superior Sigil of Force | ||
| sigil4 = Superior Sigil of Bloodlust | | sigil4 = Superior Sigil of Bloodlust | ||
+ | | infusion1 = Mighty +9 Agony Infusion | ||
+ | | infusion1-qt = 14 | ||
+ | | infusion2 = Precise +9 Agony Infusion | ||
+ | | infusion2-qt = 4 | ||
+ | <!-- Custom stats --> | ||
+ | | shoulders = Assassin | ||
}} | }} | ||
− | + | * This setup provides 100% critical chance with {{Tooltip|Fury}} thanks to {{Trait|Zephyr's Speed (elementalist)}}, {{Trait|Elements of Rage}}, and {{Trait|Superior Elements}}. | |
+ | ** Nearby allies will 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. | ||
+ | * If you are only going to play the tempest variant, use the gear from [[Build:Tempest _-_Fresh Air]]. | ||
+ | |||
+ | ===Variant Equipment=== | ||
'''Gear''' | '''Gear''' | ||
− | * {{Tooltip|Marauder}} - Trades 10% damage for +60% | + | * {{Tooltip|Marauder}} - Trades 10% damage for +60% effective health. |
− | * {{Tooltip|Knight}} - Defensive (trinkets only) | + | * {{Tooltip|Knight}} - Defensive (trinkets only). |
'''Runes''' | '''Runes''' | ||
− | * {{Rune|Superior Rune of Vampirism}} - provides a huge increase to sustain in a zerg | + | * {{Rune|Superior Rune of Vampirism}} - provides a huge increase to sustain in a zerg. |
'''Sigils''' | '''Sigils''' | ||
− | * {{Sigil|Superior Sigil of Stamina}} - Extra defense in a zerg | + | * {{Sigil|Superior Sigil of Stamina}} - Extra defense in a zerg. |
− | * {{Sigil|Superior Sigil of Strength}} - Option for more self {{Tooltip|Might}} generation | + | * {{Sigil|Superior Sigil of Strength}} - Option for more self {{Tooltip|Might}} generation. |
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'''Food''' | '''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. | * 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|Peppermint Omnomberry Bar}} - farming. |
− | * {{food| | + | * {{food|Bowl of Sweet and Spicy Butternut Squash Soup}} - DPS. |
− | * {{food|Bowl of Orrian Truffle and Meat Stew}} - defense | + | * {{food|Bowl of Orrian Truffle and Meat Stew}} - defense. |
'''Utility''' | '''Utility''' | ||
− | * {{Utility|Sharpening Skull}} (and variants) - farming | + | * {{Utility|Sharpening Skull}} (and variants) - farming. |
− | * {{utility|Tin of Fruitcake}} / {{utility|Superior Sharpening Stone}} - DPS | + | * {{utility|Tin of Fruitcake}} / {{utility|Superior Sharpening Stone}} - DPS. |
====Consumable Variants==== | ====Consumable Variants==== | ||
'''Food''' | '''Food''' | ||
* {{food|Dragon's Breath Bun}} - Damage buff against groups of weaker enemies. | * {{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|Fried Golden Dumpling}} - Budget food (if not using {{Sigil|Superior Sigil of Strength}}) for added self might generation. |
− | * {{food|Plate of Steak | + | * {{food|Plate of Orrian Steak Frittes}} / {{food|Plate of Roast Meat with Braised Leeks}} - Budget DPS food. |
'''Utility''' | '''Utility''' | ||
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==Usage== | ==Usage== | ||
'''Damage / Tagging''' | '''Damage / Tagging''' | ||
− | * | + | * Your damage skills are {{Skill|Lava Font}}, {{Skill|Pyroclastic Blast}}, {{Skill|Eruption}}, {{Skill|Lightning Surge}}, and {{Skill|Plasma Blast}}. 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. | * Use {{Skill|Firestorm (Glyph of Storms)}} and {{Skill|Meteor Shower}} on large, static groups of enemies or bosses. | ||
+ | * {{Skill|Arcane Blast}} - Instant cast single target tagging. | ||
* {{Skill|Flame Burst}} - Useful for rapidly tagging weaker enemies. | * {{Skill|Flame Burst}} - Useful for rapidly tagging weaker enemies. | ||
− | |||
* {{Skill|Arcane Wave}} - Instant cast wide area tagging (If equipped). | * {{Skill|Arcane Wave}} - Instant cast wide area tagging (If equipped). | ||
+ | * When playing the tempest variant, {{Skill|"Feel the Burn!"}} and other shouts are an instant cast AoE tagging. | ||
+ | |||
'''Defense & Support''' | '''Defense & Support''' | ||
+ | * The best defense is to dodge attacks or get out of the way. Your Dual Attacks provide {{Tooltip|Swiftness}} to help with that. | ||
* {{Skill|Burning Retreat}} - Powerful defensive evade and movement skill, can be used in any direction by rotating your character. | * {{Skill|Burning Retreat}} - Powerful defensive evade and movement skill, can be used in any direction by rotating your character. | ||
− | |||
− | |||
* {{Skill|Sandstorm}} - A large area blind. | * {{Skill|Sandstorm}} - A large area blind. | ||
+ | * 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. 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. | ||
+ | * If you need more defense, you can slot and use {{Skill|Stone Resonance}}. | ||
+ | * {{Skill|Lahar}} - 1 stack of personal {{Tooltip|Stability}}. | ||
+ | * {{Skill|Arcane Shield}} can be used to block dangerous attacks. | ||
+ | |||
'''Crowd Control''' | '''Crowd Control''' | ||
− | * {{Skill|Gust}} | + | * {{Skill|Gust}} - {{Tooltip|Knockback}} |
− | * {{Skill|Static Field}} and {{Skill|Unsteady Ground}} - | + | * {{Skill|Pile Driver}} - {{Tooltip|Daze}} |
+ | * {{Skill|Static Field}} and {{Skill|Unsteady Ground}} - {{Tooltip|Stun}} and {{Tooltip|Knockback}}, respectively. These only work if an enemy crosses the edge of the skill, they have no effect on targets that don't cross it. | ||
* {{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 if equipped. | ||
* {{Skill|Shocking Bolt}} - From Air Elemental if equipped. | * {{Skill|Shocking Bolt}} - From Air Elemental if equipped. | ||
+ | * 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}}. |
Revision as of 18:43, 20 August 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 long-ranged staff build for elementalist for open world farming with a zerg. This build is primarily focused on dealing area damage in group farms and does not function well solo. Most of the damage of this build comes from AoE pulsing ground attacks, so this build can struggle against very mobile targets.
There are two variants of this build:
- Weaver: this is the default variant, a fully ranged build with even more pulsing AoE ground attacks through and more long range attacks with . On top of that, as a weaver, the cooldown for swapping attunements is much shorter, which greatly benefits this build that, while wanting to use different attunements like all elementalist builds, has the bast majority of its damage tied to Fire Attunement so it wants to return to Fire as soon as possible.
- Tempest: this variant has to be played in melee range but is simpler and provides more melee AoE attacks through and , better tagging potential by using shouts like or , and some boons to your subgroup. However, it greatly suffers from the increased recharge to attunements. If you leave Fire Attunement, it goes on cooldown for 10 seconds, or 20 if you overload, and the bast majority of this build's damage comes from Fire Attunement. But if you never leave Fire Attunement, you obviously cannot cast skills from the other attunements.
Template Code
Skill Bar
Skill Variants
Let's explain why we recommened these skills, and alternatives you can consider:
Healing
is a great burst heal and povides a boon.
- - the strongest heal if there are 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 channeling time. Arcane Shield can help with channellig it without getting interrupted.
- - passive healing over time, but very weak heal on demand, leaving you vulnerable to burst damage.
- When playing the tempest variant, is a weak AoE heal, but also cleanses 1 condition.
Utility Skills
provides ranged AoE damage, use it on Fire. provides ranged AoE burst damage. is a stun break and blocks 3 attacks.
- - Good single target damage.
- - great AoE damage but in melee range.
- - Mobility.
- When playing the tempest variant, or provide good AoE tagging and support.
Elite Skills
- provides high damage with skills 4 and 5, and mobility with skill 3.
- Knockback, on Air for a Stun, or on Earth for defense. - Cast it on Fire for damage, on Water for support, healing and
Specializations
Trait Variants
- - If conditions are a problem.
- - Fury and swiftness if using aura traits/utilities.
- - Bonus vitality at the expense of the 10% critical chance from Superior Elements.
Arcane
Replaces Air. Adds defense and utility at the cost of damage.
- - Improves revive power in zergs.
- - Use this when running with a group that grants lots of boons.
- - Provides good defensive abilities on dodging while in or .
Tempest
The tempest variant has to be played in melee range but is simpler and provides more melee AoE attacks through
and and better tagging potential by using shouts like or , and some boons to your subgroup. However, it greatly suffers from the increased recharge to attunements. If you leave Fire Attunement, it goes on cooldown for 10 seconds, or 20 if you overload, and the bast majority of this build's damage comes from Fire Attunement. But if you never leave Fire Attunement, you obviously cannot cast skills from the other attunements.
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.
Berserker
Assassin
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x14
x4
- This setup provides 100% critical chance with Fury thanks to , , and .
- If you are only going to play the tempest variant, use the gear from Build:Tempest _-_Fresh Air.
Variant Equipment
Gear
Runes
- - provides a huge increase to sustain in a zerg.
Sigils
- - Extra defense in a zerg.
- Might generation. - Option for more self
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.
Consumable Variants
Food
- - Damage buff against groups of weaker enemies.
- - Budget food (if not using ) for added self might generation.
- / - Budget DPS food.
Utility
- - Budget DPS utility.
Usage
Damage / Tagging
- Your damage skills are , , , , and . Fill in the gaps with auto attacks.
- Use and on large, static groups of enemies or bosses.
- - Instant cast single target tagging.
- - Useful for rapidly tagging weaker enemies.
- - Instant cast wide area tagging (If equipped).
- When playing the tempest variant, and other shouts are an instant cast AoE tagging.
Defense & Support
- The best defense is to dodge attacks or get out of the way. Your Dual Attacks provide Swiftness to help with that.
- - Powerful defensive evade and movement skill, can be used in any direction by rotating your character.
- - A large area blind.
- You can attune to Water and then to another element to access Regeneration, and a water field. You can double attune to Water to use for healing and a water field. to remove conditions, provide
- , and - Can be used on water fields for additional area healing or on fire fields for extra might.
- If you need more defense, you can slot and use .
- Stability. - 1 stack of personal
- can be used to block dangerous attacks.
Crowd Control
- Knockback -
- Daze -
- Stun and Knockback, respectively. These only work if an enemy crosses the edge of the skill, they have no effect on targets that don't cross it. and -
- and - Soft CC options.
- - From Ice Elemental if equipped.
- - From Air Elemental if equipped.
- If you need a lot of crowd control you can use so that you and an ally can use .
Ratings
Comments
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