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Weaver - Condi DPS

The community gave this build a rating, making it top-tier: Great

Focused on: Condition damage

Designed for: Raids

Expansions required: Path of Fire BuildsSecrets of the Obscure builds

Difficulty:
Normal
This build was last updated on March 11, 2024 and is up to date for the October 8, 2024 patch.

Overview

A condition DPS build for Weaver. This build has a complex rotation, but deals strong sustained damage through Burning Burning and Bleeding Bleeding, and has good access to CC and various utility skills.


Skill Bar

Pistol/Warhorn
Utility


Weapon Variants

  • Scepter deals less DPS than Pistol, but the rotation is much more forgiving.
  • Scepter/Focus is the best weapon set for players that don't own Secrets of the Obscure.
  • Mainhand Dagger can also be taken, though it is lower damage and the rotation involves standing inside the boss' hitbox, which may not be practical.
  • Staff is also an option, though it needs larger hitboxes to be competitive.


Skill Variants

  • Signet of Earth is similar DPS to Glyph of Lesser Elementals if you are unable to start the fight with some elementals active. It could also be taken if you don't want to deal with the elemental AI, or if you want the damage reduction.
    • Be aware that the traited version from Written in Stone still provides toughness, which may mess with tanking.
    • Starting with no elementals, it takes ~3 minutes for Glyph of Lesser Elementals to overtake Signet of Earth in damage.
    • Glyph of Lesser Elementals will be better if you can start with three elementals.
  • Aquatic Stance provides more group healing at the expense of personal healing.
  • Glyph of Elemental Harmony for more burst healing at the expense of sustained healing.


Template Code

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Specializations


Equipment

Head
Viper
Shoulders
Viper
Chest
Viper
Hands
Viper
Legs
Viper
Feet
Viper
Backpiece
Sinister
Accessory
Viper
Accessory
Viper
Amulet
Viper
Ring
Viper
Ring
Viper
Pistol
Viper
Warhorn
Viper
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Non-SotO Relics

Unfortunately there aren't any good core damage relics for condi weaver, so it is recommended to pick an option that offers some utility instead.


Consumables

Food

  • or ascended alternatives


Utility

    • or for a cheaper alternative


Usage

If using Glyph of Lesser Elementals (fire), precast as many elementals as possible before the fight. Cast the skill in Fire Attunement for fire elementals which apply tons of Burning Burning.

Rotations for all versions involve frequent attunement swapping to maximize the usage of high-damage, low cooldown skills particularly whilst Weave Self is active. While it is ideal to follow the rotations in these examples, encounter mechanics may force you to adapt your rotation around them.


While the core loop is very simple, maximising damage depends on optimal use of Weave Self - you want to start with an attunement to fire to get the 20% condition damage boost, then during the 20 second duration work in the other attunements without losing too much damage. Attuning to the final element (water) just as it will expire will grant Perfect Weave for a further 10 seconds and allow you extend the bonus to almost 30 seconds in total.

To keep the rotation more legible, autoattacks will not be included in general.


Other Rotations:

Video example rotation for Sword/Warhorn and Dagger/Warhorn by xChris

Video example rotations for Staff by Fennec


Pistol/Warhorn Rotation

Pistol's rotation is so long that there is no consistent loop to it

Start in Earth/Earth. You can precast Shattering Stone to start with a bullet stocked.

Weave Self

  1. Weave Self
  2. Signet of Fire
  3. Shattering Stone Boulder Blast if you have an earth bullet stocked
    1. Boulder Blast Shattering Stone otherwise
  4. Fire Attunement
  5. Dust Storm
  6. Molten Meteor
  7. Fire Attunement
  8. Searing Salvo
  9. Raging Ricochet
  10. Wildfire
  11. Primordial Stance
  12. Earth Attunement
  13. Shattering Stone
  14. Earth Attunement as soon as it's available
  15. Shattering Stone
  16. Boulder Blast
  17. Water Attunement
  18. Signet of Fire
  19. Echoing Erosion
  20. Frigid Flurry
  21. Water Attunement
  22. Frozen Fusillade
  23. Tidal Surge
  24. Fire Attunement
  25. Frostfire Flurry
  26. Raging Ricochet
  27. Earth Attunement
  28. Shattering Stone
  29. Molten Meteor
  30. Primordial Stance
  31. Earth Attunement
  32. Autoattack and Boulder Blast as soon as it's available
  33. Air Attunement
  34. Enervating Earth
  35. Dazing Discharge
  36. Signet of Fire
  37. Dust Storm
  38. Fire Attunement
  39. Raging Ricochet
  40. Purblinding Plasma
  41. Lightning Orb
  42. Fire Attunement as soon as it's available


Post-Weave Self

  1. Searing Salvo
  2. Wildfire
  3. Raging Ricochet
  4. Earth Attunement
  5. Shattering Stone
  6. Molten Meteor
  7. Signet of Fire
  8. Earth Attunement
  9. Boulder Blast
  10. Primordial Stance
  11. Shattering Stone
  12. Water Attunement
  13. Frigid Flurry
  14. Echoing Erosion
  15. Water Attunement
  16. Frigid Flurry
  17. Frozen Fusillade
  18. Fire Attunement
  19. Signet of Fire
  20. Frostfire Flurry
  21. Raging Ricochet
  22. Earth Attunement
  23. Shattering Stone
  24. Primordial Stance
  25. Molten Meteor
  26. Wildfire
  27. Earth Attunement
  28. Boulder Blast
  29. Shattering Stone
  30. Weave Self
  31. Return to start of Weave Self


Video example


Scepter/Warhorn Rotation

Weave Self
The majority of the Weave Self section is very similar to the basic loop, but the basic loop takes slightly too long and so using it here would result in losing the buff just before attuning to Water. Hence some skills are skipped to make the first two loops faster. If in doubt, just attunement swap as soon as you can.


Precast Rock Barrier and start in Air/Fire

  1. Weave Self
  2. Signet of Fire
  3. Lightning Strike
  4. Wildfire

    Fast Loop 1
  5. Fire Attunement during the cast of Wildfire
  6. Dragon's Tooth
  7. Primordial Stance
  8. Lightning Orb
  9. Fire Attunement as soon as it's available
  10. Phoenix
  11. Earth Attunement as soon as it's available
  12. Hurl
  13. Fracturing Strike

    Fast Loop 2
  14. Fire Attunement
  15. Dust Storm
  16. Dragon's Tooth
  17. Fire Attunement as soon as it's available
  18. Flamestrike until Phoenix is available
  19. Phoenix
  20. Earth Attunement
  21. Signet of Fire
  22. Primordial Stance
  23. Rock Barrier Hurl

    Normal Loop
  24. Fire Attunement
  25. Dragon's Tooth
  26. Fire Attunement as soon as it's available
  27. Flamewall
  28. Flamestrike until Phoenix is available
  29. Phoenix
  30. Dragon's Tooth
  31. Earth Attunement
  32. Rock Barrier Hurl
  33. Fracturing Strike

    Exit
  34. Water Attunement
  35. Shatterstone
  36. Stone Tide
  37. Signet of Fire


Basic Loop

  1. Fire Attunement
  2. Flamestrike, Dragon's Tooth and Dust Storm (if available) until Fire Attunement is available
  3. Fire Attunement
  4. Phoenix
  5. Wildfire
  6. Flamestrike until Dragon's Tooth is available
  7. Dragon's Tooth
  8. Earth Attunement
  9. Rock Barrier Hurl
  10. Fracturing Strike
  11. Signet of Fire
  12. Return to start of loop


This boils down to rotating through Fire Attunement Earth Attunement Fire Attunement and using other skills off cooldown (see general tips below).


The second time you reach Weave Self you have to do the lead-in slightly differently. At step 8 in the basic loop, go to Air Attunement instead, then:

  1. Lightning Strike
  2. Plasma Beam
  3. Arc Lightning - this is just to fill time so that you can immediately swap away from Air Attunement after casting Weave Self
  4. Weave Self
  5. Repeat from step 5 of the Weave Self opener


As you won't have pre-cast Rock Barrier this time, you'll need to use Rock Barrier Hurl instead at step 12 of the Weave Self opener


Video example


Scepter/Focus Rotation

Click to view Toggle

Transmute Fire is the flip skill of Fire Shield. The latter will regularly activate during your rotation but the timing can vary. Whenever Transmute Fire is used in the rotation be aware you may need to first activate Fire Shield (Fire Shield is instance cast so just double tap it).


Weave Self
The majority of the Weave Self section is very similar to the basic loop, but the basic loop takes slightly too long and so using it here would result in losing the buff just before attuning to Water. Hence some skills are skipped to make the first two loops faster. If in doubt, just attunement swap as soon as you can.


Precast Rock Barrier and start in Air/Fire

  1. Weave Self
  2. Signet of Fire
  3. Flamewall

    Fast Loop 1
  4. Fire Attunement during the cast of Flamewall
  5. Dragon's Tooth
  6. Primordial Stance
  7. Fire Attunement as soon as it's available
  8. Phoenix
  9. Transmute Fire
  10. Earth Attunement as soon as it's available
  11. Hurl
  12. Fracturing Strike

    Fast Loop 2
  13. Fire Attunement
  14. Magnetic Wave
  15. Dragon's Tooth
  16. Fire Attunement as soon as it's available
  17. Flamestrike until Phoenix is available
  18. Phoenix
  19. Earth Attunement
  20. Signet of Fire
  21. Primordial Stance
  22. Rock Barrier Hurl
  23. Transmute Fire

    Normal Loop
  24. Fire Attunement
  25. Dragon's Tooth
  26. Fire Attunement as soon as it's available
  27. Flamewall
  28. Flamestrike until Phoenix is available
  29. Phoenix
  30. Dragon's Tooth
  31. Earth Attunement
  32. Rock Barrier Hurl
  33. Fracturing Strike

    Exit
  34. Water Attunement
  35. Shatterstone
  36. Stone Tide
  37. Signet of Fire


Basic Loop

  1. Fire Attunement
  2. Flamestrike and Dragon's Tooth until Fire Attunement is available
  3. Fire Attunement
  4. Phoenix
  5. Transmute Fire
  6. Flamestrike until Dragon's Tooth is available
  7. Dragon's Tooth
  8. Earth Attunement
  9. Rock Barrier Hurl
  10. Fracturing Strike
  11. Return to start of loop


This boils down to rotating through Fire Attunement Earth Attunement Fire Attunement and using other skills off cooldown (see general tips below). You can delay the swap into Fire/Earth slightly if Flamewall is about to come off cooldown.


The second time you reach Weave Self you have to do the lead-in slightly differently. At step 7 in the basic loop, go to Air Attunement instead, then:

  1. Lightning Strike
  2. Plasma Beam
  3. Flamewall - if this isn't available here, just skip and use it whenever it is available
  4. Arc Lightning - this is just to fill time so that you can immediately swap away from Air Attunement after casting Weave Self
  5. Repeat Weave Self opener


As you won't have pre-cast Rock Barrier this time, you'll need to use Rock Barrier Hurl instead at step 11 of the Weave Self opener


Video example rotation by Ryan


Dagger/Focus Rotation

Click to view Toggle

Opener

The opener for Condi Weaver relies on maximising the effectiveness of Weave Self. Swapping to Fire Attunement provides 20% condi damage (Woven Fire) for the duration of Weave Self. Attuning to all four elements clears these effects and gives Perfect Weave for a further 10 seconds - providing all the buffs. Therefore, it is valuable to only attune to the final element at the last possible moment in order to gain nearly 30 seconds of the Woven Fire. If you have doubts about your speed or Alacrity/Quickness, then you can attune to Fire Attunement instead of Air Attunement at step 30 and then skip ahead to step 37 once Drake's Breath is available (not all skills will be available so it is important to cover as much of your time in Water Attunement as possible with the cast time of Drake's Breath).


Begin in Air/Earth

  1. Weave Self
  2. Signet of Fire
  3. Grinding Stones
  4. Magnetic Wave
  5. Fire Attunement into Fire/Air
  6. Plasma Burst
  7. Drake's Breath
  8. Fire Attunement into Fire/Fire during Drake's Breath
  9. Primordial Stance
  10. Transmute Fire
  11. Burning Speed
  12. Earth Attunement into Earth/Fire
  13. Ring of Earth
  14. Flamewall
  15. Ashen Blast
  16. Earth Attunement into Earth/Earth
  17. Earthen Rush
  18. Primordial Stance
  19. Impale (elementalist) until Ring of Earth is available
  20. Ring of Earth
  21. Fire Attunement into Fire/Earth
  22. Signet of Fire
  23. Drake's Breath
  24. Fire Attunement into Fire/Fire during Drake's Breath
  25. Transmute Fire
  26. Burning Speed
  27. Earth Attunement into Earth/Fire
  28. Impale (elementalist) until Ring of Earth is available
  29. Ring of Earth
  30. Air Attunement into Air/Earth
  31. Grinding Stones
  32. Magnetic Wave
  33. Convergence
  34. Fire Attunement into Fire/Air
  35. Plasma Burst
  36. Drake's Breath
  37. Water Attunement into Water/Fire during Drake's Breath to trigger Perfect Weave
  38. Transmute Fire
  39. Flamewall
  40. Signet of Fire
  41. Earth Attunement into Earth/Water
  42. Ring of Earth
  43. Impale (elementalist) until you can swap into Earth/Earth


Loop

Compared to the Weave Self section, the central loop is very simple. You bounce between Earth and Fire, bookending earth sections with Ring of Earth and fire sections with Drake's Breath.

  1. Earth Attunement into Earth/Earth
  2. Earthen Rush
  3. Impale (elementalist) until Ring of Earth is available
  4. Ring of Earth
  5. Fire Attunement into Fire/Earth
  6. Drake's Breath
  7. Ashen Blast
  8. Fire Attunement into Fire/Fire
  9. Transmute Fire
  10. Flamewall
  11. Burning Speed
  12. Drake's Breath
  13. Earth Attunement into Earth/Fire during Drake's Breath
  14. Ring of Earth
  15. Impale (elementalist) until Transmute Fire is available
  16. Transmute Fire
  17. Return to start of loop


Weave Self

Performed perfectly with perfect boons, Weave Self will come off cooldown again in Earth/Earth and can immediately be used again. Below is an example Weave Self loop based on these assumptions. In practice, you may need to improvise somewhat but bear the following in mind:

  • You should either be in mainhand Fire Attunement, or immediately switch to Fire Attunement so that you gain Woven Fire.
  • As the Weave Self buffs last for approximately 30s, you may not wish to use it if the boss will phase before they expire.
    • If this is the case, you can start the next phase with the Opener.
  • If you have doubts about your speed or boons, you can delay using Weave Self until just before step 7.
  • Loop through Air early on so that, if you see the the Weave Self buff begin to flash, you can quickly attune to water to get Perfect Weave.


From Earth/Earth

  1. Weave Self
  2. Signet of Fire
  3. Fire Attunement into Fire/Earth
  4. Ashen Blast
  5. Drake's Breath
  6. Fire Attunement into Fire/Fire during Drake's Breath
  7. Burning Speed
  8. Air Attunement into Air/Fire
  9. Flamewall
  10. Transmute Fire
  11. Plasma Burst
  12. Convergence
  13. Earth Attunement into Earth/Air
  14. Ring of Earth
  15. Grinding Stones
  16. Earth Attunement into Earth/Earth
  17. Primordial Stance
  18. Impale (elementalist) until Earthen Rush is available
  19. Earthen Rush
  20. Fire Attunement into Fire/Earth
  21. Drake's Breath
  22. Fire Attunement into Fire/Fire during Drake's Breath
  23. Transmute Fire
  24. Signet of Fire
  25. Burning Speed
  26. Earth Attunement into Earth/Fire
  27. Impale (elementalist) until Ring of Earth is available
  28. Ring of Earth
  29. Fire Attunement into Fire/Earth
  30. Ashen Blast
  31. Magnetic Wave
  32. Drake's Breath
  33. Fire Attunement into Fire/Fire during Drake's Breath
  34. Dragon's Claw until Flamewall is available
  35. Flamewall
  36. Water Attunement into Water/Fire during Drake's Breath to trigger Perfect Weave
  37. Transmute Fire
  38. Steam Surge
  39. Cone of Cold
  40. Fire Attunement into Fire/Water during Cone of Cold
  41. Drake's Breath
  42. Signet of Fire
  43. Burning Speed
  44. Fire Attunement into Fire/Fire
  45. Primordial Stance
  46. Dragon's Claw until Drake's Breath is available
  47. Transmute Fire
  48. Drake's Breath
  49. Earth Attunement into Earth/Fire during Drake's Breath
  50. Ring of Earth
  51. Ashen Blast
  52. Impale (elementalist) until you can swap into Earth/Earth
  53. Return to the Loop


Video example rotation by Ryan


Hammer Rotation

Click to view Toggle

Weave Self
Start in Air/Earth

  1. Weave Self
  2. Signet of Fire
  3. Ground Pound
  4. Dual Orbits: Air and Earth
  5. Fire Attunement
  6. Primordial Stance
  7. Surging Flames
  8. Grand Finale
  9. Fire Attunement
  10. Triple Sear
  11. Earth Attunement as soon as it's available
  12. Flame Wheel
  13. Whirling Stones
  14. Primordial Stance
  15. Fire Attunement
  16. Autoattack and Fire Attunement again as soon as it's available
  17. Surging Flames
  18. Autoattack and Signet of Fire as soon as it's available
  19. Earth Attunement
  20. Whirling Stones
  21. Fire Attunement
  22. Surging Flames
  23. Ground Pound
  24. Fire Attunement
  25. Grand Finale
  26. Triple Sear
  27. Flame Wheel
  28. Earth Attunement
  29. Whirling Stones
  30. Water Attunement
  31. Dual Orbits: Water and Earth
  32. Rain of Blows
  33. Signet of Fire
  34. Fire Attunement


Basic Loop
Hammer does not have a perfect loop, but the core structure remains the same. You attune to Dual Fire, then Earth, then back to Dual Fire.

During this, you use the following skills off cooldown:

  • Surging Flames - use twice per loop, and delay swapping to Earth Attunement until the second use
  • Triple Sear
  • Whirling Stones
  • Ground Pound
  • All utility skills - use Glyph of Elementals in Fire, and Primordial Stance just before swapping to Earth Attunement
  • Use Grand Finale just before the circular projectiles will expire, and immediately regain them with Dual Orbits: Fire and Earth


When Weave Self is nearly ready, swap to Air Attunement after Earth Attunement and repeat the Weave Self section.


Video example rotation for Hammer by xChris


General tips

  • Use Primordial Stance off cooldown while in Fire/Fire, Earth/Fire, or Earth/Earth.
  • Use Glyph of Lesser Elementals (fire) off cooldown when in mainhand Fire.
  • Use Signet of Fire, Flamewall and Magnetic Wave off cooldown.


Breakbars

This build has access to CC options that are easier to use than Staff Weaver, however it still faces the problem of having to wait for two attunement swap cooldowns before gaining access to most of its CC skills.

  • Comet inflicts 200 breakbar damage.
  • Gale inflicts 400 breakbar damage and is your strongest CC skill.


For the Dagger build:

  • Katabatic Wind inflicts 150 breakbar damage but requires the awkward attunement combination of Air and Water. This should be saved for a last-resort option.


Ratings

This build has a rating of 5 stars based on 4 votes.
Log in or register to rate this build.
5 stars
OfficerAndyGentleman gave this build 5 stars • April 2024
Pistol has added some real strength to condi weaver, though the rotation is one of the most complex in the game. While all variants are pretty skill-intensive, scepter is easy enough to give newer players a foothold, and glyph of lesser elementals allows for very high damage if you have enough time before the encounter to precast a bunch of them.
5 stars
Wolfsen gave this build 5 stars • November 2023
An excellent build with a combinaison of very high dps and tankyness. As with most condi builds it won't work on every encounter but it's a real pleasure to use it when I can and it's much easier than sword or hammer. The only thing that might be a problem is its lack of cc in fire or earth attunement which will force you to swap to air or water for breakbars and thus will cause a major dps loss. So i usually bring sigil of earth instead of fire elementals if the team needs me to bring cc or ice bow if it's vital. Another good thing to know is that you can provide party-wide stability with the "rock solid" trait for a minor dps loss.
5 stars
Vertox gave this build 5 stars • December 2022
Still a good build, even today, although it is powercrept by a plethora of other condi builds, primarily from EoD. CWeaver doesn't have any utility for the team, is incredibly difficult compared to easier, higher-dps condi specs from EoD, requires permanent alacrity for Weave Self rotations, complex Lesser Ele glyph precasting and constant unoptimal movements on dagger version of the build, due to Fire/Fire #3 and Earth/Earth #3. The main largest advantages of this build are it's top-tier condi burst and its ability to stick well to bosses, but this build also has high survivability thanks to dual attacks generating barrier, evade frames from skills, healing on skill use, etc. Update: Scepter, staff and weaver buffs made the build better than it was before, with both superior dps and ease of play compared to more old fashioned sword/focus and dagger/focus
5 stars
Walrus6390 gave this build 5 stars • June 2020
This build is currently the highest potential DPS in the game by far, clocking in at a whopping 43.8k with dagger! Despite its overwhelming power, condi weaver is seldom seen due to its high skill requirement. Dagger has limitations due to dashes and is therefore fairly niche. The sword variant can achieve 40.5k, which still beats every other DPS build. If you're looking for a high effort- high reward build, this is it.

Comments

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