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Wyrdern/Sandbox1

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Overview

GENERAL VARIANT - Suitable for most open world content using similar gear to the endgame build
A strike-based weaver build for open world. This build has very high burst damage and good mobility.
Burst DPS
Sustain DPS
Defence
Range
Cleave
[&DQYpGxE+OBsnDwAANRcAAFABAADLAAAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code
Weapon Set 1

Skill Bar

Sword/Dagger
Sword/Focus
Utility
Weapon Set 2

Equipment

Specializations

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
sword
Berserker
dagger
Berserker
Sigil
Sigil
Rune
x6


Consumables

Ascended Feasts

  • (Or other variants)

Damage

Defense

Farming

  • (Or other variants)

Overview

SOLO VARIANT - Build optimised for solo play using alternative gear
A strike-based weaver build for open world. This build has very high burst damage and good mobility.
Burst DPS
Sustain DPS
Defence
Range
Cleave
[&DQYpGxE+OBsnDwAANRcAAFABAADLAAAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code
Weapon Set 1

Skill Bar

Sword/Dagger
Sword/Focus
Utility
Weapon Set 2

Equipment

Specializations

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
sword
Marauder
dagger
Marauder
Sigil
Sigil
Rune
x6


  • Ascended gear and stat infusions are not required for open world.

Consumables

Ascended Feasts

  • (Or other variants)

Damage

Defense

Farming

  • (Or other variants)


Usage

General

This build relies heavily on cycling between Fire Attunement and Air Attunement while double attuning to each in order to maintain Elements of Rage. Water Attunement and Earth Attunement are typically only used for defense or crowd control.

Damage

You have two major damage buffs with overlapping windows. You should try to fit all your major damage skills in these windows:

  • Elements of Rage
  • Elemental Surge

This build is quite easy to deal damage with if you follow this skill priority based on your attunement:

  • Air/Air: Prioritize Quantum Strike and AA Chains
  • Fire/Air: Flame Uprising > Pyro Vortex > Ride the Lightning
  • Fire/Fire: Fire Grab > Ring of Fire (elementalist) > Flame Uprising > Cauterizing Strike
  • Air/Fire: AA Chains

If you wind up in Water:

  • Twin Strike > Water AA Chain > Shearing Edge

Earth: Earth actually has a few useful blast finishers which can help with might if you have a fire field down

  • Earthquake > Lava Skin Try to leave earth as soon as possible

Ideally you'll use your Primordial Stance in Air for Vulnerability Vulnerability, though if a mob is already capped on vuln using it in Fire is higher DPS. Try not to interrupt your AA chains in Air, it's fine to interrupt fire if a big skill is about to come off cooldown.


Defense

Sword/Dagger's defense is somewhat low.

  • Riptide - heal and evade
  • Frost Aura - damage reduction
  • Cleansing Wave - condi cleanse
  • Earthen Vortex - evade & blast finisher

Focus has significantly more defensive options & CC, though loses DPS:

  • Magnetic Wave, Swirling Winds - projectile hate
  • Obsidian Flesh - invuln

Crowd Control

  • Updraft
  • Earthquake
  • Gale Strike


Variants

Skill Variants

Healing Skills

  • Glyph of Elemental Harmony - burst heal
  • Signet of Restoration - passive healing

Utility Skills

  • Arcane Shield - defense
  • Twist of Fate - stunbreak and evade
  • Glyph of Storms - high damage and AOE blind
  • Arcane Wave - more AOE
  • Lightning Flash - mobility
  • Stone Resonance - defensive barrier and stability
  • Conjure Lightning Hammer - Burst damage and cleave

Elite Skills

  • Weave Self - high CC
  • Glyph of Elementals - Summon provides damage in fire, tanking in earth or sustain in water


Trait Variants

  • Fresh Air - Higher burst damage, especially good against trash
  • Zephyr's Boon - Swiftness and fury uptime if running Fire traitline due to Sunspot
  • One with Air - Mobility
  • Bolstered Elements / Invigorating Strikes - More defense
  • Superior Elements - Sacrifice HP for more damage in groups if not crit capped


Arcane

Arcane can replace Water for an increase to defense at the loss of DPS.

  • Final Shielding - Trades Protection uptime for passive blocks
  • Arcane Resurrection - Boosts revive power in group events


Fire

Fire can replace Water as an alternative damage option and might generation if needed.

  • Conjurer - Use this if you plan on holding onto conjures
  • Burning Fire - Passive condition cleanse
  • Persisting Flames - DPS option if might generation is not needed or obtained elsewhere
  • Blinding Ashes - Defensive option vs trash


Weapon Variants

  • Focus - Defensive offhand
  • Staff - Ranged option for open world zergs


Variant Equipment

Gear

  • Knight Knight, Soldier Soldier - Trinkets can be mixed with other sets for increased defense
  • Marauder Marauder - Most stat efficient defensive option with a minor damage loss


Runes

  • Rune of Superior Rune of the Flame Legion, Rune of Superior Rune of Strength - Budget option
  • Rune of Superior Rune of the Eagle - Option if needing more precision
  • Rune of Superior Rune of the Pack - Self boon generation if these boons are not gained elsewhere or from other players
  • Rune of Superior Rune of the Herald, Rune of Superior Rune of Durability, Rune of Superior Rune of the Scrapper - Defensive options
  • Rune of Superior Rune of Vampirism - Strongest defensive rune if zerging


Sigils

  • Sigil of Superior Sigil of Air - Alternative DPS
  • Sigil of Superior Sigil of Energy - Defense
  • Sigil of Superior Sigil of Strength - Might gen if not running Pyromancer's Puissance


Consumable Variants

  • / + - Budget options
  • - Budget option with more precision
  • - High damage buff against trash
  • - Burst self might gen, especially when cleaving
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