Weaver - Condi DPS
Overview
A condition DPS build for Weaver. This build has a complex rotation, but deals strong sustained damage through Burning and Bleeding, and has good access to CC and various utility skills.
Skill Bar
Weapon Variants
- Mainhand Dagger can be taken for more DPS, though the rotation involves rushing back and forth through the boss, which may not be practical.
- Staff will be more DPS on larger hitboxes.
Skill Variants
- instead of for ease of use and less of a precasting requirement, at the cost of ~1700 DPS.
- provides more group healing at the expense of personal healing.
- for more burst healing at the expense of sustained healing.
- If you'd prefer, you can use Dagger over Scepter for increased damage output. However, dagger is not a good idea for every encounter due to dashes in the rotation. The stats, traits and sigils used remain identical for both builds.
Template Code
Specializations
Equipment
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x10
x8
Equipment Variants
Running
with 15 Malign and 3 Spiteful infusions would be a minor DPS loss, but would allow you to use ascended food such as for their bonus effects.
Consumables
Food
Utility
-
- or for a cheaper alternative
Usage
If using Burning.
, precast as many elementals as possible before the fight. Cast the skill in for fire elementals which apply tons ofRotations for both the Sword and Dagger mainhand versions involve frequent attunement swapping to maximize the usage of high-damage, low cooldown skills particularly whilst
is active. While it is ideal to follow the rotations in these examples, encounter mechanics may force you to adapt your rotation around them.Video example rotation for Sword/Focus by Ryan
Video example rotation for Dagger/Focus by Ryan
Video example rotation for Scepter/Focus by Roul
Video example rotations for Staff by Fennec
Scepter Rotation
While the core loop is very simple, maximising damage depends on optimal use of
- 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.
is the flip skill of . The latter will regularly activate during your rotation but the timing can vary. Whenever is used in the rotation be aware you may need to first activate (Fire Shield is instance cast so just double tap it).
Weave Self
Precast
and start in Air/Fire- during the cast of Flamewall
- as soon as it's available
- as soon as it's available
- as soon as it's available
- until Phoenix is available
- ⇒
- as soon as it's available
- until Phoenix is available
- ⇒
Basic Loop
- and until Fire Attunement is available
- until Dragon's Tooth is available
- ⇒
- Return to start of loop
This boils down to rotating through ⇒ ⇒ and using other skills off cooldown (see general tips below). You can delay the swap into Fire/Earth slightly if is about to come off cooldown.
The second time you reach you have to do the lead-in slightly differently. At step 7 in the basic loop, go to instead, then:
- - if this isn't available here, just skip and use it whenever it is available
- - this is just to fill time so that you can immediately swap away from Air Attunement after casting
- Repeat Weave Self opener
As you won't have pre-cast this time, you'll need to use ⇒ instead at step 11 of the Weave Self opener.
Dagger Rotation
Opener
The opener for Condi Weaver relies on maximising the effectiveness of
. Swapping to provides 20% condi damage (Woven Fire) for the duration of . 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 instead of at step 30 and then skip ahead to step 37 once is available (not all skills will be available so it is important to cover as much of your time in as possible with the cast time of ).
Begin in Air/Earth
- into Fire/Air
- into Fire/Fire during Drake's Breath
- into Earth/Fire
- into Earth/Earth
- until Ring of Earth is available
- into Fire/Earth
- into Fire/Fire during Drake's Breath
- into Earth/Fire
- until Ring of Earth is available
- into Air/Earth
- into Fire/Air
- into Water/Fire during Drake's Breath to trigger Perfect Weave
- into Earth/Water
- until you can swap into Earth/Earth
Loop
Compared to the
section, the central loop is very simple. You bounce between Earth and Fire, bookending earth sections with and fire sections with .- into Earth/Earth
- until Ring of Earth is available
- into Fire/Earth
- into Fire/Fire
- into Earth/Fire during Drake's Breath
- until Transmute Fire is available
- Return to start of loop
Weave Self
Performed perfectly with perfect boons,
will come off cooldown again in Earth/Earth and can immediately be used again. Below is an example 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 , or immediately switch to so that you gain Woven Fire.
- As the
- If this is the case, you can start the next phase with the Opener.
buffs last for approximately 30s, you may not wish to use it if the boss will phase before they expire.
- If you have doubts about your speed or boons, you can delay using until just before step 7.
- Loop through Air early on so that, if you see the the buff begin to flash, you can quickly attune to water to get Perfect Weave.
From Earth/Earth
- into Fire/Earth
- into Fire/Fire during Drake's Breath
- into Air/Fire
- into Earth/Air
- into Earth/Earth
- until Earthen Rush is available
- into Fire/Earth
- into Fire/Fire during Drake's Breath
- into Earth/Fire
- until Ring of Earth is available
- into Fire/Earth
- into Fire/Fire during Drake's Breath
- until Flamewall is available
- into Water/Fire during Drake's Breath to trigger Perfect Weave
- into Fire/Water during Cone of Cold
- into Fire/Fire
- until Drake's Breath is available
- into Earth/Fire during Drake's Breath
- until you can swap into Earth/Earth
- Return to the Loop
General tips
- Use off cooldown while in Fire/Fire, Earth/Fire, or Earth/Earth.
- Use off cooldown when in mainhand Fire.
- Use , and 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.
- inflicts 200 breakbar damage.
- inflicts 400 breakbar damage and is your strongest CC skill.
For the Sword build:
- inflicts a short daze that is rounded up to be equivalent to a 1 second daze or 100 breakbar damage. This is your only CC skill that is available after only one attunement swap
- inflicts 125 breakbar damage.
For the Dagger build:
- inflicts 150 breakbar damage but requires the awkward attunement combination of Air and Water. This should be saved for a last-resort option.
Ratings
Comments
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium