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Weaver - Power Weaver

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

Focused on: Strike damage

Designed for: Open World and Open World General

Expansions required: Path of Fire Builds

Difficulty:
TBD
This build was last updated on February 12, 2023 and is up to date for the October 8, 2024 patch.

Overview

A strike-based weaver build for open world. This build has very high burst damage and good mobility.


Template Code

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Skill Bar

Sword/Dagger
Utility

Weapon Variants

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

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


Specializations

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
  • Bountiful Power - Damage boost, particularly when receiving boons from allies


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


Equipment

  • Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.
  • This set uses similar gear to Build:Weaver_-_Power_DPS_Sword, making it excellent for general PvE
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


Variant Equipment

Gear

  • Knight Knight, Soldier Soldier - Trinkets can be mixed with other sets for increased defense
  • Marauder Marauder - Luxury 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


Consumables

Prioritize ascended food over everything else; steak (power) and flatbread (conditions). Using cheap/budget food is perfectly acceptable in open world.

Damage

and offer the highest damage when solo

Defense

for more dodges, for sustain against trash.

Farming

Run and (or its other variants) when trying to maximize gold per hour.

Variant Consumables

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


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

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


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Starlitjupiter gave this build 5 stars • August 2023
Very high burst damage, this build is better than ever with Warhorn.

Comments

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