Difference between revisions of "Weaver - Condi DPS"

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[https://youtu.be/ELMvQ-ZyLSo Video example rotation for Dagger/Focus by Ryan]
 
[https://youtu.be/ELMvQ-ZyLSo Video example rotation for Dagger/Focus by Ryan]
  
[https://youtu.be/8gDJdhQi0JU Video example rotation for Scepter/Focus by Call_Me_Vertox]
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[https://youtu.be/6y6GPyibdVQ Video example rotation for Scepter/Focus by Ryan]
  
 
[https://youtu.be/zjQ3e_09eB8 Video example rotations for Staff by Fennec]
 
[https://youtu.be/zjQ3e_09eB8 Video example rotations for Staff by Fennec]

Revision as of 16:16, 28 February 2023

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Condition damage

Designed for: Raids

Expansions required: Path of Fire Builds

Difficulty:
TBD
This build was last updated on February 28, 2023 and is up to date for the March 19, 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

Scepter/Focus
Utility


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

  • Glyph of Elemental Power instead of Glyph of Lesser Elementals for ease of use and less of a precasting requirement, at the cost of ~1700 DPS.
  • 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.
  • 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

[&DQYfFRomOBV0AHQANRc1F8sAywByAHMAEhcSFwAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Equipment

Head
Viper
Shoulders
Viper
Chest
Viper
Hands
Viper
Legs
Viper
Feet
Viper
Backpiece
Viper
Accessory
Viper
Accessory
Viper
Amulet
Viper
Ring
Viper
Ring
Viper
Scepter
Viper
Focus
Viper
Sigil
Sigil
Rune
x6
Infusion
x10
Infusion
x8


Equipment Variants

Running Rune of Superior Rune of the Elementalist 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 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.

Video example rotation for Sword/Focus by Ryan

Video example rotation for Dagger/Focus by Ryan

Video example rotation for Scepter/Focus by Ryan

Video example rotations for Staff by Fennec


Scepter Rotation

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.

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.


Dagger 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


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 Sword build:

  • Polaric Leap 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
  • Gale Strike inflicts 125 breakbar damage.

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
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.
4 stars
OfficerAndyGentleman gave this build 4 stars • July 2023
With buffs to scepter and staff, condi weaver feels a lot more rounded than it did. 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. There are definitely easier builds out there, but at least condi weaver can actually compete with them now.
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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