Difference between revisions of "Weaver - Condi Weaver"

(Rearranged layout and some minor changes to variants)
(Order and structure. Minor changes to the build following Roul's video guide)
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==Overview==
 
==Overview==
 
A very powerful condition-based weaver build for open world. This build offers very high DPS and defense with an active, skill-based playstyle. Condition Weaver can be very difficult to master, but is one of the strongest options for solo play.  
 
A very powerful condition-based weaver build for open world. This build offers very high DPS and defense with an active, skill-based playstyle. Condition Weaver can be very difficult to master, but is one of the strongest options for solo play.  
 +
 +
 +
==Template Code==
 +
{{TemplateCode|code = [&DQYfFSUfODd0AHQAcwDLADUXcwDLADUXEhcSFwAAAAAAAAAAAAAAAAAAAAA=]}}
  
  
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|elite = Weave Self
 
|elite = Weave Self
 
}}
 
}}
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 +
 +
===Weapon Variants===
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* Mainhand dagger has about the same damage of sword but you will be dashing all over the place.
 +
 +
===Skill Variants===
 +
====Healing====
 +
* {{Skill|Glyph of Elemental Harmony}} - burst healing
 +
 +
====Utilities====
 +
Glyph of Elemental Power can be replaced by:
 +
* {{Skill|Stone Resonance}} - stability and huge barrier.
 +
* {{Skill|Twist of Fate}} - stunbreak with 2 charges.
 +
* {{Skill|Glyph of Storms}} - AoE burst damage from {{Skill|Firestorm}} or pulsing blind with {{Skill|Sandstorm}}.
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* {{Skill|Glyph of Lesser Elementals}} - summons multiple weak elementals. Can be awkward to use due to setup delay and the summons disappearing upon mounting up or entering water. Fire elemental deals good burning damage, while Water and Earth are moderately tanky.
 +
 +
====Elites====
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* {{Skill|Glyph of Elementals}} - sacrifices the very large damage increase from Weave Self in exchange for a pet. The Flame elemental provides high DPS (be sure to use the command skill on CD where possible) while Water and Earth give you a reliable front line.
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Fire|top|top|mid}}
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{{Specialization|Fire|top|top|top}}
 +
{{Specialization|Arcane|bot|bot|top|variant=y}}
 +
{{Specialization|Weaver|bot|top|bot}}
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'''Variants'''
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* {{Trait|Bolstered Elements}} - more barrier but less damage.
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* {{Trait|Elements of Rage}} - sacrifices defense for a large damage increase.
 +
 
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===Trait Variants===
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===Earth===
 +
Earth can be taken instead of Arcane to sacrifice boons and sustain in exchange for more damage. Generally speaking, Arcane is better when soloing, and Earth is better with groups, specially if the group is giving you boons.
 
{{Specialization|Earth|mid|top|mid}}
 
{{Specialization|Earth|mid|top|mid}}
{{Specialization|Weaver|bot|top|top}}
 
  
  
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| sigil4 =  
 
| sigil4 =  
 
}}
 
}}
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 +
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===Gear Variants===
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* If you can afford the luxury of a gear set tailored for open world, use full {{Tooltip|Trailblazer}} gear, which trades about 15-20% DPS for +300% effective HP through vitality and toughness for a massive boost to your survivality. Use {{Rune|Superior Rune of the Undead}}, {{Sigil|Superior Sigil of Malice}} and either {{Sigil|Superior Sigil of Energy}} or {{Sigil|Superior Sigil of Strength}} or {{Sigil|Superior Sigil of Smoldering}}.
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'''Budget'''
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* {{Tooltip|Dire}} - budget {{Tooltip|Trailblazer}}; this should be used with {{Rune|Superior Rune of Balthazar}} and {{Sigil|Superior Sigil of Smoldering}} to increase burning duration since Dire doesn't have Expertise.
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'''Sigils'''
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* {{Sigil|Superior Sigil of Cleansing}} - more condition cleanse.
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* {{Sigil|Superior Sigil of Energy}} - more dodges, great Synergy with {{Trait|Evasive Arcana}} and {{Trait|Invigorating Strikes}}.
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* {{Sigil|Superior Sigil of Strength}} - more might generation for longer fights.                                                               
  
  
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This build primarily relies on {{Skill|Fire Attunement}} and {{Skill|Earth Attunement}}. It is not particularly difficult to play, but has a lot of options to respond to different situations and requires a bit of game knowledge to take advantage of.  
 
This build primarily relies on {{Skill|Fire Attunement}} and {{Skill|Earth Attunement}}. It is not particularly difficult to play, but has a lot of options to respond to different situations and requires a bit of game knowledge to take advantage of.  
  
 
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===Damage===
====Damage====
 
 
'''General DPS'''
 
'''General DPS'''
 
* Spam all of your fire and earth skills.
 
* Spam all of your fire and earth skills.
 
* You can combine {{Skill|Lava Skin}}, {{Skill|Glyph of Elemental Power}}, and {{Skill|Primordial Stance}} with {{Skill|Obsidian Flesh}} for a large burst of damage while you are invulnerable.
 
* You can combine {{Skill|Lava Skin}}, {{Skill|Glyph of Elemental Power}}, and {{Skill|Primordial Stance}} with {{Skill|Obsidian Flesh}} for a large burst of damage while you are invulnerable.
* Try not to interrupt your AA chain in fire, and try to avoid having to AA for extended periods at any point.
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* If you start an auto attack chain in Fire Attunement, try to finish it. With all the skills at your disposal with frequent attunement swapping, you won't be auto attacking much either way.
  
 
'''Skill Priority'''
 
'''Skill Priority'''
  
This build operates off of a generic skill priority depending on your current attunements. Fill any empty space with auto-attacks, only delaying attunement swaps for Fire autos.
+
This build follows a generic skill priority depending on your current attunements. Fill any empty space with auto-attacks, only delaying attunement swaps for Fire autos.
You have five primary attunement combinations to worry about. You will want to swap between these, usually opening in Air/Fire or Earth/Fire so you can rapidly get to Fire/Fire for the dual attunement buff.   
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You should start in Air/Fire or Earth/Fire so you can rapidly get to Fire/Fire for the dual attunement buff.   
  
 
'''Fire/Fire'''
 
'''Fire/Fire'''
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# {{Skill|Polaric Leap}} inside {{Skill|Flamewall}} or {{Skill|Flame Uprising}} for Fire Aura
 
# {{Skill|Polaric Leap}} inside {{Skill|Flamewall}} or {{Skill|Flame Uprising}} for Fire Aura
  
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===Utilities===
 +
Primordial Stance and Glyph of Elemental Power change drastically depending on your current attunement, and its important to consider what attunement is best to use them in
 +
* {{Skill|Primordial Stance}} considers the element on your mainhand and the element on your offhand to determine what condition to pulse, and updates every second. As such, for the highest damage, use it right before double attuning to Earth for high {{Tooltip|Bleeding}} damage, or in Air for {{Tooltip|Vulnerability}}.
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* {{Skill|Glyph of Elemental Power}} changes its effect depending on your mainhand attunement, and is best used in Air for {{Tooltip|Vulnerability}} or in Fire for high {{Tooltip|Burning}} damage.
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* {{Skill|Signet of Fire}} is your highest damage skill, spam it off cooldown, even when not using {{Trait|Written in Stone}}.
  
====Utilities====
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===Defense===
Two of your utilities change drastically depending on your current attunement, and its important to consider what attunement is best to use them in. In general, applying {{Tooltip|Vulnerability}} or {{Tooltip|Burning}} with them is the best option.
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* {{Skill|Magnetic Wave}}, {{Skill|Swirling Winds}} - projectile hate.
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* {{Skill|Obsidian Flesh}} - invulnerability.
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* Using a Dual Attack gives {{Tooltip|Vigor}}, and dodging gives barrier, thanks to {{Trait|Invigorating Strikes}}.
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* {{Skill|Riptide}} and {{Skill|Earthen Vortex}} both make you evade for 1 second.
  
* {{Skill|Glyph of Elemental Power}} - this glyph provides considerable vulnerability in a quick burst if used in {{Skill|Air Attunement}} mainhand. Generally, you should strive to use it in Air unless your enemies are already capped on Vuln. If that's the case, use it in {{Skill|Fire Attunement}}. Try to avoid using this in {{Skill|Earth Attunement}} as it is a large DPS loss.
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===Sustain===
* {{Skill|Primordial Stance}} - this skill obeys the same rules as above but with an added layer of complexity; it applies two conditions when you are attuned to two different attunements as it takes into account both your mainhand and offhand, rather than just your mainhand. As such, use this skill in Air/Fire ideally for vuln, though you can use it in Fire/Fire for large amounts of burn. It is generally worth delaying this skill by a few seconds to get into Air/Fire, but not worth more than a 2-3 second delay. This can also be used in Earth/Earth or Earth/Fire.
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* {{Skill|Signet of Restoration}} heals you for every single skill you cast.
* {{Skill|Signet of Fire}} - just cast this off cooldown.
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* {{Skill|Riptide}} creates a water field where you can use your combo finishers to heal, such as {{Skill|Polaric Leap}}, {{Skill|Magnetic Wave}}, {{Skill|Earthen Vortex}}, {{Skill|Flame Uprising}}.
  
 
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===Crowd Control===
====Defense====
 
* Projectile Hate: {{Skill|Magnetic Wave}}, {{Skill|Swirling Winds}}
 
* {{Skill|Obsidian Flesh}} - invuln
 
* Water AA's & {{Skill|Signet of Restoration}} provide considerable healing when necessary
 
* Dodging or activating a stance grants Barrier when using the applicable traits
 
* Swapping to Water gives an evade and water combo field that can be then comboed with any of the other Attunement slot 2 skills.
 
 
 
 
 
====CC====
 
 
* {{Skill|Gale}}
 
* {{Skill|Gale}}
 
* {{Skill|Polaric Leap}}
 
* {{Skill|Polaric Leap}}
 
* {{Skill|Gale Strike}}
 
* {{Skill|Gale Strike}}
* {{Skill|Weave Self}}
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* {{Skill|Weave Self}} {{to}} {{Skill|Tailored Victory}}
  
  
==Variants==
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==Video Examples==
====Solo Builds====
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* Video guide by renowned elementalist player Roul: [https://youtu.be/PSIZTD_CkGo Gw2: Elementalist Build Guide for Open World, Fractals and Dungeons]
* Solo builds coming soon ...
 
 
 
 
 
====Weapon Variants====
 
* Sceptre - Ranged option with relatively simple rotation.
 
* Staff - Tagging weapon in open world zergs. It is recommended to swap Earth traitline to Air for this variant.
 
* Offhand Dagger - less damage/utility but greater mobility.
 
 
 
 
 
====Skill Variants====
 
'''Damage'''
 
* {{Skill|Glyph of Storms}} - AoE burst damage from {{Skill|Firestorm}} or pulsing blind with {{Skill|Sandstorm}}.
 
* {{Skill|Glyph of Elementals}} - flame elemental provides high DPS (be sure to use the command skill on CD where possible) while water and earth give you a reliable front line.
 
* {{Skill|Glyph of Lesser Elementals}} - similar to the above, however this skill allows you to summon multiple weaker elementals. Can be awkward to use due to setup delay and the summons disappearing upon mounting up or entering water.
 
* {{Skill|Arcane Brilliance}} - blast finisher.
 
 
 
'''Defense / Sustain'''
 
* {{Skill|Glyph of Elemental Harmony}} - burst heal.
 
* {{Skill|Stone Resonance}} - provides additional barrier and stability; gives the build a wide margin for error
 
* {{Skill|Arcane Shield}} - breaks stun and blocks attacks.
 
* {{Skill|Twist of Fate}} - fantastic stunbreak
 
* {{Skill|Signet of Earth}} - decent single-target DPS and provides extra durability
 
  
'''Utility'''
 
* {{Skill|Lightning Flash}} - for mobility.
 
* {{Skill|Conjure Fiery Greatsword}} - high AoE damage on a long cooldown, mobility
 
 
 
====Trait Variants====
 
* {{Trait|Blinding Ashes}} - more {{Tooltip|Blind}} if having trouble with trash mobs.
 
* {{Trait|Bolstered Elements}}, {{Trait|Invigorating Strikes}} - drastic increase in defense at the cost of damage; this option is extremely strong with the {{Tooltip|Celestial}} variant.
 
* If not taking {{Trait|Weaver's Prowess}}, it is recommended to replace {{Sigil|Superior Sigil of Earth}} with {{Sigil|Superior Sigil of Smoldering}}
 
 
'''Arcane'''
 
Arcane can be taken in place of Earth for an increase to active defense and boon support.
 
{{Specialization|Arcane|bot|mid|top|variant=y}}
 
 
 
'''Air'''
 
Air can be taken in place of Earth for a boost to strike damage. Use only with high-power variants.
 
{{Specialization|Air|bot|mid|mid|variant=y}}
 
 
 
====Variant Equipment====
 
'''Stats'''
 
* {{Tooltip|Celestial}} - Versatile gear set that does not lose much DPS compared to {{Tooltip|Viper}} thanks to the additional boon duration. This can be run with {{Trait|Bolstered Elements}} and {{Trait|Invigorating Strikes}} for a massive increase to defense at a loss of roughly 30% DPS.
 
* {{Tooltip|Trailblazer}} - Defensive set that trades about 15-20% DPS for +300% effective HP. This gearset is very expensive and should not be taken as your first set. Should be run with {{Rune|Superior Rune of the Nightmare}} or {{Rune|Superior Rune of the Undead}}.
 
* {{Tooltip|Dire}} - budget {{Tooltip|Trailblazer}}; this should be used with {{Rune|Superior Rune of Balthazar}} or {{Rune|Superior Rune of the Undead}} and {{Sigil|Superior Sigil of Smoldering}}.
 
 
'''Runes'''
 
* {{Rune|Superior Rune of the Weaver}} - defensive runes, has extreme synergy with {{Tooltip|Celestial}} gear
 
* {{Rune|Superior Rune of the Renegade}} - budget DPS
 
 
'''Sigils'''
 
* {{Sigil|Superior Sigil of Cleansing}} - helps with condi cleanse
 
* {{Sigil|Superior Sigil of Energy}} - strong defensive option
 
* {{Sigil|Superior Sigil of Strength}} - option for more might generation outside of fire attunement in longer fights.
 
 
 
==Video Examples==
 
 
The following examples were provided courtesy of Hardcore Casual on Youtube. Videos are listed with permission.
 
The following examples were provided courtesy of Hardcore Casual on Youtube. Videos are listed with permission.
 
* [https://www.youtube.com/watch?v=skIKq49nyaU Fire Weaver vs Champion Forged Lieutenant Bounty]
 
* [https://www.youtube.com/watch?v=skIKq49nyaU Fire Weaver vs Champion Forged Lieutenant Bounty]

Revision as of 18:02, 5 April 2022

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

Focused on: Condition damage

Designed for: Open WorldOpen World General and [[|]]

Expansions required: Path of Fire Builds

Difficulty:
TBD
This build was last updated on April 05, 2022 and is up to date for the March 19, 2024 patch.

Overview

A very powerful condition-based weaver build for open world. This build offers very high DPS and defense with an active, skill-based playstyle. Condition Weaver can be very difficult to master, but is one of the strongest options for solo play.


Template Code

[&DQYfFSUfODd0AHQAcwDLADUXcwDLADUXEhcSFwAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Skill Bar

Sword/Focus
Utility


Weapon Variants

  • Mainhand dagger has about the same damage of sword but you will be dashing all over the place.

Skill Variants

Healing

  • Glyph of Elemental Harmony - burst healing

Utilities

Glyph of Elemental Power can be replaced by:

  • Stone Resonance - stability and huge barrier.
  • Twist of Fate - stunbreak with 2 charges.
  • Glyph of Storms - AoE burst damage from Firestorm or pulsing blind with Sandstorm.
  • Glyph of Lesser Elementals - summons multiple weak elementals. Can be awkward to use due to setup delay and the summons disappearing upon mounting up or entering water. Fire elemental deals good burning damage, while Water and Earth are moderately tanky.

Elites

  • Glyph of Elementals - sacrifices the very large damage increase from Weave Self in exchange for a pet. The Flame elemental provides high DPS (be sure to use the command skill on CD where possible) while Water and Earth give you a reliable front line.


Specializations

Variants

  • Bolstered Elements - more barrier but less damage.
  • Elements of Rage - sacrifices defense for a large damage increase.

Trait Variants

Earth

Earth can be taken instead of Arcane to sacrifice boons and sustain in exchange for more damage. Generally speaking, Arcane is better when soloing, and Earth is better with groups, specially if the group is giving you boons.


Equipment

Feel free to use Exotic in place of Ascended. This option uses gear similar to that of Build:Weaver_-_Condi_DPS. This makes it a great option for general PVE.

Head
Viper
Shoulders
Viper
Chest
Viper
Hands
Viper
Legs
Viper
Feet
Viper
Backpiece
Viper
Accessory
Viper
Accessory
Viper
Amulet
Viper
Ring
Viper
Ring
Viper
Sword
Viper
Focus
Viper
Sigil
Sigil
Rune
x6



Gear Variants

  • If you can afford the luxury of a gear set tailored for open world, use full Trailblazer Trailblazer gear, which trades about 15-20% DPS for +300% effective HP through vitality and toughness for a massive boost to your survivality. Use Rune of Superior Rune of the Undead, Sigil of Superior Sigil of Malice and either Sigil of Superior Sigil of Energy or Sigil of Superior Sigil of Strength or Sigil of Superior Sigil of Smoldering.

Budget

  • Dire Dire - budget Trailblazer Trailblazer; this should be used with Rune of Superior Rune of Balthazar and Sigil of Superior Sigil of Smoldering to increase burning duration since Dire doesn't have Expertise.

Sigils

  • Sigil of Superior Sigil of Cleansing - more condition cleanse.
  • Sigil of Superior Sigil of Energy - more dodges, great Synergy with Evasive Arcana and Invigorating Strikes.
  • Sigil of Superior Sigil of Strength - more might generation for longer fights.


Consumables

Food
  • Any ascended food is superior to any other food you could use. Steak for power, flatbread for conditions. Budget versions of these foods exist and are acceptable.
  • - farming
  • - DPS
  • - defense
Utility
  • (and variants) - farming
  • , - dps
  • - dps if using gear with high toughness


Usage

This build primarily relies on Fire Attunement and Earth Attunement. It is not particularly difficult to play, but has a lot of options to respond to different situations and requires a bit of game knowledge to take advantage of.

Damage

General DPS

  • Spam all of your fire and earth skills.
  • You can combine Lava Skin, Glyph of Elemental Power, and Primordial Stance with Obsidian Flesh for a large burst of damage while you are invulnerable.
  • If you start an auto attack chain in Fire Attunement, try to finish it. With all the skills at your disposal with frequent attunement swapping, you won't be auto attacking much either way.

Skill Priority

This build follows a generic skill priority depending on your current attunements. Fill any empty space with auto-attacks, only delaying attunement swaps for Fire autos. You should start in Air/Fire or Earth/Fire so you can rapidly get to Fire/Fire for the dual attunement buff.

Fire/Fire

  1. Flamewall
  2. Flame Uprising
  3. Cauterizing Strike
  4. Fire Shield
  5. Transmute Fire - use only against single targets; against groups it is better to keep fire aura unless you need Might Might

Fire/Earth

  1. Flame Uprising
  2. Magnetic Wave (to blast might)
  3. Lava Skin

Earth/Fire

  1. Flamewall
  2. Lava Skin (if not used in F/E)
  3. Earthen Vortex
  4. Fire Shield
  5. Transmute Fire - use only against single targets; against groups it is better to keep fire aura unless you need Might Might

Earth/Earth

  1. Rust Frenzy
  2. Earthen Vortex
  3. Get out of earth/earth as fast as possible. It is sometimes even better to skip this if Earthen Vortex is already on cooldown before you would swap.

Air/Fire

  1. Pyro Vortex
  2. Flamewall
  3. Fire Shield
  4. Transmute Fire - use only against single targets; against groups it is better to keep fire aura unless you need Might Might
  5. Polaric Leap inside Flamewall or Flame Uprising for Fire Aura

Utilities

Primordial Stance and Glyph of Elemental Power change drastically depending on your current attunement, and its important to consider what attunement is best to use them in

  • Primordial Stance considers the element on your mainhand and the element on your offhand to determine what condition to pulse, and updates every second. As such, for the highest damage, use it right before double attuning to Earth for high Bleeding Bleeding damage, or in Air for Vulnerability Vulnerability.
  • Glyph of Elemental Power changes its effect depending on your mainhand attunement, and is best used in Air for Vulnerability Vulnerability or in Fire for high Burning Burning damage.
  • Signet of Fire is your highest damage skill, spam it off cooldown, even when not using Written in Stone.

Defense

  • Magnetic Wave, Swirling Winds - projectile hate.
  • Obsidian Flesh - invulnerability.
  • Using a Dual Attack gives Vigor Vigor, and dodging gives barrier, thanks to Invigorating Strikes.
  • Riptide and Earthen Vortex both make you evade for 1 second.

Sustain

  • Signet of Restoration heals you for every single skill you cast.
  • Riptide creates a water field where you can use your combo finishers to heal, such as Polaric Leap, Magnetic Wave, Earthen Vortex, Flame Uprising.

Crowd Control

  • Gale
  • Polaric Leap
  • Gale Strike
  • Weave Self Tailored Victory


Video Examples

The following examples were provided courtesy of Hardcore Casual on Youtube. Videos are listed with permission.


Ratings

This build has a rating of 5 stars based on 5 votes.
Log in or register to rate this build.
5 stars
Fakewitch gave this build 5 stars • February 2023
An amazing build! Deals a lot of damage against enemies and probably my favorite for now to play Elementalist with!
5 stars
Vicmont82 gave this build 5 stars • September 2022
I was pretty frustrated with most builds until i tried this. Really good for solo(arcane) and great for groups(earth).
5 stars
Linera gave this build 5 stars • January 2021
My all time favorite ele build. Feels much more dynamic and fast-paced when compared to any tempest build, pair that with above average self-healing, and the ability to kill most trash mobs with the single press of a button, and you get a fun, fast, powerhouse of a elementalist that can take on even some more difficult content.
5 stars
Jack Armstrong gave this build 5 stars • December 2020
One of my top 3 favorite builds right now, the others being Condi Mirage (melee) and Shortbow Renegade. Very configurable: multiple good weapon choices, and you could probably do well with any utility skills you want, though the ones listed here are likely the best choice for general use. Very durable, yet good damage. While switching stuff around, I ended up with 2 condi clears (Sigil of Cleansing and Diamond Skin trait) and found that, with those and of all the passive barrier and healing applications, I could kill pretty much all of the PoF repeatable hero points while hardly ever moving or dodging, usually losing little or no health in the process. Pretty easy to use, too: as long as you switch attunements often, you can kill stuff pretty quickly with almost random weapon and utility skill usage--though intelligent use gets better results, of course.
5 stars
Onlywrin gave this build 5 stars • December 2020
A really strong open world build for ele that's great in virtually all situations.

Comments

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