Difference between revisions of "Weaver - Power DPS"
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| rating = Great | | rating = Great | ||
| focus = Direct damage | | focus = Direct damage | ||
− | | meta = | + | | meta = y |
+ | | xpac = pof | ||
+ | | difficulty = 2 | ||
}} | }} | ||
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| utility2 = Glyph of Storms | | utility2 = Glyph of Storms | ||
| utility3 = Arcane Blast | | utility3 = Arcane Blast | ||
− | | elite = | + | | elite = Weave Self |
}} | }} | ||
===Skill Variants=== | ===Skill Variants=== | ||
− | |||
'''Healing''' | '''Healing''' | ||
* {{Skill|Arcane Brilliance}} is a blast finisher, which may be useful in fractals as {{tooltip|Might}} can run low if your group is running without a healer. | * {{Skill|Arcane Brilliance}} is a blast finisher, which may be useful in fractals as {{tooltip|Might}} can run low if your group is running without a healer. | ||
* {{skill|Aquatic Stance}} provides more group healing at the expense of personal healing. | * {{skill|Aquatic Stance}} provides more group healing at the expense of personal healing. | ||
* {{Skill|Signet of Restoration}} will provide the most {{Rune|Superior Rune of the Scholar}} uptime in fights with very low pressure where you aren't pressing your heal skill. | * {{Skill|Signet of Restoration}} will provide the most {{Rune|Superior Rune of the Scholar}} uptime in fights with very low pressure where you aren't pressing your heal skill. | ||
+ | |||
'''Utility''' | '''Utility''' | ||
* {{Skill|Conjure Lightning Hammer}} for large hitbox bosses, where you know you will be able to pick up the second conjure. | * {{Skill|Conjure Lightning Hammer}} for large hitbox bosses, where you know you will be able to pick up the second conjure. | ||
− | * {{Skill|Unravel}} can replace {{Skill|Primordial Stance}} or {{Skill|Arcane Blast}} in very fast fractal groups. | + | * {{Skill|Unravel}} can replace {{Skill|Primordial Stance}} or {{Skill|Arcane Blast}}, particularly useful in very fast fractal groups. |
+ | * {{skill|Lightning Flash}} is a DPS loss compared to {{skill|Arcane Blast}}, but a 900-range teleport can come in useful. | ||
+ | |||
+ | |||
+ | '''Elite''' | ||
+ | * {{skill|Conjure Fiery Greatsword}} could be more beneficial on very fast bosses (such as in fractals) if a second DPS uses the other FGS. | ||
+ | * {{skill|Glyph of Elementals (fire)}} is a moderate DPS loss, but is much simpler to use. | ||
+ | ** Summon the elemental in {{skill|Fire Attunement}} and use the flip skill off cooldown. | ||
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYfHSkfOBkXARcBNRc1F74BexZQAVABEhcSFwAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
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==Specializations== | ==Specializations== | ||
{{Specialization|Fire|top|bot|top}} | {{Specialization|Fire|top|bot|top}} | ||
− | {{Specialization|Air|bot| | + | {{Specialization|Air|bot|bot|top}} |
{{Specialization|Weaver|top|mid|top}} | {{Specialization|Weaver|top|mid|top}} | ||
===Trait Variants=== | ===Trait Variants=== | ||
− | * {{ | + | * You should bring {{trait|Raging Storm}} if {{tooltip|Fury}} uptime is bad or you're fighting a non-defiant target. |
* {{Trait|Bolt to the Heart}} can be swapped to {{Trait|Fresh Air}} for an alternative rotation. | * {{Trait|Bolt to the Heart}} can be swapped to {{Trait|Fresh Air}} for an alternative rotation. | ||
* {{Trait|Master's Fortitude}} might be worth taking in fractals as {{tooltip|Weakness}} uptime will likely be poor so you won't benefit from the increased critical chance. The extra vitality will provide some additional precision via {{Trait|Elements of Rage}}, but you will still need to make up the rest. | * {{Trait|Master's Fortitude}} might be worth taking in fractals as {{tooltip|Weakness}} uptime will likely be poor so you won't benefit from the increased critical chance. The extra vitality will provide some additional precision via {{Trait|Elements of Rage}}, but you will still need to make up the rest. | ||
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===Optimised Equipment=== | ===Optimised Equipment=== | ||
− | |||
{{PvE equipment | {{PvE equipment | ||
| stats = Berserker | | stats = Berserker | ||
| weight = Light | | weight = Light | ||
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Dragonhunter |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Sword | | weapon1 = Sword | ||
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| sigil2 = Superior Sigil of Impact | | sigil2 = Superior Sigil of Impact | ||
| infusion1 = Mighty +9 Agony Infusion | | infusion1 = Mighty +9 Agony Infusion | ||
− | | infusion1-qt = | + | | infusion1-qt = 18 |
− | | | + | | relic = Relic of Fireworks |
− | |||
<!-- Custom stats --> | <!-- Custom stats --> | ||
− | | head = | + | | head = |
| shoulders = | | shoulders = | ||
| chest = | | chest = | ||
| hands = | | hands = | ||
− | | legs = | + | | legs = |
| feet = | | feet = | ||
| backpiece = | | backpiece = | ||
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}} | }} | ||
− | + | * {{rune|Superior Rune of the Scholar}} is a tiny DPS loss | |
− | + | ** It would be optimal to use {{tooltip|Dragon stats}} for the leg and back pieces. This is a very small DPS gain, but provides some extra vitality. Feel free to run full {{tooltip|Berserker stats}}. | |
− | + | * {{relic|Relic of the Weaver}} is a strong option for higher burst in content with very fast boss phases and longer split phases (such as fractals). | |
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'''Food''' | '''Food''' | ||
− | * {{food|Bowl of Sweet and Spicy Butternut Squash Soup}} | + | * {{food|Bowl of Sweet and Spicy Butternut Squash Soup}} or ascended versions |
− | |||
'''Utility''' | '''Utility''' | ||
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==Usage== | ==Usage== | ||
− | === | + | ===Sword/Dagger Rotation=== |
Start in {{Skill|Air Attunement}}/{{Skill|Air Attunement}} | Start in {{Skill|Air Attunement}}/{{Skill|Air Attunement}} | ||
Starting in {{Skill|Air Attunement}}/{{Skill|Fire Attunement}} and attuning to {{Skill|Air Attunement}}/{{Skill|Air Attunement}} just before starting the encounter or phase will mean you have {{trait|Elements of Rage}} active for your opening burst. | Starting in {{Skill|Air Attunement}}/{{Skill|Fire Attunement}} and attuning to {{Skill|Air Attunement}}/{{Skill|Air Attunement}} just before starting the encounter or phase will mean you have {{trait|Elements of Rage}} active for your opening burst. | ||
− | # {{Skill|Lightning Storm}} | + | Autoattacks are omitted from the written rotation for ease of reading. During the '''Loop''' you should attempt to finish your autoattack chains, but during the '''Weave Self''' sections you don't need to worry about this. |
+ | |||
+ | |||
+ | <big>'''Weave Self'''</big> | ||
+ | |||
+ | '''Part 1''' | ||
+ | # {{skill|Weave Self}} | ||
+ | # {{Skill|Lightning Storm}} | ||
# {{Skill|Quantum Strike}} | # {{Skill|Quantum Strike}} | ||
− | # {{Skill|Fire Attunement}} | + | # {{Skill|Fire Attunement}} to Fire/Air |
# {{Skill|Flame Uprising}} | # {{Skill|Flame Uprising}} | ||
− | # {{ | + | # {{skill|Ride the Lightning}} |
# {{Skill|Pyro Vortex}} | # {{Skill|Pyro Vortex}} | ||
− | + | # {{Skill|Fire Attunement}} to Fire/Fire | |
− | + | # {{Skill|Cauterizing Strike}} | |
− | # {{Skill|Fire Attunement}} | + | # {{Skill|Ring of Fire (elementalist)}} |
− | # {{Skill| | ||
− | # {{Skill| | ||
− | |||
# {{Skill|Fire Grab}} | # {{Skill|Fire Grab}} | ||
+ | # {{Skill|Earth Attunement}} to Earth/Fire | ||
+ | # {{skill|Lava Skin}} | ||
+ | # {{skill|Fire Attunement}} to Fire/Earth | ||
+ | # {{skill|Churning Earth}} | ||
+ | # {{Skill|Flame Uprising}} | ||
+ | # {{skill|Earthquake}} | ||
+ | # {{Skill|Air Attunement}} to Air/Fire during the cast of Earthquake | ||
+ | # Autoattack and {{Skill|Air Attunement}} to Air/Air again as soon as you are able | ||
+ | # Auto Attack until Fire Attunement is available | ||
+ | |||
+ | |||
+ | '''Part 2''' | ||
+ | # {{skill|Ride the Lightning}} | ||
+ | # {{Skill|Quantum Strike}} | ||
+ | # {{Skill|Fire Attunement}} to Fire/Air | ||
+ | # {{Skill|Pyro Vortex}} | ||
+ | # {{Skill|Flame Uprising}} | ||
+ | # {{Skill|Fire Attunement}} to Fire/Fire | ||
# {{Skill|Cauterizing Strike}} | # {{Skill|Cauterizing Strike}} | ||
# {{Skill|Ring of Fire (elementalist)}} | # {{Skill|Ring of Fire (elementalist)}} | ||
+ | # {{Skill|Air Attunement}} to Air/Fire | ||
+ | # {{Skill|Water Attunement}} to Water/Air | ||
+ | # {{skill|Ride the Lightning}} | ||
+ | # {{Skill|Shearing Edge}} | ||
+ | # {{Skill|Fire Attunement}} to Fire/Water | ||
+ | # {{Skill|Flame Uprising}} | ||
+ | # {{skill|Twin Strike}} | ||
+ | # {{Skill|Fire Attunement}} to Fire/Fire | ||
+ | |||
+ | |||
+ | <big>'''Loop'''</big> | ||
+ | # Autoattack in Fire/Fire and use {{skill|Cauterizing Strike}}, {{skill|Ring of Fire (elementalist)}} and {{skill|Fire Grab}} as they become available. Make sure to finish your auto chains. | ||
+ | # {{skill|Flame Uprising}} as soon as it's available and {{skill|Air Attunement}} during the cast, to Air/Fire | ||
+ | # Autoattack until you can use {{skill|Air Attunement}} to Air/Air | ||
+ | # {{skill|Ride the Lightning}} | ||
+ | # Autoattack until '''Fire Attunement''' is available | ||
+ | # {{skill|Quantum Strike}}, and {{skill|Fire Attunement}} during the cast, to Fire/Air | ||
# {{Skill|Flame Uprising}} | # {{Skill|Flame Uprising}} | ||
− | # {{Skill|Air Attunement}} | + | # {{Skill|Pyro Vortex}} |
− | # Auto Attack | + | # {{skill|Fire Strike}} {{to}} {{skill|Fire Swipe}} {{to}} {{skill|Searing Slash (weaver)}} |
− | # {{Skill|Air Attunement}} | + | # {{skill|Ride the Lightning}} |
− | # Auto Attack | + | # {{Skill|Fire Attunement}}, to Fire/Fire |
+ | |||
+ | |||
+ | [https://youtu.be/UXJ8fLNkfYg Video example (Bolt to the Heart)] | ||
+ | |||
+ | [https://youtu.be/zOtE8Z4D3I8 Video example (Fresh Air)] | ||
+ | |||
+ | [https://youtu.be/y6giuv5wqyE Video example (Unravel rotation)] | ||
+ | |||
+ | |||
+ | ===Sword/Warhorn rotation=== | ||
+ | {{Collapse start|Click to view}} | ||
+ | Start in {{Skill|Air Attunement}}/{{Skill|Fire Attunement}} | ||
+ | |||
+ | Autoattacks are generally omitted from the written rotation for ease of reading. During the '''Loop''' you should attempt to finish your autoattack chains, but during the '''Weave Self''' sections you don't need to worry about this. | ||
+ | |||
+ | |||
+ | <big>'''Weave Self'''</big> | ||
+ | |||
+ | '''Part 1''' | ||
+ | # {{skill|Wildfire}} | ||
+ | # {{skill|Weave Self}} | ||
+ | # {{Skill|Lightning Storm}} and {{Skill|Air Attunement}} to Air/Air during the cast | ||
+ | # {{Skill|Quantum Strike}} | ||
+ | # {{Skill|Fire Attunement}} to Fire/Air | ||
+ | # {{skill|Lightning Orb}} | ||
+ | # {{Skill|Flame Uprising}} | ||
+ | # {{Skill|Pyro Vortex}} | ||
+ | # {{Skill|Fire Attunement}} to Fire/Fire | ||
+ | # {{Skill|Cauterizing Strike}} | ||
+ | # {{Skill|Earth Attunement}} to Earth/Fire | ||
+ | # {{skill|Lava Skin}} | ||
+ | # {{skill|Earthen Vortex}} | ||
+ | # {{skill|Fire Attunement}} to Fire/Earth | ||
+ | # {{Skill|Flame Uprising}} | ||
+ | # {{skill|Dust Storm}} | ||
+ | # {{Skill|Air Attunement}} to Air/Fire | ||
+ | # Autoattack and {{Skill|Air Attunement}} to Air/Air again as soon as you are able | ||
+ | # Auto Attack until Fire Attunement is available | ||
+ | |||
+ | |||
+ | '''Part 2''' | ||
+ | # {{Skill|Quantum Strike}} | ||
+ | # {{Skill|Fire Attunement}} to Fire/Air | ||
+ | # {{Skill|Pyro Vortex}} | ||
+ | # {{Skill|Flame Uprising}} | ||
+ | # {{Skill|Fire Attunement}} to Fire/Fire | ||
+ | # {{Skill|Cauterizing Strike}} | ||
+ | # {{Skill|Air Attunement}} to Air/Fire | ||
+ | # {{Skill|Water Attunement}} to Water/Air | ||
+ | # {{skill|Lightning Orb}} | ||
+ | # {{Skill|Shearing Edge}} | ||
+ | # {{skill|Fire Attunement}} to Fire/Water | ||
+ | # {{Skill|Flame Uprising}} | ||
+ | # {{skill|Twin Strike}} | ||
+ | # Autoattack until Fire Attunement is available | ||
+ | # {{Skill|Fire Attunement}} to Fire/Fire | ||
+ | # {{skill|Wildfire}} | ||
+ | # {{Skill|Cauterizing Strike}} | ||
+ | # {{Skill|Flame Uprising}} | ||
+ | # {{skill|Air Attunement}} to Air/Fire | ||
+ | # {{skill|Pyro Vortex}} | ||
+ | # Autoattack and {{Skill|Air Attunement}} to Air/Air again as soon as you are able | ||
+ | # Auto Attack until Fire Attunement is available | ||
+ | |||
+ | |||
+ | <big>'''Loop'''</big> | ||
# {{Skill|Quantum Strike}} | # {{Skill|Quantum Strike}} | ||
− | # {{Skill|Fire Attunement}} | + | # {{Skill|Fire Attunement}} to Fire/Air |
# {{Skill|Flame Uprising}} | # {{Skill|Flame Uprising}} | ||
− | # {{ | + | # {{skill|Lightning Orb}} |
# {{Skill|Pyro Vortex}} | # {{Skill|Pyro Vortex}} | ||
− | + | # {{Skill|Fire Attunement}} to Fire/Fire | |
− | |||
− | # {{Skill|Fire Attunement}} | ||
− | |||
− | |||
− | |||
− | |||
# {{Skill|Cauterizing Strike}} | # {{Skill|Cauterizing Strike}} | ||
# {{Skill|Flame Uprising}} | # {{Skill|Flame Uprising}} | ||
− | # {{Skill|Air Attunement}} | + | # {{Skill|Air Attunement}} to Air/Fire |
− | # Auto Attack chain | + | # Auto Attack chain twice |
− | # {{Skill| | + | # {{Skill|Air Attunement}} to Air/Air |
+ | # Auto Attack chain twice | ||
# Repeat from step 1 | # Repeat from step 1 | ||
+ | * Use {{skill|Wildfire}} as it comes off cooldown | ||
+ | |||
+ | [https://youtu.be/j1hJg6g1i1E Video example] | ||
− | + | [https://youtu.be/0XuPuowTcpc Video example (Fresh Air)] | |
− | + | {{Collapse end}} | |
===General Tips=== | ===General Tips=== | ||
− | * | + | * Repeat the '''Loop''' until {{skill|Weave Self}} is available again. |
− | * Make sure to use {{Skill|Arcane Blast}} enough that it isn't sitting at full ammo. You should only use it when in {{Skill|Fire Attunement}}/{{Skill|Air Attunement}}, and should try to line it up with other damage modifiers, such or {{Trait|Fresh Air}} or the bonus power from {{Skill|Conjure Fiery Greatsword}}. | + | * If you aren't fast enough to reach the {{skill|Water Attunement}} part of the '''Weave Self''' burst before the buff runs out, just skip the water section entirely and proceed to the main loop. |
+ | * Make sure to use {{Skill|Arcane Blast}} enough that it isn't sitting at full ammo. You should only use it when in {{Skill|Fire Attunement}}/{{Skill|Air Attunement}}, and should try to line it up with other damage modifiers, such or {{Trait|Fresh Air}} or the bonus power from {{Skill|Conjure Fiery Greatsword}} (if using). | ||
* Use {{Skill|Primordial Stance}} shortly after you swap to {{Skill|Fire Attunement}}/{{Skill|Air Attunement}} to make sure as many of its ticks happen while you're in double fire as possible. | * Use {{Skill|Primordial Stance}} shortly after you swap to {{Skill|Fire Attunement}}/{{Skill|Air Attunement}} to make sure as many of its ticks happen while you're in double fire as possible. | ||
* After the first use of {{Skill|Glyph of Storms}} (in either attunement), use {{Skill|Firestorm (Glyph of Storms)}} off cooldown. Use {{Skill|Lightning Storm}} instead if you know the target will die or phase within 20 seconds. | * After the first use of {{Skill|Glyph of Storms}} (in either attunement), use {{Skill|Firestorm (Glyph of Storms)}} off cooldown. Use {{Skill|Lightning Storm}} instead if you know the target will die or phase within 20 seconds. | ||
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* In encounters you should always be looking for opportunities to reset your attunement back to {{Skill|Air Attunement}}/{{Skill|Air Attunement}} so that you can repeat your burst. Split Phases or periods where the target is immune to damage are ideal - try to time your attunement swap so that you enter {{Skill|Air Attunement}}/{{Skill|Air Attunement}} just before the target becomes vulnerable again so that you will benefit from {{trait|Elements of Rage}}. | * In encounters you should always be looking for opportunities to reset your attunement back to {{Skill|Air Attunement}}/{{Skill|Air Attunement}} so that you can repeat your burst. Split Phases or periods where the target is immune to damage are ideal - try to time your attunement swap so that you enter {{Skill|Air Attunement}}/{{Skill|Air Attunement}} just before the target becomes vulnerable again so that you will benefit from {{trait|Elements of Rage}}. | ||
* Make sure that you have the boss selected before casting {{Skill|Ride the Lightning}} to avoid flying away to your death. | * Make sure that you have the boss selected before casting {{Skill|Ride the Lightning}} to avoid flying away to your death. | ||
− | |||
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* {{Skill|Earthquake}} is available as your {{Skill|Earth Attunement}} 4 skill. | * {{Skill|Earthquake}} is available as your {{Skill|Earth Attunement}} 4 skill. | ||
* {{Skill|Gale Strike}} is available as your Air/Earth 3 skill. | * {{Skill|Gale Strike}} is available as your Air/Earth 3 skill. | ||
+ | * After a successful {{skill|Weave Self}} burst, you will have {{skill|Tailored Victory}} available for 10 seconds. Unfortunately, using it will remove the '''Perfect Weave''' buff, so you should try to avoid using {{skill|Tailored Victory}} unless it happens to be about to expire. | ||
+ | |||
+ | |||
+ | '''CC Rotation''' | ||
+ | |||
+ | As CC is generally a DPS loss, you typically only want to use those skills that are easily available during your rotation. However, there are some defiance bars where the boss cannot be damaged until they are broken. Thus you can do a full rotation of CC skills without worrying about lost DPS: | ||
+ | # {{skill|Air Attunement}} if you're not already in it | ||
+ | # {{skill|Polaric Leap}} | ||
+ | # {{skill|Earth Attunement}} | ||
+ | # {{skill|Gale Strike}} | ||
+ | # {{skill|Updraft}} - you can cast this earlier if you happened to start in Air/Air | ||
+ | # {{skill|Air Attunement}} - this is to prepare to start from the beginning of the loop in Air/Air once the bar is broken. | ||
+ | # {{skill|Earthquake}} | ||
+ | |||
+ | The entire loop deals ~750 defiance break (the tooltip for {{skill|Updraft}} is 100 lower than the correct value). |
Latest revision as of 12:43, 1 September 2025
Overview
A power DPS build for Weaver. This is a fast paced DPS build that swaps between attunements constantly for Dual Attack skills.
Skill Bar
Skill Variants
Healing
Might can run low if your group is running without a healer.
is a blast finisher, which may be useful in fractals as - provides more group healing at the expense of personal healing.
- will provide the most uptime in fights with very low pressure where you aren't pressing your heal skill.
Utility
- for large hitbox bosses, where you know you will be able to pick up the second conjure.
- can replace or , particularly useful in very fast fractal groups.
- is a DPS loss compared to , but a 900-range teleport can come in useful.
Elite
- could be more beneficial on very fast bosses (such as in fractals) if a second DPS uses the other FGS.
- Summon the elemental in and use the flip skill off cooldown.
is a moderate DPS loss, but is much simpler to use.
Template Code
Specializations
Trait Variants
- You should bring
Fury uptime is bad or you're fighting a non-defiant target.
if - can be swapped to for an alternative rotation.
Weakness uptime will likely be poor so you won't benefit from the increased critical chance. The extra vitality will provide some additional precision via , but you will still need to make up the rest.
might be worth taking in fractals as
Equipment
Optimised Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x18
- It would be optimal to use
Dragon stats for the leg and back pieces. This is a very small DPS gain, but provides some extra vitality. Feel free to run full
Berserker stats.
is a tiny DPS loss
- It would be optimal to use
- is a strong option for higher burst in content with very fast boss phases and longer split phases (such as fractals).
Equipment Variants
- or slaying sigils if applicable.
Consumables
Food
- or ascended versions
Utility
- or slaying potions
Usage
Sword/Dagger Rotation
Start in
/Starting in
/ and attuning to / just before starting the encounter or phase will mean you have active for your opening burst.Autoattacks are omitted from the written rotation for ease of reading. During the Loop you should attempt to finish your autoattack chains, but during the Weave Self sections you don't need to worry about this.
Weave Self
Part 1
- to Fire/Air
- to Fire/Fire
- to Earth/Fire
- to Fire/Earth
- to Air/Fire during the cast of Earthquake
- Autoattack and to Air/Air again as soon as you are able
- Auto Attack until Fire Attunement is available
Part 2
- to Fire/Air
- to Fire/Fire
- to Air/Fire
- to Water/Air
- to Fire/Water
- to Fire/Fire
Loop
- Autoattack in Fire/Fire and use , and as they become available. Make sure to finish your auto chains.
- as soon as it's available and during the cast, to Air/Fire
- Autoattack until you can use to Air/Air
- Autoattack until Fire Attunement is available
- , and during the cast, to Fire/Air
- ⇒ ⇒
- , to Fire/Fire
Video example (Bolt to the Heart)
Video example (Unravel rotation)
Sword/Warhorn rotation

Start in
/Autoattacks are generally omitted from the written rotation for ease of reading. During the Loop you should attempt to finish your autoattack chains, but during the Weave Self sections you don't need to worry about this.
Weave Self
Part 1
- and to Air/Air during the cast
- to Fire/Air
- to Fire/Fire
- to Earth/Fire
- to Fire/Earth
- to Air/Fire
- Autoattack and to Air/Air again as soon as you are able
- Auto Attack until Fire Attunement is available
Part 2
- to Fire/Air
- to Fire/Fire
- to Air/Fire
- to Water/Air
- to Fire/Water
- Autoattack until Fire Attunement is available
- to Fire/Fire
- to Air/Fire
- Autoattack and to Air/Air again as soon as you are able
- Auto Attack until Fire Attunement is available
Loop
- to Fire/Air
- to Fire/Fire
- to Air/Fire
- Auto Attack chain twice
- to Air/Air
- Auto Attack chain twice
- Repeat from step 1
- Use as it comes off cooldown
General Tips
- Repeat the Loop until is available again.
- If you aren't fast enough to reach the part of the Weave Self burst before the buff runs out, just skip the water section entirely and proceed to the main loop.
- Make sure to use enough that it isn't sitting at full ammo. You should only use it when in / , and should try to line it up with other damage modifiers, such or or the bonus power from (if using).
- Use shortly after you swap to / to make sure as many of its ticks happen while you're in double fire as possible.
- After the first use of (in either attunement), use off cooldown. Use instead if you know the target will die or phase within 20 seconds.
- Make sure not to interrupt your auto attack chains, as their damage is heavily backloaded.
- In encounters you should always be looking for opportunities to reset your attunement back to / so that you can repeat your burst. Split Phases or periods where the target is immune to damage are ideal - try to time your attunement swap so that you enter / just before the target becomes vulnerable again so that you will benefit from .
- Make sure that you have the boss selected before casting to avoid flying away to your death.
Breakbars
- inflicts a short daze that is rounded up to be equivalent to a 1 second daze when used against a breakbar.
- is available as your 5 skill. Be mindful of your positioning when casting this, as it will move you approximately 300 units away from your target.
- is available as your 4 skill.
- is available as your Air/Earth 3 skill.
- After a successful burst, you will have available for 10 seconds. Unfortunately, using it will remove the Perfect Weave buff, so you should try to avoid using unless it happens to be about to expire.
CC Rotation
As CC is generally a DPS loss, you typically only want to use those skills that are easily available during your rotation. However, there are some defiance bars where the boss cannot be damaged until they are broken. Thus you can do a full rotation of CC skills without worrying about lost DPS:
- if you're not already in it
- - you can cast this earlier if you happened to start in Air/Air
- - this is to prepare to start from the beginning of the loop in Air/Air once the bar is broken.
The entire loop deals ~750 defiance break (the tooltip for
is 100 lower than the correct value).Ratings



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