Condition Weaver

is currently one of the hardest rotations in the game however it probably is verging on the build with the highest condition burst.

One of the benefits of this build is that it is very effective against bosses which move a lot as you barely have any skills that root you in a place.

The main problem with this build is the requirement of permanent to be able to use the rotation effectively. This is why, in some cases, you will need to delay your to ensure you have boons.

This build is not very beginner friendly and should probably be approached once the other aspects of have been learnt.


Build Updated
Jun 3, 2021
Skill Floor
4 / 5
Skill Ceiling
5 / 5
Boon Reliance
5 / 5
Added
May 2021 Balance
Item Stat Sigil / Rune
Helm
Viper's
Shoulders
Viper's
Coat
Viper's
Gloves
Viper's
Leggings
Viper's
Boots
Viper's
Primary Weapon Set
Main Hand
Viper's
Offhand
Viper's
Item Stat
Backpiece
Viper's
Accessory
Viper's
Accessory
Viper's
Amulet
Viper's
Ring
Viper's
Ring
Viper's
Food & Utility
Food
Utility
Infusions
Infusion x16
Infusion x2
Rotation Log
Build Template
Attunement Skills
into
Attunement Skills
Attunement Skills

Only use when you are in - , - or -

Don't worry about finishing your auto attack chains when inside .

Use off .

Only use when you are in .

The rotation is as follows "Weave Self First Rotation" "Loop" "Weave Self Second Rotation" "Loop".

Item Stat Sigil / Rune
Helm
Viper's
Shoulders
Viper's
Coat
Viper's
Gloves
Viper's
Leggings
Viper's
Boots
Viper's
Primary Weapon Set
Main Hand
Viper's
Offhand
Viper's
Item Stat
Backpiece
Viper's
Accessory
Viper's
Accessory
Viper's
Amulet
Viper's
Ring
Viper's
Ring
Viper's
Food & Utility
Food
Utility
Infusions
Infusion x16
Infusion x2
Rotation Log
Build Template
Attunement Skills
x 4
x 3
Attunement Skills
x 4
x 5
x 3
x 3
x 2
x 4
x 4
Attunement Skills
x 3

Use off

Introduction to Weaver

You have access to four different attunements when you are playing , or :

Each attunement gives you a new set of weapon skills with a variety of effects. This effectively gives and access to 20 weapon skills and gives access to 26 weapon skills.

You can swap between your attunements every 1.5 seconds and you can do this whilst casting a skill. Your previous attunement will go on a 10 second . When you have the selected, all your attunements will have a four second due to the trait. This is further decreased as attunement is affected by .

When you play with the , you can dual attune. The trait , allows you do have your main attunement as your main hand skills and your previous attunement as your off hand skills. This grants you access to dual attune skills, which are the extra six weapon skills that has access to when compared to or .

allows you to become for four seconds however it will lock your skill bar during this period!

One of the main features of this build is getting the buff from while using . In order to gain the buff, you must attune to all four elements. This buff gives you a 20% increase in .

To achieve the correct opening rotation you need and as quickly as possible and you need to make sure that you use your skills fast enough without interrupting them.

Use off .

Never cancel your auto attack chain.

Utility Skills & Variations

will help keep your health high as it will trigger each time you use a skill.

should be used while in - or - . Use this off but make sure you want for the previous one to finish ticking before using the second i.e. don't spam it.

can be precast at the begining of each encounter and phase. Make sure to always precast it in . You can continue to use it in your rotation whenever it comes off and you are in .

use this skill off . You will continue to gain the passive due to the trait .

reduces the of your attunements which therefore allows you to swap attunement faster. Attuning to all four attunements will cause you to gain which will give you a 20% buff to your . The other buffs that give you are irrelevant to this build.

has a very low cast time and makes this heal easily usable during your rotation for when you want to heal but not for too much.

has a long cast time but is a burst heal. It's not that great for your rotation but really useful for when you’ll take a lot of damage and can’t get heal from other sources. It also grants you a boon depending on your current attunement: = = = =

Traits & Variations

causes your to last 20% longer and you have a 33% chance to cause whenever you do a critical hit.

grants you when you swap to .

grants you + 180 and causes to inflict .

causes you to deal 10% more damage whilst in . It also reduces the of your weapon skills by 20%.

causes your to last 20% longer and you do 5% more damage to enemies.

causes you to gain based on 10% of your . It also causes you to apply whenever you inflict .

allows you to use off while still retaining its passive effects.

allows you to dual attune to elements and reduces the of your attunement swapping to four seconds.

causes your dual attunement attacks to inflict and grants you 10% increased against foes inflicted with .

causes you to deal 10% extra and have an extra 20% whenever you switch attunement.

causes you to gain + 120 stat points from different attributes depending on which attunement you are in: = = = =

grants you a buff for eight seconds when you are fully attuned. This buff is a flat 5% modifier for damage and .

Breakbars

= 400 damage

= 100 damage

= 125 damage

= 200 damage. It's not recommended to use this for CC.

The CC provided by the build are only in and , so the only times without CC are when you are in - or - .

For example, if you are in - you can swap to - , use and swap back to - and use .

If you are in - , it's pretty easy to CC quickly. You can go to - and use and then to - for .

Spirit Vale

Precast in then swap to - .

You can evade with or ignore them with .

You can save and use it to ignore the damage from .

You can use , and to help CC during .

Go to the during the split phase.

Use and on the . They will be both back of by the time the split ends.

Precast in then swap to - .

You can evade with but never delay your rotation to do so. You can also nullify the from with .

You can use , and to help CC during .

Precast in then swap to - .

You need to be careful when using , as this skill is a leap. Being on top of may cause you to get more frequently which will then lose you a lot of DPS when you have to move out from the stack. The second issue is that you may leap into her Flamewall.

can be used to walk through the Flamewall at or to ignore the damage from . Don't waste it as you may need it.

Salvation Pass

We recommend playing at this encounter.

Precast in then swap to - .

Don't use straight away as he will go due to .

If you get a mechanic, be it or , and need to leave the group to drop it, you can use to get back to the group quickly.

You can use to remove conditions from yourself but be careful that you don't reflect.

You can use to destroy the projectiles from the jump attack - .

Use if you think one of your squad will kill you with or if you see a Ghost coming.

You can use , and to help CC the sacrificed squad member.

Stronghold of the Faithful

We recommend playing at this encounter.

Precast in before entering on the main platform then swap to - . If you swap too late, will not be ready for your opening burst.

If you get teleported during the second phase, you can use to get back to quickly.

Bastion of the Penitent

Precast in then swap to - .

You can evade with or ignore them with .

You can immediately begin your rotation with as you can ignore the first green by using .

You can destroy the projectiles from with .

Stay as close to as possible. If you get , this is pretty much the end for you.

Precast in then swap to - .

Practise your rotation on this interactive golem.

We recommend playing at this encounter. We recommend playing at this encounter.

Hall of Chains

Precast in then swap to - .

You have to be careful of the AoE attack, . If you die to the first one while in , you will lose all of your burst.

You can evade any of attacks with or just ignore them with .

You can use to leap over walls.

You can use , and to help CC . Take care that you don't CC one of the Tormented Dead, this will prevent your from them away.

Precast in then swap to - .

If you get a mechanic and need to leave the group to drop it, you can use to get back to the group quickly.

In the final 10%, if you are the last person to activate the marker, you can use to get back in as you need a target to use this skill.

Mythwright Gambit

We recommend playing at this encounter.

You can use to evade any mechanic either or throw at you. Same can be said for , as it makes you .

If the boss is far away from you, for example after uses , you can use to get to the boss immediately. Make sure it does not interrupt your rotation though.

is a and can be used when you're by or if you get bubbled by .

can be used as a CC, but only when absolutely necessary.

Make sure to predict when the boss will stand still for a while, this will ensure that your hits as many times as possible.

Your boons will not be stolen by when they use , assuming you have active.

You can use to get around the platforms, as long as you have a target to use it on. For example, on the small lava elementals before the Pyres spawn or back to , assuming your squad doesn't use .

You should only use on himself, assuming your squad has very high DPS. might not be back up if you use it on the or .

Key of Ahdashim

We recommend playing at this encounter.

Use whenever you can in the late stages of the fight, this will help to massively reduce pressure on the squad from the ranged attacks.

Should you go when is below 50% health, remember that you can use to re-position yourself away from the Tornado of Death.

You have a lot of CC that you can use during the large :

The Special Action Key is an instant cast which means that it will not interrupt your current skill. You can use this to your advantage and use it in cominbation with CC skills.

Start your rotation in / to help CC the Pylon with . Then you can precast your , switch to / and proceed with your DPS rotation on .

You can use towards the Pylon at the 80% and 60% phases to get to the outer area faster to place your fire AoE.

Using before the will ensure your survival, assuming no one provides you with an .

Using does not destroy the projectiles from auto attacks, so don't waste the cast time.

You can CC the from range with and .