Power Weaver

is a high learning curve build and it requires fast reaction time to properly execute its rotation. The rotation loops infinitely causing it to be very fluid and enjoyable.

This build provides very decent DPS and a large amount of mobility to help you deal with mechanics. The downside to this build is that it has no ranged DPS capabilities.

is not very beginner friendly due to the fast paced rotation and requirement to count auto attacks.

This build requires , if your subgroup does not have access to you will need to take: The rest of your weapons, armor and trinkets should be full Berserker and


Build Updated
Jun 3, 2021
Skill Floor
3 / 5
Skill Ceiling
5 / 5
Boon Reliance
5 / 5
Added
May 2021 Balance
Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Assassin's
Coat
Berserker's
Gloves
Assassin's
Leggings
Berserker's
Boots
Assassin's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Assassin's
Item Stat
Backpiece
Berserker's
Accessory
Berserker's
Accessory
Berserker's
Amulet
Berserker's
Ring
Berserker's
Ring
Berserker's
Food & Utility
Food
Utility
Infusions
Infusion x18
Rotation Log
Build Template
Attunement Skills
x 2
x 2

Starting in - and then swapping to - while cause you to trigger .

You should always do this before every encounter as it's a pretty DPS boost with very little preparation.

Introduction to Weaver

Conjures are bundle items that , and can summon. Each bundle comes with effectively two charges, the first one will be placed in your hands and the second one will be placed on the ground by a AoE skill.

Picking up the second Conjure will come with a slightly delay due to the animation.

Conjures will be the bane of your life as you begin to realise that everyone in your squad seems to have a claim to your or .

You will come across one Conjure with this build:

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 have the trait equipped, your will get fully when you land a critical hit.

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 .

Precasting is a common practice before boss a triggers. Do this by: Start in / with your Staff equipped. Cast and swap to / mid cast. Then equip your Sword and Dagger back. This is most common at but only if you /gg then run in before she spawns, at and , assuming you get a countdown.

Precast before every boss is highly advised. This can be done by starting in / then swapping to / while you’re walking to the boss or while the boss is walking to you.

If you find yourself unable to get good DPS on bosses but able to get good golem DPS, make sure your ground abilities are actually hitting the boss for their full duration. A classic mistake is to use abilities like , , , or other abilities that place something on the ground just when the boss is about to move. If the boss is moving out of your AoEs, you will lose a tonne of damage.

Another common mistake is to waste burst skills like or just as the boss is about to phase, become immune to damage, or otherwise be unaffected by your burst skill. Burst skills are a massive part of your overall damage, so wasting them is very bad.

If the boss is close to phasing and you know you won't get your and in , you can delay your swap to / by a little bit. You can then cast and in / so they tick before boss phases as opposed to not casting them at all.

If you find yourself falling out of the rotation, don't be afraid to reset to / and lose some DPS just to get back on track. It's better to take the hit early on than to continue trying to perform the rotation with abilities out of sync.

In general, you are very squishy and should do your best to avoid all damage. Even having two healers will not help if you get one-shot by most mechanics.

Pay attention to not interrupt your auto attack chains as they're a very big chunk of your total damage. If you're struggling with this in raids due to too many effects then look at the skill icons. The icons are very recognisable! When you're in , the third attack looks like this . When you're in , the third attack looks like this .

Be careful when using , , and as they all lock you into an animation that cannot be cancelled until complete.

Try to use inside the boss's hitbox for the extra damage ticks from its trail.

Always try to use 0.5 - 1 second in / before going in / . This will ensure that all your ticks from will be in full which will result in more damage. If you use it too late then one tick from will tick in / .

Utility Skills & Variations

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

is used in / due to the added from .

will create a different storm based on your current attunement, this skill is a Aoe skill. Each storm has a different and effect. For this build, you will use two of the four storms: has a 25 second and causes some . has a 60 second and causes some .

should be used in / just before going in / . This will ensure that all your ticks from will be in full which will result in more damage. If you use it too late then one tick from will tick in / .

will summon a bundle and is a skill. When you have in your hands, you will benefit from + 260 and + 180 . The second "charge" of , that will be whenever you placed the skill, will last for 30 seconds.

is a charged based skill that will heal you and your subgroup for eight seconds. You are healed when you strike enemies. This can only be triggered every second due to an internal . This heal skill has two charges but each charge grants you the heal buff for five seconds, this means there is no reason to spam this skill!

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: = = = =

will summon a bundle and is a skill. When you have in your hands, you will benefit from + 75 and + 180 . The second "charge" of , that will be whenever you placed the skill, will last for 30 seconds.

Traits & Variations

grants you + 150 whilst in .

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

grants you + 150 when you have over 10 stacks of . You gain an additional + 150 when in , assuming the requirements are met.

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

causes your Fire Fields to last two seconds longer and you gain a stacking bonus when a Fire Field hits a foe. This stacking bonus grants you 1% damage per stack for a maximum of 10 stacks.

grants you 7% based on your .

grants you + 180 whilst under the effects of . It will also grant you when you land a critical hit, this comes with a three second internal .

grants you + 150 . Whilst you are in you gaint an additional + 150 and gain reduced on your weapon skills.

is a flat 20% modifier when your target is under 50% health.

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 .

is a flat 10% modifier when you have .

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 .

Gear Variations

If you don't have in your subgroup, you will need to take: The rest of your weapons, armor and trinkets should be full Berserker and

Breakbars

= 332 damage.

= 100 damage.

= 125 damage.

= 200 damage.

Spirit Vale

You have to be extremely careful with because this skill can't be cancelled so there is a chance to be teleported. Always take care when using .

If you're tanking on the edge of the arena, you can use into the wall. Replace with in your loop.

Use and to break the or .

If your squad is doing slow CC, then it's advised to swap to to avoid dying. Don't spam the charges as each one lasts for five seconds.

Aim to be in / after split ends, this allows you to restart your loop.

Continue your rotation during the split phase as all of your will be ready for when you get back to .

Use and to help CC.

Precasting is highly advised if you're going to /gg and then run back in before spawns. There is no need for a countdown, just cast your as soon as spawns. She is for quite a bit at the start so there is plenty of time for you to swap back to your Sword and Dagger set.

Be careful with as it gets you really close to which can get you a . always targets the closest player with this mechanic. In general, aim to be at max melee range to avoid getting a .

Don't skill save while is away at the cannons. Most of your skills have a short so it's not worth skill saving. The only skills that you can save are and .

This doesn't apply to . For , you should use all your to kill him as fast as possible.

Help with breaking if needed by staying in / a bit longer for . If, for some reason you need more, you can also use .

If you are doing cannons, use but be sure to not be too close to the platform edge.

Salvation Pass

Precast if you get a countdown before the boss triggers. If there's no countdown, you can precast as usual since being stuck on Staff isn't exactly that amazing.

Use and to get back to quickly if you have to deal with mechanics.

Delay your until the first . Cast just before it breaks and precast .

Use and to help CC. If additional CC is absolutely required, you can also use and .

We recommend playing at this encounter.

Stronghold of the Faithful

You should run instead of here!

Don't tank unless you know your or your will cleanse you. The and can quickly kill you.

If you're tanking on the edge of the arena, you can use into the wall. Replace with in your loop.

Use and to help CC.

You can use to the orbs on the island events, if needed.

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

Don't tank the red orbs in the last phase, avoid them at all costs. They apply which is literally the worst condition ever so please don't tank them.

Help with shard clearing, always.

If the boss is tanked between 5 and 6 in the second phase, clearing shards is more important than your DPS simply because you'll do more DPS without any Shards up.

Alternatively, if your tank is special and wants to move to the middle and then to 1, then you're better off letting others clear them, assuming they have ranged capabilities.

Obviously, if you see that no one is clearing them, you can use to get to the shards and clear them, as wiping is worse than your lowered DPS.

Use and to help CC.

Bastion of the Penitent

We recommend playing at this encounter.

Precast if you get a countdown before the boss triggers. If there's no countdown, you can precast as usual since being stuck on Staff isn't exactly that amazing.

or the explosion as it applies. If you have or you know that you'll get instantly cleansed afterwards, then don't need to bother but make sure that you don't die from it.

Do a good rotation since it's pretty much a golem and you shouldn't lose to anything.

Make sure you pay attention to the boss's health so you don't waste any of your big on the . This applies to and . The downtime during the allows you to reset your rotation.

If you notice your uptime is low, then consider swapping to and use it during the in . grants you a 7% modifier due to the trait.

When Guldhem is about to die, make sure you are transitioning back to / so you can get the buff from as returns.

Use and to help CC. If additional CC is absolutely required, you can also use and .

Don't waste too many whilst killing the chains, try to stick to weapon skills only.

When spawns, precast and . Once he appears, you can use , drop and continue your rotation as normal.

Don't hold back on your rotation when your killing the Sauls during the split phases. The faster they die, the easier your life will become.

If you get by and you happen to be in , you can quickly get back to by using or .

In , you have and . These can be used to help CC the Sauls during the split phases and until they die.

Hall of Chains

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

Mythwright Gambit

In general, try to end every having just attuned to / so you can get right back into the loop as soon as the next slam happens. The goal is to line up your big burst , and , with the burn phases of the body.

Always save for the burn phases on the body of Conjured Amalgamate and use into it. Replace with in your loop.

If you're DPSing during the weapon collection phase, then you should pay attention to the middle line on the ground. Do your best to camp the right side of it as it’s pretty much a DPS safe spot against orbs.

You can solo the break the bar of a Shield for free with .

We recommend playing at this encounter.

Be careful with as it locks you in animation and you might down to attacks.

Help with by using and .

Key of Ahdashim

You can use to quickly get to after each Pillar mechanic and after each split phase. Not only is this fast, but it will also prevent you from falling in any holes.

When the Pillar phase starts, becomes practically . Don't waste your or during this period.

Try to attune to / just before each phase begins. This will allow you to have up the buff from for your opener.

Try to be in / when ends and the hands spawn.

If you start by killing the Hand of Erosion first, you should burst it down before it finishes casting. This will prevent you from getting the additional stack of Curse of Erosion.

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