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General Gameplay Tips

Introduction to Weaver
What are Conjures?

Conjures are bundle items that Elementalist, Tempest and Weaver 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 Ground-Targeted 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:

What are Attunements?

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

Each attunement gives you a new set of weapon skills with a variety of effects. This effectively gives Elementalist and Tempest access to 20 weapon skills and gives Weaver 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 Cooldown. When you have the Weaver Trait Line selected, all your attunements will have a four second Cooldown due to the trait. This is further decreased as attunement Cooldown is affected by Alacrity.

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

When you play with the Weaver Trait Line, 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 Weaver has access to when compared to Elementalist or Tempest.

How to Precast

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 Sabetha but only if you /gg then run in before she spawns, at Mursaat Overseer and Slothasor, 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.

Help! My DPS is bad :(

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.

General Weaver Tips

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 Burning damage. If you use it too late then one tick from will tick in / .

Use in / due to the added Ferocity from .

Utility Skills & Variations
Utility Skills

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

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

will create a different storm based on your current attunement, this skill is a Ground-Targeted Aoe skill. Each storm has a different Cooldown and effect. For this build, you will use two of the four storms:

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 Burning damage. If you use it too late then one tick from will tick in / .

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

Utility Skill Variations

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 Cooldown. 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:

Traits & Variations
Traits in the Fire Trait Line

grants you + 150 Power whilst in .

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

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

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

Traits in the Air Trait Line

grants you 7% Ferocity based on your Precision.

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

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

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

Traits in the Weaver Trait Line

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

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

is a flat 10% modifier when you have Swiftness.

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 10% modifier.

Individual Trait Variations

So, which trait? or ?

  • You will be better off playing at all encounters except for Qadim.

Gear Variations
General Gear Variations

If you don't have in your subgroup, you will need to take:

  • The rest of your armor and trinkets should be full Berserker
  • and

may net your more DPS than when playing with . We recommend that you use at Qadim.

Breakbars


Spirit Vale

Vale Guardian 22,021,440 687 140 2,000 480

Utility Skills
Weapon Sets
General Weaver Tips

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 Vale Guardian on the edge of the arena, you can use into the wall. Replace with in your loop.

Split Phase

Use and to break the Green Guardian or Blue Guardian.

Gorseval the Multifarious 21,628,200 1,374 250 4,500 420

Utility Skills
Weapon Sets
General Weaver Tips

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.

Split Phase

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

Breakbar Phase

Use and to help CC.

Sabetha the Saboteur 34,015,256 1,374 48 480

Utility Skills
Weapon Sets
General Weaver Tips

Precasting is highly advised if you're going to /gg and then run back in before Sabetha spawns. There is no need for a countdown, just cast your as soon as Sabetha spawns. She is Invulnerable 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 Sabetha which can get you a . Sabetha 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 Sabetha is away at the cannons. Most of your skills have a short Cooldown so it's not worth skill saving. The only skills that you can save are and .

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

Help with breaking Knuckles 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

Slothasor 18,973,828 1,374 360 4,000 420

Utility Skills
Weapon Sets
General Weaver Tips

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 Slothasor quickly if you have to deal with mechanics.

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

Breakbar Phase

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

Matthias Gabrel 25,953,840 1,374 140 2,500 540

We recommend playing Condition Weaver at this encounter. Check out our Condition Weaver Guide to see what we recommend.

Stronghold of the Faithful

Keep Construct 55,053,600 687 200 3,500 600

Utility Skills
Weapon Sets
General Weaver Tips

You should run instead of here!

Don't tank unless you know your Heal Druid or your Power Soulbeast will cleanse you. The Torment and Confusion can quickly kill you.

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

Breakbar Phase

Use and to help CC.

Xera 22,611,300 1,374 48 2,000 660

Utility Skills
Weapon Sets
General Weaver Tips

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

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

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

Shard Clearing

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.

Breakbar Phase

Use and to help CC.


Bastion of the Penitent

Cairn the Indomitable 19,999,998 1,374 200 480

We recommend playing Condition Weaver at this encounter. Check out our Condition Weaver Guide to see what we recommend.

Mursaat Overseer 22,021,440 1,374 160 460

Utility Skills
Weapon Sets
General Weaver Tips

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.

Dodge or the Jade Knight's explosion as it applies Slow. If you have Resistance 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 except a Rifle Deadeye

Samarog 29,493,000 1,374 420 4,500 660

Utility Skills
Weapon Sets
General Weaver Tips

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

If you notice your Swiftness uptime is low, then consider swapping to and use it during the Breakbar Phase in . Swiftness 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 Samarog returns.

Breakbar Phase

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

Deimos 35,981,456 1,374 140 720

Utility Skills
Weapon Sets
General Weaver Tips

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

When Deimos 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 Knocked Back by Deimos and you happen to be in , you can quickly get back to Deimos 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

Soulless Horror 35,391,600 1,374 160 3,000 480

We recommend playing Condition Weaver at this encounter. Check out our Condition Weaver Guide to see what we recommend.

Dhuum 32,000,000 1,374 400 600

We recommend playing Condition Weaver at this encounter. Check out our Condition Weaver Guide to see what we recommend.

Mythwright Gambit

Conjured Amalgamate 52,290,000 1,374 1,670 480

Utility Skills
Weapon Sets
General Weaver Tips

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 Cooldowns, 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 .

Twin Largos 17,548,336 1,374 120

We recommend playing Condition Weaver at this encounter. Check out our Condition Weaver Guide to see what we recommend.

Qadim 19,268,760 1,374 240 780

Utility Skills
Weapon Sets
General Weaver Tips

You should play here as has almost no uptime due to the creatures dying at 80% and 75% health.

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

Help with Breakbar Phases by using and .


The Key of Ahdashim

Cardinal Sabir 29,493,000 1,374 240 15,000 540

We recommend playing Condition Weaver at this encounter. Check out our Condition Weaver Guide to see what we recommend.

Cardinal Adina 22,611,300 1,374 160 480

Utility Skills
Weapon Sets
General Weaver Tips

If you are not responsible for the Pillar mechanic, you can swap freely between and . Pick whichever one helps you line up with your group DPS. should always win, but in the low squad DPS scenarios, might help you pull ahead.

If for some reason you need to take the Pillar mechanic, consider playing as you can do one full rotation loop before you have to place the Pilar. After you place it, you can quickly get back to Adina with and continue your rotation.

You can use to quickly get to Adina 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, Adina becomes practically Invulnerable. 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.

Split Phase

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.

Qadim the Peerless 47,188,800 1,374 400 720

We recommend playing Condition Weaver at this encounter. Check out our Condition Weaver Guide to see what we recommend.