Pistol/Warhorn Condition Weaver[edit]
Build Rating (Subjective)
Criterion |
Rating
|
Burst Damage |
4/5
|
Sustained Damage |
5/5
|
Utility Options |
1/5
|
Survivability |
2/5
|
Difficulty |
3/5
|
Condition Weaver is an excellent and almost fully ranged damage build for instanced content and open world. It has great sustained damage with a spammy but fairly straightforward rotation and great burst damage for a condition build, but it lacks self-supply for Boons aside from Might and Protection on itself. It doesn't bring a lot of utility, but the usage of Warhorn allows you to copy and extend Boons on allies. It can become very resilient with a few tweaks to the standard raid build and its range makes it easier to kite incoming damage.
Link to Build in the Build Editor
Playstyle & Skills[edit]
I only listed skills that are relevant to the build, and the order of weapon skills reflects the order of attunements used in the general rotation (more details below).
Skill Type |
Skills
|
Step 1: Dual Fire Attunement |
|
Step 2: Earth + Fire Attunement |
|
Step 3: Dual Earth Attunement |
|
Step 4: Water + Earth Attunement |
|
Step 5: Fire + Water Attunement |
|
Utility Skills |
|
Rotation Guidance & Showcase Video[edit]
You can find my most recent rotation showcase here.
Damage Log
Section |
Notes
|
General Stuff |
- The rotation flow on weaver is a fixed loop. There is also an ideal sequence for make use of weave self, but I'll redirect you to the Snowcrows Weaver page for that. For now, we'll just use the basic attunement sequence.
While doing that, you can start by using all your Skill 2, 3 and 5 and your utility skills on cooldown (you can skip Water Globe in Water, it doesn't do any damage).
- Once you get used to that, start looking at the order of pistol skills and only activate skills in the right attunements:
- You should try to trigger the 5% buff from Raging Ricochet by consuming a fire bullet for it. That will happen automatically in the rotation loop if you use it after Searing Salvo in Dual Fire and after Frostfire Flurry in Fire + Water.
- Primordial Stance and Glyph of Elemental Power should only be activated in Dual Fire, Fire + Earth or Dual Earth to make them apply damaging conditions.
- Sand Squall can be used in Water + Earth at a very small damage loss to extend all Boons on your subgroup by 3 seconds. This is very neat, use it when you can.
- Heat Sync can be used in Fire or Earth + Fire at a small damage loss to grant Fury and Might to your subgroup.
|
General Rotation |
- The basic attunement sequence is...
- Start in Dual Fire Attunement and cast Weave Self,
- Activate Earth Attunement to reach Earth + Fire,
- Activate Earth Attunement again for Dual Earth,
- Activate Water Attunement for Water + Earth,
- Activate Fire Attunement for Fire + Water
- Activate Fire Attunement for Dual Fire
- Repeat from Step 2.
|
CC Skills for Breakbar Damage |
|
Utility Skills[edit]
Gear & Traits[edit]
Important Stats (descending in Importance):
- 100% Burning and Bleeding Duration (60%% overall condition duration): the remaining 40 % come from Weaver's Prowess and Serrated Stones or Burning Precision, respectively.
- Maximize Condition Damage
- For a budget starter set, simply replace all ascended armor pieces and trinkets of Viper's with rare/exotic Ritualist's and Abomination Weapons.
- Ascended gear is always ideal, but exotic gear is fine for everything aside from higher-tier fractals.
Open World Build[edit]
You can find my most recent open world build showcase here.
Increasing General Survivability[edit]
- For OW, it can make sense to make a build more forgiving, so that you can sustain on your own.
- Generally, you should use the fact that you are a ranged build in solo gameplay. Kite enemies to avoid damage when you can.
- Aside from that, the two key traits are Elemental Shielding and Written in Stone. Written in Stone makes your signets keep their passive effects when they are on cooldown, and further grants you an aura upon activating one.
- Auras trigger Elemental Shielding for Protection uptime, further boosting survivability.
- On top, you can change gear to the following to become tankier at a reasonable damage loss.
- Exotic Rabid Gear is fairly cheap to buy, so is Superior Rune of Balthazar …:
- Generally, you should stay on Fire and Earth for damage. The longer you stay attuned to fire, the more Might Pyromancer's Puissance provides (more on that in the next section).
- When you have external sources of Might, you can follow the same rotation flow as the DPS build. BUT:There is no bad skill on Pistol for solo open world gameplay.
- Fire applies Burning
- Water applies Bleeding and heals
- Earth applies Bleeding and grants Barrier
- Air applies lots of Vulnerability - more Vulnerability on your own means more damage.
- Your utility skills can look as follows:
Utility Skills (Open World)
Skill Choice |
Notes
|
Signet of Restoration |
This heals you for every skill you cast, including instant casts. This leads to a quite nice amount of passive healing. You can also activate it for another heal without losing the passive healing. It will also apply a frost aura, reducing damage you take by 10% for 4 seconds.
|
Signet of Fire |
BIG DAMAGE (and Fire Aura)
|
Signet of Earth |
Reduces incoming damage passively and does great damage against a single target.
|
Armor of Earth |
Strong for Barrier, Stability and the Stun break. General emergency button. Scales with the number of boons you have, making it very strong in group gameplay.
|
Weave Self |
Used similar to the raid build. Reduces incomign damage when you attune to earth once and outgoing damage when you attune to fire once.
|
Boon Coverage[edit]
- Pyromancer's Puissance, Heat Sync and all Fire Auras will cover some Might.
- Heat Sync also covers a bit of Fury on yourself.
- As described before, Elemental Shielding applies Protection every time you grant an aura to yourself or allies.
- To cover more boons, make use of Jade Tech Offensive Overcharge and Jade Tech Defensive Overcharge.
- These give permanent 150 additional Toughness, Vitality, Condition Damage and Power as well as all boons aside from Stability, Resistance and Resolution on entering combat, with a 30 second cooldown. The Quickness and Alacrity from this increase damage noticeably!
- In story instances (or if you don't want the hassle of reapplying protocols), you can abuse the synergy between Relic of the Cavalier and Blast from the Skyscale to apply lots of Aegis, Resistance, Might and Quickness to yourself. It has an internal cooldown of 1 second and applies the boons on every hit of Blast.
- In case you need frequent condi cleanses, Smothering Auras in fire is worth looking at. This cleanses conditions whenever you grant an aura to an ally, and transmuting one via focus 5 cleanses 2 conditions in an aoe around you. This costs some damage, but can make your life in some situations much easier!
- For a Stun break, use either Armor of Earth (defensive option) or Glyph of Elemental Power (offensive option).