Background

Condi Weaver

Good
  • last updated on Fri Apr 19 2024
Gear
Guide
Overview

The Condi Weaver is an unique build that can be played very effectively in Sunqua Peak and Silent Surf CMs (this build can also be an attractive choice for other CM and T4 encounters with longer phases, like Ensolyss, if you find yourself in a slow group).

Condi Weaver can deal very high amounts of damage, and even rival strong builds like Condi Holosmith 🡢 Go to build and Condi Specter 🡢 Go to build when played properly.

This build is naturally tanky due to its rotation, having above 90% uptime on the Rocky Loop buff. On top of that damage reduction, it has permanent 10% DR from Geomancer's Training and 7% DR on ~ 40% uptime from Stone Flesh .

The main downside of Condi Weaver apart from the complexity of its rotation is the lack of unique party buffs and overall boon generation, apart from some Might generated by Glyph of Lesser Elementals .

Equipment
Profession
Heal
Utilities
Elite
Sinister
Viper
Viper
Viper
Viper
Viper
Food
Utility
Relic
Build

Traits

Fire
Earth
Weaver

Situational Traits

Can easily cover a large amount of Might for your group at a minor personal DPS loss. This build can’t generate any Persisting Flames stacks so the dps loss comes only from the time you need until your own might ramps up.
Provides a bit of tankiness in the form of extra vitality for minimal DPS loss.

Defiance Bar Damage

Hammer

SkillDamage
Hammer
150 with Stun
200 with Knockdown
50/s with Immobile
33/s with Chilled
250 with Float
Scepter
150 with Stun
33/s with Chilled
33/s with Chilled
Warhorn
150 with Pull
150 with Knockback
20/s with Blinded
Focus
400 with Knockdown
15/s with Crippled
33/s with Chilled
200 with Daze

Many of these skills aren’t accessible during the normal rotation due to being locked behind attunements you don’t use.

Situational Skills

Heal
An additional Might source from blasting fire fields. Overall provides less healing than Signet of Restoration .
A stronger alternative healing skill when you need to restore a large amount of health very quickly.
Another alternative healing skill affecting allies close to the target you strike.
Offensive
A stronger alternative to Glyph of Elemental Power but relies on rng and works better in fights with longer phases.
Defensive
A stun break with the addition of 3 blocks.
Another stun break that provides extra Protection and Stability.
A strong skill providing a lot of barrier and extra Stability.
Yet another stun break with the addition of evade frames.
Utility
A 900 units teleport for easy repositioning.
You can sacrifice some DPS for a powerful insta rez, can be very useful during “Dancing with Demons” runs.

Situational Weapons

  • Scepter - A lower dps option that is fully ranged and opens up the offhand slot.
  • Warhorn - Your first choice of off hand, useful if your group struggles with boon uptime due to access to Sand Squall .
  • Focus - Less dps than warhorn but offers higher cc and more situtional utility in the form of condi cleanse with Magnetic Wave and invulnerability with Obsidian Flesh .
Rotation / Skill usage

Important Notes

  • Signet of Fire is one of your most important DPS skills. Use it off cooldown!

  • Make sure to always use Glyph of Elemental Power in Fire Attunement . If the boss is about to phase or die, your next best option is to use it in Earth Attunement . If you find yourself is any other element, you should use it regardless, as it grants increased strike damage on your next few attacks.

  • Primordial Stance should be used before attuning to for maximum damage output. However, if the boss’ breakbar is about to be broken or about to phase, you can also use it during or .

  • Although it is important to follow the weave self rotation as closer as possible, the timing when it comes to completing it, is extremely tight and you might find yourself unable to do it especially if you don’t have boons precasted on you and they have to be applied once you get in combat. In that scenario the best adjustment you can do is slightly altering the ending. Instead of doing the / => / => / loop, do this one: / => , use Triple Sear and activate Dual Orbits: Fire and Water there, attune to / , use Whirling Stones , activate Dual Orbits: Water and Earth , move to / and continue with the main loop.

  • In the video, a 2nd Weave Self rotation is shown, which is the same as the 1st. If the encounter has downtime due to phases in between when the boss can’t be damaged and Weave Self comes off cd then you can freely attune to air and start from the opener. If it doesn’t and you know the boss is going to phase before you need to finish the weave self loop, then you can use Weave Self right away the moment it comes off cd in the attunement you are in and only switch between and without entering Tailored Victory . If you get Weave Self off cd mid fight and the phase is long enough that you need to complete it then it is recommended to attune to and start from there because completing weave self otherwise is going to be a lot more awkward.

  • Hammer 3 orbs are an important part of your damage not only because of their offensive buff but also because they apply condis each time they hit the enemy (they hit once per second). That is why you want to have both Flame Wheel and Rocky Loop active for as longer as possible. Keep in mind that these buffs get activated together with Dual Orbits: Fire and Earth but you can only activate Flame Wheel individually because you never double attune Earth Attunement . Eventually the cooldown of Dual Orbits: Fire and Earth starts being less aligned with the rotation which is why you go from throwing Grand Finale before leaving Fire Attunement to throwing it when you enter / and then when you leave / . If needed you can also use Grand Finale in / as long as you know Dual Orbits: Fire and Earth is going to be ready to activate.

Rotation outside of Weave Self