This is a test build. You may comment and rate it.
Designed for: PvP Conquest
Expansions required: Path of Fire Builds Secrets of the Obscure builds
Difficulty: Hard
This build was last updated on November 02, 2025.
This is a test build. You may comment and rate it.
Designed for: PvP Conquest
Expansions required: Path of Fire Builds Secrets of the Obscure builds
Difficulty: Hard
This build was last updated on November 02, 2025.
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A duelist weaver build using pistol/dagger that relies on swapping in and out of earth attunement for sustain and bleeding application. Aimed more towards experienced players that can time attunement swaps with opponents' key skill animations to mitigate strike damage through
磐石之心 and extract this build's full potential. Does not excel at mobility so it does not fit the glassy 'run and gun' playstyle, but is more of a bunker. This build relies on toughness from the rabid amulet for damage mitigation instead of protection, so it is not susceptible to corrupts or boon strips. Also, unlike the Hammerweaver build, which follows a similar pattern of swapping in and out of earth attunement, there is no pressure to maintain orbs.
Variants
岩石力量 over
固若磐石 for more condition damage but sacrificing some stability.
燃烧烈焰 over
燃烧精准 for passive condition cleanse at the cost of burn duration and a chance to inflict burning on critical hits.
怒火焚身 can also be taken over
窒息光环 for more condition damage but sacrificing some cleanse.
元素追踪 and
穿梭滑步 over
编织者的威勇 and
心流状态 for more cleanse but sacrificing vitality, vigor and barrier on dodge. If taken,
元素追踪 can be triggered almost on cooldown with frequent sources of cripple in this build which translates to a passive cleanse of one condition almost every 10 seconds.The basic way to play this build is to open fights with , then forget that it exists and swap in and out of earth attunement.
To prepare for the opening, before even entering a fight, pre-load the pistol with elemental bullets to have fully ready or almost ready.

For the remainder of the fight, it is unlikely that can be charged again. The only exception to this is if there is a bit of downtime in the middle of the fight to load an elemental bullet from each attunement, which might be made a little more likely if using to shorten the attunement swap times. Otherwise it can usually be ignored because it is not practical to load the elemental bullets it requires.
Once the opening combo with is performed, the rest of the fight will involve swapping in and out of earth attunement. More specifically, this means switching attunements in this pattern: earth -> X -> earth -> X -> earth -> X -> earth..., where X can be replaced by fire, water or air attunements depending on the situation. When swapping into earth attunement, the main skills to use are , which generates an earth bullet, and the secondary attunement skills in slots four and five. Meanwhile, when swapping into fire, water or air, the main skills to use are the primary attunement skill in slot two, as well as the dual attack in slot three. This will generate a bullet of the primary attunement, and then expend that attunement's bullet along with an earth bullet (if one had been generated earlier), to enhance the dual attack.
Besides the opening combo with , some other combos are:
To mitigate strike damage:
To cleanse conditions:
is mainly saved to teleport away from trouble, but in some cases, can be used offensively to close the gap to an opponent or just to kite around the map.
Swapping in and out of earth attunement ensures it is always either a primary or secondary attunement, which passively grants a permanent +120 vitality through .
Sigils
Rune
Relic