The community gave this build a rating, making it second-tier: Good
Focused on: Condition damage and Sustain
Designed for: PvP Conquest
Expansions required: Path of Fire Builds Secrets of the Obscure builds
Difficulty: Easy
Beginner friendly This build is beginner friendly.
This build was last updated on September 25, 2025 and is up to date for the June 2, 2026 patch.
Overview
A condition damage based bunker Weaver build for PvP with good damage and high survivability. Primarily serves as a duelist but also has enough AoE damage to be relevant in teamfights.
The build's extremely durable against direct damage thanks to Earth Earth and the high
磐石之心 uptime, but condition matchups can take some practice.
Skill Bar
Template Code
[&DQYaOSUeOC0AFnUATwFPAfUVkAA1F+sAEheWAAAAAAAAAAAAAAAAAAAAAAACWQBWAAA=]Specializations
Variants
大师坚韧 is also a viable option, adding more passive survivability to the build.
Equipment
Equipment Variants
Runes
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斯瓦尼亚符文 - the build's greatest counter is Chill Chill as it messes with attunement swap cooldowns, and the mediocre cleansing can make it hard to get rid of it sometimes. Svanir rune's -66% chill duration could solve this problem if you expect the enemy team to have a lot of chill access (from Necromancers for instance, Reaper especially). You could also take
大地祝福 on Earth with this rune in order to build up further resistance to this condition.- This is less relevant when playing with
巴瓦·尼索斯古物.
- This is less relevant when playing with
-
工程师符文 - better against direct damage than Orr.
Sigils
Relics
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河流古物 - a bit of
敏捷 could help with CD recovery, including attunement swapping and all the related trait synergies. -
纳约斯古物 - improved healing. -
幻象术士古物 - adds a new cover condition to the build for slightly higher damage which also makes it harder to cleanse your more important conditions.
Usage
Elite specialization basics
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Weaver Weaver allows the Elementalist to attune to 2 elements at the same time, and skills 1-5 are decided based on both. Let's call them primary and secondary attunements.
-
If you swap to
火焰协调 then fire becomes your primary attunement and weapon skills 1-2 will be fire skills. Afterwards if you switch to
流水协调 for example then water is now your primary attunement and fire's moved to secondary - now skills 1-2 are water and 4-5 are fire. Skill 3 is a dual skill influenced by both active attunements. -
Hammer trivializes the dual attack mechanic quite a bit, since every dual attack does the same thing: activates a swirling orb with passive bonuses. The attunements will determine the bonuses. You don't really have to learn new skills if you were already familiar with Hammer.
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The order of the attunements doesn't matter here, water primary with fire secondary has the same dual attack as fire primary and water secondary.
General
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Swapping attunements counts as a weapon swap which means it procs
能量法印 and
洁净法印 (once every 9 seconds). -
Dual attuning to the same element isn't really recommended here. You don't gain any new Hammer skills and won't proc your on-swap traits either.
-
Skill #3 on each attunement is an orb skill, consider this your secondary profession mechanic. Air and Fire grant offensive bonuses while Water and Earth supply you with defensive ones. All 4 orbs also pulse damage and apply conditions around you while active, and as a Weaver you can activate up to 2 new orbs at once thanks to the dual attuning mechanic:
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Each orb has a duration of 8 seconds, but whenever you add a new orb to the mix the duration of all previous orbs is refreshed. Once you've rotated through all 4 attunements the orbs will inevitably fall off - this is when you should use the chain skill
高潮结尾 which shoots them at your target for damage. -
Whenever you swap to a new attunement you should always start with activating its dual orb skill.
-
屹立之石 is a channeled block - the aura is applied after you block something. This gives you a little bit of time to swap attunements before that happens and get an aura of your choice as the aura is granted based on your current attunement. -
You can cancel the spinning animation of
扭转命运 by stowing your weapon. This also cancels the evade frame but sometimes you may want to do this so you can start attacking sooner, for example if you were cleaving a downed enemy but got CC'd you can quickly break the CC with ToF then cancel the spin to keep cleaving.
Damage
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Try to have
烈焰之轮 and
新月之风 active before beginning to unload your harder hitting skills. -
火焰协调 has the most damage, followed by Earth. -
空气协调 is more about CC than damage. -
流水协调 can do quite a bit of damage on Hammer but it has no damaging conditions which sets it back a bit on Sage amulet. While it's primarily a defensive attunement the damage is fine and it has
碰撞源流, which is the only gapcloser in the build. -
Skill #2 on every attunement is a decent offensive ability, so you can keep pressuring targets regardless of which attunement you're swapping to next.
-
Skill #5 becomes
捶地 after you swap out of Earth primary. Not only does this do heavy damage but also applies Immobilize Immobilize which can then be used to set up skills with long cast times such as
苦痛飓风 or
暴雨猛击. It's also good for forcing enemies to tank multiple ticks of
原始姿态 which is one of your most important offensive skills. -
Swapping out of Air can be used in a similar way to set up burst, as skills #4 and #5 on Air CC targets.
-
原始姿态 can instantly add burst to any attack sequence:
火焰协调 has the highest raw damage output.
空气协调 is also a good choice because of the
易伤 stacking, but this condition's effectivenes severely depends on how pressured your target already is. If the target doesn't have any damaging conditions and isn't being focused by your team, Vulnerability doesn't do much, in that case Earth is superior.
流水协调 does not directly help with damage, but the snare and CD increase can still be valuable - especially in mirror matchups, as Chill Chill is one of Elementalist's greatest weaknesses.
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You can obtain up to 47% extra crit chance through traits and skills:
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涌动火舌 is a cone attack best used in melee range to make sure all 3 projectiles hit the target. -
三重烧灼 creates 3 AoEs on the ground - try to position this in a way that your opponent is in the center of this skill so they get hit by all 3. -
熔火尽头 is rather straightforward, just a big smash you should aim to land when the target has
燃烧. All the other Fire skills apply Burning so that shouldn't be hard.
Burst combo example
- Let's assume you're on Earth/Air.
凶狠风暴 for CC.-
回旋刺石
原始姿态 to stack some
易伤 (for 1-2 seconds) before you're completely out of Air. You can activate this while casting Whirling Stones.- Swap to Fire.
- Immediately activate the orb skill
双重宝珠:火焰和大地 -
捶地
涌动火舌 in point-blank range.
Survival
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Swap to
大地协调 whenever you're getting pressured. This will give you barrier,
稳固,
保护, damage reduction from various traits and immunity to critical hits via
磐石之心.- Stone Heart briefly reactivates when you leave Earth!
- Attuning to Earth twice in a row offers no benefits.
-
Keep attuning to Earth every second time you swap attunements if you want to play things extra safe. For example: Water ⇒ Earth ⇒ Air ⇒ Earth ⇒ Fire ⇒ Earth, repeat.
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High uptime on Air's orb skill
新月之风 is crucial in melee as
虚弱 can shut down Power builds on its own. Since it's instant you're able to reactivate it even while stunned. -
Earth skill #2
回旋刺石 destroys projectiles, offering protection against some ranged specs on quite a low CD. -
Most of your condition cleansing will come from Water and Air attunement.
-
On
流水协调 the first dodge you perform heals and cleanses 1 condition from you and nearby allies. On Water secondary you also have access to
净化台风 which is the closest thing this build has a mass cleanse and its effectiveness scales with the number of enemies struck, much like the healing of
碰撞源流. -
Another important tool for fighting conditions is
穿梭滑步, which makes you lose 1 condition when you gain
迅捷 or
奔驰疾速 (once every 5 seconds). Several skills provide these buffs: -
屹立之石 on Earth is one of your best defensive skills. It blocks an attack and grants a huge amount of barrier + an aura based on your current primary attunement. -
流水姿态 can give you
抗性 once every 15 seconds via trait synergy. This boon allows you to ignore conditions such as Immobilize Immobilized,
虚弱 or Chill Chill.
Mobility
















































