Power Weaver Staff Weaver splits your attunement in two. The element you attune to goes to your main hand and the one you were in slides to your off hand, so you are always holding a pair, and attunement recharges are shortened to make that affordable. The pay-off is the Dual Attack on skill 3, which changes with the pair you are in, plus
Elemental Refreshment handing you barrier every time you use one and
Elemental Polyphony giving you attributes from both halves at once.
We carry one Weaver build: Staff power, from the backline, Dragon's/Berserker's/Marauder under
Scholar, dropping
Meteor Shower on whatever the commander marked.
Its trait line is not what the name suggests.
Elements of Rage does not reward weaving — it rewards being attuned to a single element — so the rhythm is to weave for the dual attack, then settle back into one element and hold the damage bonus.
Superior Elements makes those dual attacks weaken the target and gives you critical chance against weakened foes. It is damage with no support attached: bring it when the squad has a frontline that can keep the enemy away from you.
Power Weaver Staff The dual-attunement mechanic means every attunement press changes both halves of your bar, and the Dual Attack you get depends on the pair you land in.
Elemental Refreshment pays you barrier for using one,
Swift Revenge pays swiftness and strike damage, and then
Elements of Rage asks you to stop and sit in a single element to keep the damage bonus. Learning when to weave and when to hold is most of the spec.
Where it struggles is the moment the enemy reaches you. Staff casts are long, light armour is light armour, and our Power Weaver slots no cantrip at all. The spec has answers available —
Lightning Flash to blink out,
Armor of Earth for protection,
Stability and barrier — and that build takes conjures in those slots instead, on the assumption your frontline holds.
If it doesn't, swap one of them in, or take a Tempest and let the overloads do the work.