Power Weaver

The Staff Weaver: dual attacks weaken foes for Superior Elements, and Elements of Rage pays you for settling back into a single element afterwards.

Fire and Air for the multipliers, Meteor Shower for the bomb, conjures on the utility bar for extra windows. Ranged damage and nothing else.

Why these traits

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 and then settle back into one element to hold the damage bonus. It also converts a slice of your vitality into precision, which is why the Marauder and Dragon's pieces are not purely defensive. Superior Elements makes those dual attacks weaken the target and gives you critical chance against weakened foes, while Swift Revenge hands you swiftness on the same button and extra strike damage for as long as you have it. Fire and Air are the standard multipliers: Power Overwhelming, Bolt to the Heart, and Burning Precision keeping foes burning for Pyromancer's Training.

Gear reasoning

Dragon's, Berserker's and Marauder under Scholar — the rune is flat power and ferocity, so vitality is the prefixes' job, and Elements of Rage turns part of it back into precision. Force on both sets, Impact for the bonus against stunned and knocked-down foes, Bloodlust to stack power off kills. Fireworks triggers on weapon skills with a recharge of 20 seconds or more, and Meteor Shower is 30. The conjures — Conjure Frost Bow, Conjure Lightning Hammer, Conjure Fiery Greatsword — are extra damage windows, not a rotation you owe anyone.

When not to run it

This build slots no cantrip — no Lightning Flash to leave with, no Armor of Earth for Stability — and it takes three conjures instead. Staff casts are long, and light armour does not forgive a flank.

That is a bet on your frontline holding. If it doesn't, Power Tempest (Hammer) carries a blink and Water underneath, and survives the same mistake.

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