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Elementalist · Weaver · Raids · Condition DPS

Condition Weaver

Pistol and Warhorn. Bleeding from Earth, burning from Fire, and a relic that turns six bleeds into burning and torment. The top Elementalist raid DPS.

Benchmark (max)
45,711
Benchmark (average)
45,300
Difficulty
Advanced
Balance
July 2026 balance

Benchmark from the Snow Crows golem log of 2026-08-05, with 25 might, fury, quickness, alacrity and 25 vulnerability. Difficulty is scored below.

Equipment
Viper's Helm
Superior Rune of the Trapper
Viper's Shoulders
Superior Rune of the Trapper
Viper's Coat
Superior Rune of the Trapper
Viper's Gloves
Superior Rune of the Trapper
Viper's Leggings
Superior Rune of the Trapper
Viper's Boots
Superior Rune of the Trapper
Attributes · gear, traits and signets
Power2523
Toughness1000
Vitality1415
Precision1813
Critical Chance43.71%
Ferocity0
Critical Damage150%
Condition Damage1938
Healing Power0
Expertise823
Condition Duration79.87%
Concentration0
Boon Duration0%
Fire main hand. In a raid add 25 might (+750 Power, +750 Condition Damage) and fury (+25% crit). Crit chance with boons: 68.7%.
Viper's Backpiece
Viper's
Viper's Accessory
Viper's
Viper's Accessory
Viper's
Viper's Amulet
Viper's
Viper's Ring
Viper's
Viper's Ring
Viper's
Viper's Pistol
Superior Sigil of Bursting
Viper's Warhorn
Superior Sigil of Malice
Relic of the Fractal
Relic
Salsa-Topped Veggie Flatbread
Potent Master Tuning Crystal
Training
Fire
Empowering Flame
Burning Precision
Conjurer
Burning Fire
Sunspot
Burning Rage
Smothering Auras
Power Overwhelming
Pyromancer's Training
Persisting Flames
Pyromancer's Puissance
Inferno
Earth
Stone Flesh
Earth's Embrace
Serrated Stones
Elemental Shielding
Earthen Blast
Strength of Stone
Rock Solid
Earthen Blessing
Geomancer's Training
Diamond Skin
Written in Stone
Stone Heart
Weaver
Elite specialization
Weaver
Superior Elements
Elemental Pursuit
Weaver's Prowess
Elemental Refreshment
Master's Fortitude
Swift Revenge
Bolstered Elements
Elemental Polyphony
Elements of Rage
Woven Stride
Flow State
Skill barTap an attunement to swap like in game: the new element becomes your main hand, the old one moves to the off hand. Tap it again to attune fully.
Fire + Earth
Select a skill to read what it does.

Benchmarks run Signet of Earth because it is deterministic. In a real encounter replace it with Glyph of Lesser Elementals, which does more damage on average but has random elemental behaviour.

Rotation

The build lives in two attunements. Earth loads bleeds (Shattering Stone, Boulder Blast, the dual attack Molten Meteor), Fire keeps burning rolling (Searing Salvo, Raging Ricochet, autos). The pistol's bullet mechanic is the engine: a skill 2 either creates a bullet or spends it for a stronger effect, so the order you press things decides whether Molten Meteor bleeds for two stacks or five. Weave Self every 90 seconds speeds attunement swaps and adds 20% condition damage while you are in Fire, which is why the opener is a dense burst and the loop is calmer.

Before the pull

Two things set up the whole opener: an Earth Bullet in the chamber and a full Earth attunement.

  1. 1
    2
    Earth
    Shattering Stone

    Shattering Stone with no bullet loaded creates an Earth Bullet. Keep it; Molten Meteor will spend it for three extra bleeds.

  2. 2
    1 · 1 · 11
    Earth
    Auto attacks

    Wait fully attuned to Earth (press Earth twice). Earth main hand gives +200 Condition Damage from Elemental Polyphony and your first swap into Fire starts Elements of Rage.

Weave Self opener

Weave Self drops attunement recharge to 2 seconds and gives +20% condition damage in Fire. Everything below happens inside that window, so it is the densest part of the rotation. Run it on the pull and again every time Weave Self is ready.

  1. 1
    5
    Earth → Fire (Earth main, Fire off)
    Wildfire

    Swap to Fire once. Fire is now your off hand, which puts Wildfire on 5. Cast it: eight seconds of a pulsing fire field.

  2. 2
    5
    Earth (press Earth again)
    Dust Storm

    Back to full Earth so the warhorn is Earth again: Dust Storm, five impacts of two bleeds each.

  3. 3
    0
    Earth
    Weave Self

    Activate Weave Self now, after the two warhorn cooldowns are out, so the fast-swap window is spent on pistol skills.

  4. 4
    8
    Earth
    Signet of Fire

    Signet of Fire active: two burning stacks for 10 seconds. Written in Stone keeps its +180 Precision while it recharges.

  5. 5
    2
    Earth
    Shattering Stone

    Shattering Stone with the Earth Bullet loaded spends it: your next three attacks add 5 s of bleeding. Then it loads a fresh bullet next cast.

  6. 6
    3
    Earth
    Boulder Blast

    Boulder Blast: five bleeds plus an immobilize, and the immobilize triggers Strength of Stone for three more.

  7. 7
    7
    Fire → (Fire main, Earth off)
    Signet of Earth

    Swap to Fire. Signet of Earth active: four bleeds and another immobilize for Strength of Stone.

  8. 8
    3
    Fire + Earth
    Molten Meteor

    Molten Meteor, the dual attack, with the Earth Bullet: burning plus five bleeds in one shot, and it weakens the target so Superior Elements gives +20% crit.

  9. 9
    2
    Fire + Earth
    Raging Ricochet

    Raging Ricochet loads a Fire Bullet for Searing Salvo.

  10. 10
    3
    Fire (press Fire again)
    Searing Salvo

    Full Fire. Searing Salvo spends the Fire Bullet for a fire aura and a blast finisher inside your own fire field, plus the 1.0 and 0.25 strikes.

  11. 11
    2
    Earth → (Earth main, Fire off)
    Shattering Stone

    Swap to Earth. Shattering Stone loads an Earth Bullet again.

  12. 12
    1 · 1 · 11
    Earth (press Earth again)
    Auto attacks

    Full Earth. Fill with Piercing Pebble autos, one bleed each, until Shattering Stone is back.

  13. 13
    2
    Earth
    Shattering Stone

    Spend the Earth Bullet: three attacks of bonus bleeding.

  14. 14
    3
    Earth
    Boulder Blast

    Boulder Blast again as soon as it is up.

  15. 15
    8
    Air → (Air main, Earth off)
    Signet of Fire

    Swap to Air for its dual attack. Signet of Fire is back; use it.

  16. 16
    2
    Air + Earth
    Dazing Discharge

    Dazing Discharge loads an Air Bullet (or spends one to cut the next pistol skill's recharge by a third).

  17. 17
    3
    Air + Earth
    Enervating Earth

    Enervating Earth with an Earth Bullet: four bleeds. Without a bullet it is a weak shot, which is why the bullet order matters.

  18. 18
    2
    Fire → (Fire main, Air off)
    Raging Ricochet

    Swap to Fire. Raging Ricochet loads a Fire Bullet.

  19. 19
    3
    Fire + Air
    Purblinding Plasma

    Purblinding Plasma spends it for a burning area under the target, three pulses.

  20. 20
    5
    Fire + Air
    Lightning Orb

    Air is your off hand, so Lightning Orb is on 5: a strike skill, worth it here because the fire field and might are up.

  21. 21
    3
    Fire (press Fire again)
    Searing Salvo

    Full Fire. Searing Salvo on cooldown.

  22. 22
    7
    Fire
    Signet of Earth

    Signet of Earth on cooldown: four bleeds and the Strength of Stone trigger.

  23. 23
    2
    Earth → (Earth main, Fire off)
    Shattering Stone

    Swap to Earth and load an Earth Bullet.

  24. 24
    3
    Earth + Fire
    Molten Meteor

    Molten Meteor spends it: five bleeds and burning.

  25. 25
    1 · 1 · 11
    Earth + Fire
    Auto attacks

    Autos until Wildfire returns.

  26. 26
    5
    Earth + Fire
    Wildfire

    Wildfire from the Fire off hand.

  27. 27
    3
    Earth (press Earth again)
    Boulder Blast

    Full Earth. Boulder Blast.

  28. 28
    5
    Earth
    Dust Storm

    Dust Storm from the Earth off hand.

  29. 29
    2
    Water → (Water main, Earth off)
    Frigid Flurryoptional

    Optional: Frigid Flurry loads an Ice Bullet if you have the time.

  30. 30
    3
    Water + Earth
    Echoing Erosion

    Echoing Erosion: two bleeds, and the Weave Self stance ends here because you have touched all four elements, granting Perfect Weave for 10 seconds.

  31. 31
    F5
    Water + Earth
    Unravel

    Unravel fully attunes you to Water at once instead of waiting a second swap, so Frozen Fusillade is available immediately.

  32. 32
    3
    Water
    Frozen Fusillade

    Frozen Fusillade with the Ice Bullet shatters for a second strike and five bleeds.

  33. 33
    8
    Water
    Signet of Fire

    Signet of Fire on cooldown, then fall into the loop.

Loop

Without Weave Self the swaps are on a 4-second recharge, so the loop alternates full Fire and full Earth with one dual-attack step between them. Keep the two warhorn 5s, both signets and Primordial Stance on cooldown throughout; they are not written into the loop because their timers drift.

  1. 1
    2
    Fire (full)
    Raging Ricochet

    Raging Ricochet loads a Fire Bullet.

  2. 2
    3
    Fire
    Searing Salvo

    Searing Salvo spends it: fire aura, blast, two strikes.

  3. 3
    3
    Earth (full)
    Boulder Blast

    Boulder Blast first: five bleeds and the immobilize for Strength of Stone.

  4. 4
    2
    Earth
    Shattering Stone

    Shattering Stone loads an Earth Bullet for the next step.

  5. 5
    3
    Fire + Earth
    Molten Meteor

    Swap to Fire once and cast Molten Meteor with the bullet: five bleeds plus burning.

  6. 6
    2
    Fire + Earth
    Raging Ricochet

    Raging Ricochet loads a Fire Bullet.

  7. 7
    3
    Fire (full)
    Searing Salvo

    Searing Salvo spends it.

  8. 8
    2
    Fire
    Raging Ricochet

    Raging Ricochet again; it is back after 6 seconds, less with Pyromancer's Training.

  9. 9
    2
    Earth + Fire
    Shattering Stone

    Swap to Earth. Shattering Stone loads an Earth Bullet.

  10. 10
    3
    Earth + Fire
    Molten Meteor

    Molten Meteor from the other side: Fire + Earth and Earth + Fire share the same dual attack, and its 12-second recharge has passed.

  11. 11
    3
    Earth (full)
    Boulder Blast

    Boulder Blast.

  12. 12
    2
    Earth
    Shattering Stone

    Shattering Stone, spending the bullet this time for three enhanced attacks.

  13. 13
    3
    Water + Earth
    Echoing Erosion

    Swap to Water. Echoing Erosion: two bleeds and barrier from the Earth Bullet if one is loaded.

  14. 14
    F5
    Water + Earth
    Unravel

    Unravel to full Water immediately.

  15. 15
    3
    Water (full)
    Frozen Fusillade

    If an Ice Bullet is loaded: Frozen Fusillade first for the shatter and five bleeds, then Frigid Flurry to reload.

  16. 16
    2
    Water
    Frigid Flurry

    If no Ice Bullet: Frigid Flurry first to create one, then Frozen Fusillade. Then back to the top of the loop in Fire.

Key concepts

Dual attunement, in one sentence

Your newest attunement is your main hand (skills 1 and 2), the previous one is your off hand (4 and 5), and 3 is a dual attack that depends on the pair. Pressing the same element twice makes both hands that element. Each element has its own 4-second swap recharge, 2 seconds during Weave Self.

Bullets decide the numbers

Every pistol 2 creates a bullet of its element if you have none, or spends it for a bonus if you do. Molten Meteor with an Earth Bullet is five bleeds instead of two; Enervating Earth without one barely bleeds at all. The rotation is written so that a 2 always precedes the 3 that wants its bullet.

Why Fire and Earth, not Water

Fire main hand gives +200 Power and +150 Power from two minors; Earth main hand gives +200 Condition Damage. Water only appears for Echoing Erosion and Frozen Fusillade, which is why the rotation enters it from Earth and leaves immediately with Unravel.

What Weave Self actually does

For 20 seconds attunement swaps recharge in 2 seconds instead of 4, and you get a bonus per element you are in: +20% condition damage in Fire, +10% strike damage in Air. Touching all four elements ends it early and grants Perfect Weave, all four bonuses at once for 10 seconds. The opener is built to touch all four as late as possible.

Elements of Rage

Each time you attune to a single element you get 8 seconds of +15% strike and +10% condition damage, then +5% and +5%. Alternating full Fire and full Earth keeps re-triggering it, which is why the loop never sits in a dual attunement for long. It also grants Unravel.

The relic

Relic of the Fractal fires whenever you apply bleeding to a target with six or more stacks: two burning and three torment for 8 seconds, every 20 seconds. On this build the target is above six bleeds almost permanently, so treat it as a free 8-second burst on cooldown.

Where the crit comes from

43.7% from gear, +25% from fury in a raid squad, +20% from Superior Elements once a dual attack has weakened the target. Critical hits matter here for Burning Precision, which turns a third of them into 3 seconds of burning.

What each skill is worth

Expected damage of one cast against the heavy raid golem (armor 2597) with 25 might and fury: strike = weapon strength × power × coefficient ÷ armor, crits at 150% with 68.7% chance; conditions = stacks × duration × tick, with 79.87% duration plus any per-condition bonus. Permanent modifiers are included; Weave Self, Elements of Rage and the relic are not, so these are floor values.

SkillStrikeConditionsPer castCastWhy
Dust Storm
Earth off hand
3,20048,07951,279
0.75s · 30sFive impacts over five seconds, each two bleeds. Use it on cooldown.
Primordial Stance
Fire or Earth
2,70143,21345,914
0s · 20sFive pulses over five seconds based on your attunements; fully attuned applies the condition twice. Two charges.
Wildfire
Fire off hand
7,51034,47841,988
0.75s · 30sFire field pulsing for 8 seconds. Use it on cooldown.
Signet of Earth
any
81831,73232,551
0.5s · 15sImmobilize feeds Strength of Stone. Use on cooldown.
Molten Meteor
Fire + Earth
1,18530,72431,910
0.5s · 12sThe dual attack. With an Earth Bullet loaded it is five bleeds plus burning in one shot.
Signet of Fire
any
81828,73229,550
0.5s · 12sPassive +180 Precision stays active while recharging thanks to Written in Stone. Use the active on cooldown.
Frozen Fusillade
Water
3,55619,23222,788
0.5s · 15swith an Ice Bullet
Boulder Blast
Earth
1,04319,23220,275
0.5s · 12sImmobilizes, which triggers Strength of Stone for 3 more bleeds every 3 s.
Enervating Earth
Air + Earth
1,65915,38517,045
0.75s · 12sOnly worth casting with an Earth Bullet loaded.
Shattering Stone
Earth
1,89614,42416,320
0.5s · 6sSpending an Earth Bullet makes your next three attacks add 5 s of bleeding each.
Echoing Erosion
Water + Earth
1,4227,6939,115
0.5s · 15sSpends an Ice Bullet to heal or an Earth Bullet for barrier.
Scorching Shot (Fire auto)
Fire
7112,8733,584
0.5sEvery filler shot in Fire adds two seconds of burning.
Piercing Pebble (Earth auto)
Earth
8302,4043,234
0.5s
Searing Salvo
Fire
2,96302,963
0.5s · 12sBlast finisher; with a Fire Bullet grants fire aura. Fire weapon skills recharge 20% faster from Pyromancer's Training.
Frigid Flurry
Water
2,37102,371
1.25s · 5sCreates the Ice Bullet that Frozen Fusillade shatters.
Raging Ricochet
Fire
1,89601,896
0.5s · 6sCreates a Fire Bullet or spends one for extra might. Mostly a bullet loader.

Simulator

A discrete-event simulator plays the build against the golem with the wiki's PvE skill facts. First it replays the exact cast sequence from Snow Crows' log and compares its damage with what the log recorded, condition by condition. That is the test of the model. Then it replays the same casts with different gear, so the gear question is answered with the actions held fixed.

Replay of the benchmark log

87 seconds, Snow Crows Condition Weaver. Numbers are total damage over the fight.

SourceSimulatedLogDiffAvg stacks
Total3,068,4523,902,408-21.37%
Strikes353,137403,115-12.40%
bleeding1,474,6361,909,737-22.78%59.6 vs 77.4
burning1,162,2891,510,386-23.05%15.8 vs 20.7
torment78,39179,170-0.98%2.2 vs 2.2

Scripted rotation (the loops on this page played by the simulator, no human timing): 35,327 DPS over 90 s, against 44,828 in the log.

Gear search

512 replays: every stat prefix on every piece, 17 runes, 10 sigils in both slots, 8 foods, 6 utilities and the infusion split, by coordinate descent from the Snow Crows set.

Snow Crows gear
35,249
Best found
36,034
  • Utility: Potent Master Tuning Crystal → Toxic Tuning Crystal (+0.26%)
    Condition Damage from 3% of Power and 3% of Precision
  • Utility: Toxic Tuning Crystal → Writ of Masterful Malice (+2.23%)
    +200 Condition Damage while above 90% health
    Caveat: the golem never hits you; on a real boss it drops out whenever you take damage

Prefix: Viper's on every piece · Rune of the Trapper · Sigils of Bursting and Malice · Salsa-Topped Veggie Flatbread · Writ of Masterful Malice · 0 Malign / 18 Spiteful infusions.

What each single swap from the Snow Crows set would do

Utility
  • Writ of Masterful Malice+2.23%
  • Toxic Tuning Crystal+0.26%
  • Magnanimous Tuning Crystal-1.13%
  • Furious Tuning Crystal-1.64%
  • Toxic Sharpening Stone-2.39%
Food
  • Rare Veggie Pizza+0.00%
  • Cilantro and Cured Meat Flatbread-0.11%
  • Plate of Beef Rendang-0.11%
  • Spherified Sesame Oyster Soup-1.68%
  • Plate of Fire Flank Steak-2.55%
  • Bowl of Fancy Potato and Leek Soup-2.67%
  • Bowl of Fire Meat Chili-3.37%
Sigil
  • Earth-0.11%
  • Torment-0.23%
  • Earth-0.48%
  • Torment-0.63%
  • Agony-1.85%
  • Smoldering-2.31%
  • Force-3.27%
  • Accuracy-3.46%
  • Demons-3.46%
  • Force-3.63%
  • Agony-3.69%
  • Smoldering-3.70%
  • Venom-3.72%
  • Demons-3.81%
  • Accuracy-3.82%
  • Venom-4.08%
Infusions
  • 9 Malign / 9 Spiteful-0.16%
  • 18 Malign / 0 Spiteful-0.33%
Stat prefix (all pieces)
  • Trailblazer's-2.71%
  • Ritualist's-5.77%
  • Celestial-11.87%
  • Sinister-14.21%
  • Grieving-15.64%
  • Rabid-15.86%
  • Carrion-16.45%
  • Dire-17.62%
  • Seraph-22.18%
  • Rampager's-22.85%
  • Plaguedoctor's-24.06%
  • Berserker's-36.59%
Rune
  • Nightmare-3.16%
  • Afflicted-4.15%
  • Renegade-5.68%
  • Berserker-5.76%
  • Krait-5.97%
  • Necromancer-6.13%
  • Balthazar-6.62%
  • Weaver-6.91%
  • Elementalist-7.31%
  • Lich-7.69%
  • Undead-8.64%
  • Tormenting-8.72%
  • Mad King-8.91%
  • Perplexity-9.18%
  • Flame Legion-10.37%
  • Scholar-11.74%

Read the swap table as the price of each alternative, not as a recommendation: a negative number is how much the benchmark would lose. Duration bonuses stack additively with Condition Duration up to a 100% cap, which is why rune and sigil swaps that push a condition past the cap buy nothing. Sigil procs on critical hits use the simulator's crit chance and their listed cooldowns. Traits and the rotation are not searched yet; that needs the scripted rotation to match the log more closely than it does.

Where the stats come from

  • Superior Rune of the Trapper ×6 · +300 Condition Damage · +15% condition duration
  • Superior Sigil of Malice · +10% condition duration
  • Superior Sigil of Bursting · +5% condition damage
  • Salsa-Topped Veggie Flatbread · +100 Expertise, +70 Condition Damage
  • 18 × Spiteful +5 Agony Infusion · +90 Expertise
  • Jade Bot Core: Tier 10 · +235 Vitality
  • Signet of Fire (passive, kept by Written in Stone) · +180 Precision
  • Empowering Flame (Fire minor) · +150 Power
    while in Fire
  • Elemental Polyphony (Weaver minor) · +200 Power
    +200 Power in Fire, +200 Condition Damage in Earth; both when dual attuned. Counted here for Fire main hand.
  • Burning Rage (Fire master) · +180 Condition Damage
  • Elemental Refreshment (Weaver minor) · +180 Vitality
  • Strength of Stone (Earth master) · +10% of Toughness as Condition Damage
    Condition Damage equal to 10% of Toughness
  • Potent Master Tuning Crystal · +3% of Precision and 8% of Expertise as Condition Damage
    Condition Damage from 3% of Precision (the signet's 180 excluded, matching the Snow Crows panel) and 8% of Expertise
  • Burning Precision (Fire adept) · +20% burning duration
    and 33% of critical hits inflict 3 s of burning, 5 s cooldown
  • Serrated Stones (Earth adept) · +5% strike damage · +20% bleeding duration
    +5% strike damage against bleeding foes
  • Pyromancer's Training (Fire minor) · +7% strike damage
    +7% strike damage against burning foes, −20% recharge on fire weapon skills
  • Elements of Rage (Weaver grandmaster) · +10% condition damage · +15% strike damage
    8 s after attuning to a single element, then +5%/+5%
  • Woven Fire (Weave Self) · +20% condition damage
    while in Fire during Weave Self; Perfect Weave keeps +20% for 10 s after
  • Superior Elements (Weaver adept) · +20% crit chance
    against weakened foes, which dual attacks apply
  • Relic of the Fractal
    When you inflict bleeding on an enemy that already has 6 or more stacks, also inflict 2 stacks of burning and 3 stacks of torment for 8 seconds. 20-second cooldown.
  • Salsa-Topped Veggie Flatbread
    +100 Expertise, +70 Condition Damage, 66% chance to steal life on critical hit
  • Potent Master Tuning Crystal
    Condition Damage equal to 3% of Precision and 8% of Expertise

Difficulty: Advanced

  • Resources tracked4

    Two attunement cooldowns, four bullet types, Weave Self's 20-second window, and Elements of Rage's 8-second window.

  • Distinct skills per loop9

    Eight pistol and warhorn skills plus the signets and Primordial Stance between them.

  • Timing windowsMedium

    Order inside each attunement matters for bullets, but no single input breaks the rotation if it slips by a second.

  • ForgivenessGood

    Snow Crows lists it as easy to learn with a high mastery curve: the loop is forgiving, the opener and bullet order are where the last 10% lives.

Chosen traits

  • Fire: Burning Precision · Burning Rage · Pyromancer's Puissance
  • Earth: Serrated Stones · Strength of Stone · Written in Stone
  • Weaver: Superior Elements · Master's Fortitude · Elements of Rage

Sources

Icons and game data © ArenaNet, served from the official Guild Wars 2 API and render service.