Weaver - D/F Support

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Focused on: Team support and defense.

Designed for:


Elementalist is a great all round class, that is thus able to put out more damage in a support role than any other support-capable class. With tons of boon support now increased with Elemental Attunement combined with reduced Attunement Recharge through Weaver, the old standard team healing and condition cleansing through Arcane+Water, and its own protection augmented by barriers and improved access to vigor, played correctly, Weaver is a powerful addition to any conquest team. Elementalist also provides the best projectile hate for pesky ranged damage dealers which have seen a recent increase in popularity.






  • Can't find such trait "Arcane Abatement"! Please refer to our trait index


Superior Sigil of Doom
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
Superior Sigil of Energy
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Rune of the Monk
Superior Rune of the Monk.pngSuperior Rune of the Monk
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)
Celestial Amulet
Celestial Amulet.pngCelestial Amulet
+460 Power +460 Precision +460 Toughness +460 Vitality +460 Ferocity +460 Healing Power +460 Condition Damage



  • Superior Rune of Strength Superior Rune of Strength
    Superior Rune of Strength.pngSuperior Rune of Strength
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
  • Superior Rune of Hoelbrak Superior Rune of Hoelbrak
    Superior Rune of Hoelbrak.pngSuperior Rune of Hoelbrak
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; -20% condition duration applied to you.


  • for more healing power and less tankiness. Adjust style accordingly for the shift of balance toward power over condition damage.


  • Improving team's stay power with continuous boon, healing and cleansing support.
  • Going into the same attunement twice in a row still grants the bonus from and . Abuse this for protection and condition cleansing for your team when necessary.
  • Between , and you should have plenty of self-cleansing to be able to use Attune to Water for healing and cleansing allies only.
  • use dual skills when escaping regardless of target or lack of, just to gain a defensive barrier.
  • You have a lot of CC skills for lock down/interrupt, specifically */Air
    Gale Gale
    Knock down your foe with a charged wind blast.
    Knockdown.pngKnockdown: 2 seconds
    Range.pngRange: 900
    , */Water
    Comet Comet
    Drop a comet of ice on target foe, damaging and dazing foes in the area.
    Damage.pngDamage: 195
    Daze.pngDaze (2s): Unable to use skills.
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 180
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 900
    , Air/Air
    Shocking Aura Shocking Aura
    Shocking Aura
    Envelop yourself with electrical energy that stuns nearby foes if they attack you. Each attaker can be affected by this only once every 2 seconds.
    Shocking Aura.pngShocking Aura (4s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
    Stun.pngStun (1s): Unable to use skills or move.
    , Air/Water Katabatic Wind Katabatic Wind, Water/Earth Mud Slide Mud Slide.
  • Very squishy if caught without protection, or barriers or earth attunement ready. Best to try to support without getting within striking distance, and only go for damage when opportune.


  • Scourge's corruption are on a low cool down, but require you to be next to a shade or the scourge itself. Try to keep distance and dodge the shade casts.
Build rating - 0 stars
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1 Ratings
0 stars
CGSN gave this build 0 stars October 2017

The amount of support this build gives in exchange for what it gives up seems completely disproportionate. While very tanky and packing lots of utility for itself, it offers very low amounts of support compared to the many other support builds in the game.

Some team cleansing and healing is there, but that's a feature of the elementalist class as a whole that is not unique to this build. Tempest provides much more boons/healing/cleansing/aura utility to its team while bringing more damage. So what does this build do that is unique?

It is much harder to kill. This is an incredibly tanky build. While that's valuable, particularly for those learning a class, there is a balance between personal stats and support provided that must be taken into account on support builds, and I think this swings far too far to the personal side. It's just far too easy to ignore as the support it isn't game-swinging like the effects that other supports bring.

I also dislike the rune (herald), amulet (celestial), and sigil (absorption) choices. This new celestial is awful, providing no more stats than the 4-stat amulets. The old celestial was good because it had 30% more stats than every other amulet type. At the same amount, the 3 power stats are inefficient and could be better used in a focused 4-stat spread.

Decent safe build for learning the class. Not enough to push it to good.