Weaver - Mender's Sword
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A Weaver build for sPvP with extremely high sustain designed to contest capture points in smaller skirmishes and stall fights for as long as possible. This build is often seen at automated tournaments, while Fire Weaver remains more popular in ranked simply because of its higher damage.
- over - panic button instead of a self/group rez.
- - gives up some of the sustain for more group support.
- - trades some of your overall sustain for more durability vs condition damage specs.
- - more sustain.
- - a very passive and tanky choice.
- 's 6th bonus synergizes with traits, triggering a condition removal whenever you evade an attack. Needless to say this makes the build extremely good against condition based specs, but keep in mind that - aside from the 6th bonus - this rune doesn't offer much. Weaver's cleansing is already great, which means most of the time this rune won't be necessary, and in the current meta it's only going to help vs Mirage (although it does make a significant difference in that matchup). Only works with !
Elite specialization basics
- Weaver allows the Elementalist to attune to 2 elements at the same time, and skills 1-5 will be decided based on both. Let's call them primary and secondary attunements.
- If you swap to then fire becomes your primary attunement and weapon skills 1-2 will be fire skills. Afterwards if you switch to 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 ⇒ fire + water for example is .
- 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. Attuning to the same element twice has its own dual skill.
- Your goal is to stall fights and just survive as long as possible. The build doesn't really have the damage to actually win those fights without help, but can be a thorn in the enemy team's side as it's incredibly hard to deal with.
- Cycle fire ⇒ air ⇒ fire ⇒ air to maintain Swiftness while roaming between capture points.
- Look at first and foremost as a source of Stability, which has many uses including safe stomping downed enemies or securing important skills.
- When used offensively, is best used on any attunement combination that contains Air for the Vulnerability stacking.
- should seldom be touched, as the passive is extremely valuable. Note that several trait procs also count as skill activations and will benefit from the passive of this signet.
- Unless you either have a high amount of Confusion on you, or you're already at maximum health, you should always be casting something (autoattacks will do too). This is to get the most out of this signet's passive.
- can be cancelled by stowing your weapon in rare cases when the full evasion isn't needed (let's say you have to cleave a downed target and must keep the pressure up, but had to break stun).
- If is taken Gaining Regeneration cleanses a condition. Obtaining Swiftness and Superspeed applies Regeneration as well, significally enhancing your options when it comes to cleansing by turning things like into anti-condition tools.
Basic healing combo
- Dodge in to proc the relevant effect of .
- Use .
- Swap to for or use if you were in Earth prior to switching to Water. Use them in the field created by Riptide. You could also go Earth ⇒ Water ⇒ Earth and do both.
- Swap to
- for the barrier.
- Optional: when you swap out of Fire, use if cleansing is needed.
- YouTube: Cellofrag version, gameplay/guide
- Twitch: Grimjack