Weaver - Freshweaver

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The community gave this build a rating, making it second-tier: Good

Focused on: Strike damage and Mobility

Designed for: PvP Conquest

Difficulty:
Hard
This build was last updated on March 29, 2024 and is up to date for the March 19, 2024 patch.

Overview

A PvP Weaver take on the Fresh Air archetype with a steep learning curve, focusing on burst damage and +1ing fights. One of the hardest Elementalist builds to play.


Skill Bar

Scepter/Focus
Utility


Slot Changes

Heal

  • Ether Renewal - adds much needed cleansing to the build in case you're having trouble avoiding conditions, or if the enemy team is overloaded with them.

Utility

  • Twist of Fate over Arcane Shield - it's a better defensive skill overall, albeit on a higher CD. It can also negate more attacks, even Unblockable Unblockable attacks. Arcane Shield allows you to stay on the offensive instead.
  • Armor of Earth over Arcane Shield - offers much needed Stability Stability and Barrier instead of a block. Allows you to stay offensive while being difficult to interrupt.
  • Signet of Air over Lightning Flash - a much more risky alternative to using Lightning Flash, offers more damage, a Blind Blind and low CD stun break over a skill that allows you to abuse Z-axis.

Template Code

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Specializations

Variants

  • Renewing Stamina can be taken if you wish to sacrifice some healing for a more evasive setup.


Equipment

Scepter
Focus
Sigil
Sigil
Rune
Amulet
Relic

Equipment Variants

Amulet

  • - a much less forgiving version of an already hard build. You would swap to Rune of Holosmith instead of Rune of Scholar.


Usage

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 Fire Attunement fire becomes your primary attunement and weapon skills 1-2 are going to be fire skills. Afterwards if you switch to Air Attunement then air is now your primary attunement and fire's moved to secondary - now skills 1-2 are air and 4-5 are fire. Skill 3 is a dual skill influenced by both active attunements β‡’ fire + air for example is Plasma Beam.
  • 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.
  • It's possible to attune twice in a row to the same element, and doing this with Air Attunement is going to be a part of your burst rotation.


General

  • The build makes little to no use of Water Attunement.
  • Keep swapping in-and-out of Air Attunement repeatedly while roaming between capture points in order to maintain Swiftness Swiftness.
    • Note: attuning to air twice in a row doesn't give swiftness the second time.
  • The condition applied from Elemental Surge depends on your active primary attunement when your Arcane Blast hits the target, not the primary attunement you are in when you cast the skill. If you want Arcane Blast to inflicting Immobilize Immobilize to set up a burst then you need to remain in Earth Attunement until the skill lands - or swap into earth right before it lands.
  • Conjure Fiery Greatsword's purpose is twofold.
    • Mobility: Fiery Whirl and Fiery Rush are excellent movement skills that can help you disengage from fights if your defensive CDs ran out, or if you want to get to the other capture point as soon as possible.
    • Cleave: AoE in the build is rather clumsy, except for Fiery Whirl and Firestorm. Use these whenever you need to cleave down a downed enemy.
  • Glyph of Elemental Harmony is best used in earth for the Protection Protection.
  • Arc Lightning isn't interrupted when you change attunements. Starting the channel in air and swapping to any other attunement is an excellent way of recharging air through Fresh Air as this skill hits multiple times in a short period of time. This is also a great filler in general.


Burst damage

  • This build bursts by rapidly unloading instant cast abilities on top of a channeled one.
  • The 3 main channeled skills you're going to use in bursts are Plasma Beam, Earthen Synergy and Fracturing Strike.
  • All of your hard hitting abilities should go off after double attuning to Air Attunement.
  • Burst combos that require an enemy to stay in place (such as the ones involving Fracturing Strike) should be used after firing Arcane Blast in Earth Attunement for the Immobilize Immobilize.


Notable burst combos

These are some potential combos you can use based on the techniques outlined above. The quicker you pull these chains off, the better.

From Fire primary Air secondary:

  1. Fire Shield β‡’ Transmute Fire for the Might Might
  2. Cast Dragon's Tooth and time it in a way that it goes off right after you've swapped to Air
  3. Plasma Beam
  4. Arcane Blast
  5. Air Attunement
  6. Air Attunement
  7. Lightning Strike
Note: in this specific case, if you already have an active Elemental Surge buff before beginning the chain, Arcane Blast should be used after the second Air Attunement in order to benefit from the Air modifiers and Elements of Rage.

From Earth primary Air secondary:

  1. Earthen Synergy
  2. Arcane Blast
  3. Hurl
  4. Air Attunement
  5. Air Attunement
  6. Lightning Strike

From Earth primary Fire secondary:

  1. Fracturing Strike
  2. Arcane Blast
  3. Hurl
  4. Air Attunement
  5. Air Attunement
  6. Lightning Strike


Survival

  • One with Air makes it easy to kite most specs. The Chill Chill from Water skills like Shatterstone helps too. Avoid melee as much as possible!
  • CCs can be used for shaking off pursuers.
  • Abuse spots on maps that break teleport skill pathing when the enemy team has Thieves, Revenants, and other such specs with teleports. Use the terrain to your advantage in general, it's very important for builds as squishy as this one.
  • Rock Barrier's barrier application is always useful.
  • Swapping to Earth is a great way of instantly gaining Protection Protection, even when you're stunned.
  • Magnetic Wave and Swirling Winds provide excellent protection against enemies who use projectiles. These however do not work against unblockable projectiles, and some ranged builds - such as this one - are mostly unaffected by projectile reflects and blocks.
  • Obsidian Flesh and Lightning Flash are your last resort defenses in situations where neither CC nor projectile denial will keep you alive. You should only use these when other options are either unavailable or not going to suffice.


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Ratings

This build has a rating of 4 stars based on 16 votes.
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5 stars
AnOffMetaPumpkin gave this build 5 stars β€’ December 2023
Power creep swung around again and this is ridiculous. The damage nuke is nuts and much of it forces a dodge or goes through projectile blocks. Be sure to check the date of reviews on here when reading about what's good rn. πŸ˜„
4 stars
Selaflaffy gave this build 4 stars β€’ February 2023
After the Scepter mini-rework and the buffs to several elementalist skills this build had quite a few combos opening up for it again. I believe it has improved post-update in terms of general viability, while it isn't Fresh Air Catalyst, it can still fill a pretty specific nieche, and be damn fun doing it too.
2 stars
Ethan gave this build 2 stars β€’ August 2022
This build is basically a meme at this point, it can still work, but I found even core FA Elementalists out dpsing the FA weavers. No team fight presence and can’t really 1v1, so basically you exist to disrupt small fights.
4 stars
Trrrrev gave this build 4 stars β€’ May 2021
4 stars for being very fun, as opposed to potent. You will not affect match outcomes much with this build. Ultimate "run & gun" playstyle. I think the build needs an update, the trait "final shielding" is a 240 sec cd now, as such "Elemental lockdown" is a better choice, also I take the trait "arcane precision" due to the weakness it provides. One key to the playstyle is activating skills with the target behind you, this is possible for many skills in this build, and the ability to fire behind you along with your great speed is what makes the build somewhat competitive against melee once they close in. I also choose tornado for the elite, cd on fiery greatsword is just too long.
2 stars
Paradoxoglanis gave this build 2 stars β€’ May 2020
With the widespread damage nerfs, this build has lost a lot of its potential. It no longer has enough damage to justify its limited utility and survivability. You will have to land multiple burst combos in a row to down someone, all while struggling to kite and sustain through condi pressure and cc combos. The build still functions as a fast paced and highly mobile burst build, but its effectiveness has decreased significantly.
1 star
Ether gave this build 1 star β€’ May 2020
if u want real range w/ dmg and dont want to get melted after someon touch u, just play ranger/engi. in the current spvp environment, even the meme builds that functions similar to FA weaver either has more survival or chase down potential that also has dmg somewhere similar to this build. Just don't bother w/ this build as of right now. If u dedicate yourself trying to learn this build, it'll only cause disappointment as the build has minimal sustain. Any movement impair condition will pretty much force u to use lightning flash since u can't afford to take any dmg w/ the pathetic base health pool ele has, coupled w/ the fact that a good portion of side node builds can jump on to u in a blink of an eye thanks to your sceptor's range.
2 stars
Aditya Cyfer gave this build 2 stars β€’ April 2020
Fresh air no longer has that damage. One burst combo used to bring out heavy target golem to 30%, now to completely down a player you have to do atleast 2 main burst combos and then numerous air autos. They nerfed it so bad, it's really laughable and unplayable. Even grimmjack doesn't want to play fresh air. People who never played FA, will never know what piece of elite art it used to be.
3 stars
Utrex gave this build 3 stars β€’ December 2018
Permanent superspeed when engaging, no need to face target (unless using Plasma Beam or Arc Lightning) simply splendid burst when in the hands of a master. Less sustain than core FA but because you have a good kiting kit you're able to use mobility to your advantage. A very difficult build but it's a high reward for its risk. (Used Arcane burst variant) The main problem this build has is sustain. As you know, Mirages are mobile and a single touch from them is enough to condi you to death! Be extra careful around Mirages.
3 stars
Hanz gave this build 3 stars β€’ December 2018
Has some pros and cons. What I like: 1) FA weaver makes better use of Focus than any other weaver build because it can rotate the primary attunement to secondary in no time, so it has better access to Earth 4-5. 2) Higher burst than core FA. What I don't like: 1) You're locked to a single attunement for way too long once you're in air. Not being able to swap around reactively is going to cause a lot of problems. I said it can rotate attunements better than other weaver builds, but still much worse than core ele or even tempest. In air this is a free kill, utilities can only buy so much time. 2) Very minimal sustain, even for a burst build. 3) Feels clunky and handicapped, I think weaver was made with sword in mind and anything else is going to be okay-ish at best. That being said it can be a lot of fun when it works, and has a fairly high skill cap. EDIT: back from the archives because it's seeing play again, updated usage a bit
1 star
Dome gave this build 1 star β€’ September 2018
After the patch, weaver mender sword/dagger is much much better.
4 stars
Oskoff gave this build 4 stars β€’ September 2018
Disclaimer: Played this build for over 90% of my ranked games in the past 9 months including the time when it fell out of meta so I am extremely biased. THE BAD: 1 - Mediocre at best survivability with some of the worst condition removal of any viable build 2 - The actual damage of the bursts isnt that impressive when compared to some other builds, particularly certain Mesmer builds 3 - Poor cleave outside of Firey Greatsword 4 - Bad RNG on crits leading to a Raging Storm not activating until an arcane blast lands can unexpectedly decrease your burst far more than you expect 5 - Weakness can single handedly shut this build down due to denying Fresh Air resets THE GOOD: 1 - The sheer variety of possible bursts allow you to almost immediately transition from one target to another, combined with the fact you're ranged this makes it one of the more useful bursty builds to have in a teamfight 2 - Almost permanent in combat superspeed makes certain specific builds a non-threat to you 3 - Some of the best defense against projectiles 4 - Great access to blinds 5 - Suffers less than almost any other ranged build against projectile blocks and reflects 6 - The bursts from this build are far harder to avoid than bursts from Mirages or Deadeyes for example as they don't have an equivalent audio cue to a summoned phantasm or a Deadeye leaving stealth Also, the biggest reason to play this build is just how insanely fun and fast paced it feels to play
5 stars
McBKboy gave this build 5 stars β€’ December 2017
Very strong. Water into fire into lightning will demolish anything, asumming you have good positioning.
5 stars
Auser gave this build 5 stars β€’ December 2017
One of the best dps ranged burst builds atm, can carry teamfightd if you can position well due to being able to wipe scourges and others out easy
5 stars
Nathanel gave this build 5 stars β€’ December 2017
marvelous burst, and incredibly nice condi cleanse better then core fresh air. definately one of the succesfull non Firebrand,Scourge,Mirage and Spellbreaker builds out there.
5 stars
Karas gave this build 5 stars β€’ December 2017
Insane burst build it is the perfect counter against avatar Sw/D weaver build. it gets raped by other ranged burst build though. But really this and avatar are the 2 best usage you can make with weaver in PvP
5 stars
Swagnacious gave this build 5 stars β€’ November 2017
I personally run with scholar rune, get rid of water traits, run arcane 2,3,2. Run lighting flash, arcane shield, and arcane blast. Taken a liking to glyph of harmony as well. You'll definitely see a massive damage spike when you 2x swap to air, then go in for an air/fire 3 (plasma beam) and 2x swap to air before the channel finishes, all while dumping air 2 and arcane blast. The damage is destructive. The draw back to this build is that you can't handle condi pressure, you also have to per-determine what weapon skills you might need and set yourself up for them just in case. So always keep in mind, your needing a defensive cd (ex: earth 5) your gonna need to force it open with FA in most cases. This build is one I highly recommend to veteran FA players.

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