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Weaver - Blood Weaver

This is a test build. You may comment and rate it.

Designed for: PvP Conquest

Expansions required: Path of Fire BuildsSecrets of the Obscure builds

Difficulty:
Hard

This build was last updated on November 02, 2025.

Overview

A duelist weaver build using pistol/dagger that relies on swapping in and out of earth attunement for sustain and bleeding application. Aimed more towards experienced players that can time attunement swaps with opponents' key skill animations to mitigate strike damage through Stone Heart and extract this build's full potential. Does not excel at mobility so it does not fit the glassy 'run and gun' playstyle, but is more of a bunker. This build relies on toughness from the rabid amulet for damage mitigation instead of protection, so it is not susceptible to corrupts or boon strips. Also, unlike the Hammerweaver build, which follows a similar pattern of swapping in and out of earth attunement, there is no pressure to maintain orbs.

Skill Bar

Pistol/Dagger
Utility


Skill Variants

  • The elite skill is flexible and any of the following could work:
    • Weave Self offers several strong modifiers and a CC.
    • Glyph of Elementals for either healing from the ice elemental or burning Burning from the fire elemental.
    • Tornado can be used for its mobility or CC.
    • Conjure Fiery Greatsword can be used for even more mobility than Tornado, but it has a longer cooldown.


Template Code

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Specializations

Variants

  • Several traits can tweak the balance of the build more in favour of condition damage or sustain depending on playstyle and matchup:
    • Earth: Strength of Stone over Rock Solid for more condition damage but sacrificing some stability.
    • Fire: Burning Fire over Burning Precision for passive condition cleanse at the cost of burn duration and a chance to inflict burning on critical hits. Burning Rage can also be taken over Smothering Auras for more condition damage but sacrificing some cleanse.
    • Weaver: Elemental Pursuit and Woven Stride over Master's Fortitude and Invigorating Strikes for more cleanse but sacrificing vitality, vigor and barrier on dodge. If taken, Elemental Pursuit can be triggered almost on cooldown with frequent sources of cripple in this build which translates to a passive cleanse of one condition almost every 10 seconds.

Equipment

Pistol
Dagger
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Sigils

  • Sigil of Agony prolonges bleeding Bleeding duration, the main damaging condition of the build, by +25%.
  • Sigil of Cleansing provides an extra passive condition cleanse every nine seconds.
  • Sigil of Exposure applies vulnerability to make the condition damage a little more potent as well as act as a cover condition, especially if not taking Relic of the Sorcerer.

Rune

  • Rune of Lynx improves movement speed by +25%, provides a bit of additional condition damage, but the power it provides is not so relevant.
  • Rune of Necromancer also improves condition damage while offering some extra vitality.
  • Rune of Trapper for purely condition damage and duration bonuses.

Relic

  • Relic of the Wayfinder increases movement speed.
  • Relic of the Phenom grants protection when using the many cantrip skills in this build. However, it should be noted that the damage reduction from protection is not at full effect when the build has other sources of damage reduction such as toughness, as they scale multiplicatively rather than additively.


Usage

  • The basic way to play this build is to open fights with Elemental Explosion, then forget that it exists and swap in and out of earth attunement.
  • To prepare for the opening, before even entering a fight, pre-load the pistol with elemental bullets to have Elemental Explosion fully ready or almost ready.
    • This can be achieved by using the second skill of each attunement. The skills do not need to hit a target, they can simply be cast into thin air.
    • A suggestion is to pre-load only three of the four bullets in the order Fire -> Water -> Air. This makes air/water skills available at the start of combat and offers several options:
      • Electric Exposure can be used to remove aegis Aegis, blind Blind, trigger other blocking effects, or bait out dodges.
      • Dazing Discharge can briefly daze Daze an opponent. Doing so will consume the already-generated air bullet, meaning it will need to be cast again to re-generate an air bullet for Elemental Explosion. But if really needed, it can be used to interrupt something important such as an opponent's resurrection attempt.
      • Flowing Finesse is an evade, provides stability Stability, and when consuming the air and water bullets, is enhanced to also grant frost aura and superspeed Superspeed. Just note that the water and air bullets will need to be re-generated for Elemental Explosion, so it may be better to avoid using this skill unless absolutely necessary.
      • Frost Aura and Cleansing Wave are available if healing or condition cleanse are needed.
      • Earth attunement is just one button press away, where earth/air skills offer even more options:
        • Ride the Lightning offers the ability to dash away from or close the gap to an opponent.
        • Updraft can be used to either evade an attack, interrupt an opponent, or to setup a burst.
        • the combo Shattering Stone -> Elemental Explosion -> Enervating Earth.
          • Shattering Stone generates the final elemental bullet for Elemental Explosion, while also applying bleeding Bleeding and cripple Cripple. If taking Relic of the Sorcerer, vulnerability Vulnerability is also inflicted whenever cripple Cripple is applied. Furthermore, if taking Sigil of Doom, poison Poison is inflicted on the first attack following the attunement swap from air/water to earth/air. This is followed up by Elemental Explosion, which applies burning Burning in addition to some more bleeding Bleeding, vulnerability Vulnerability and cripple Cripple. It also generates an aura of the primary attunement, in this case, a magnetic aura. Finally, Enervating Earth applies weakness Weakness and cripple Cripple, while also generating an earth bullet for the rotation that is outlined further below.
          • more generally, it should be noted that Sigil of Doom has a nine-second cooldown when swapping attunements. Meanwhile, the sources of cripple Cripple in this build for Relic of the Sorcerer, besides Shattering Stone, are Elemental Explosion, Earthen Blast, Enervating Earth, and Churning Earth. Relic of the Sorcerer has a one-second cooldown.
  • For the remainder of the fight, it is unlikely that Elemental Explosion can be charged again. The only exception to this is if there is a bit of downtime in the middle of the fight to load an elemental bullet from each attunement, which might be made a little more likely if using Weave Self to shorten the attunement swap times. Otherwise it can usually be ignored because it is not practical to load the elemental bullets it requires.
  • Once the opening combo with Elemental Explosion is performed, the rest of the fight will involve swapping in and out of earth attunement. More specifically, this means switching attunements in this pattern: earth -> X -> earth -> X -> earth -> X -> earth..., where X can be replaced by fire, water or air attunements depending on the situation. When swapping into earth attunement, the main skills to use are Shattering Stone, which generates an earth bullet, and the secondary attunement skills in slots four and five. Meanwhile, when swapping into fire, water or air, the main skills to use are the primary attunement skill in slot two, as well as the dual attack in slot three. This will generate a bullet of the primary attunement, and then expend that attunement's bullet along with an earth bullet (if one had been generated earlier), to enhance the dual attack.
  • Besides the opening combo with Elemental Explosion, some other combos are:
    • Updraft -> swap into fire attunement -> Raging Ricochet -> Molten Meteor -> Churning Earth -> swap into earth attunement (which will trigger flame expulsion from Pyromancer's Puissance) -> Ring of Fire (elementalist) -> Fire Grab -> Shattering Stone. If an opponent is not in melee range, the combo can be started with Ride the Lightning to close the gap. However, be wary that it can be a bit predictable that Updraft may follow, so it may become harder to land the combo.
    • To stay at range, swap into fire attunement from earth -> Raging Ricochet -> Molten Meteor -> swap into earth attunement -> Shattering Stone -> swap into water attunement -> Frigid Flurry -> Echoing Erosion -> swap into earth attunement - > Shattering Stone. This rotation can be repeated, and any downtime while waiting for attunement swaps to come off cooldown can be filled with auto attacks, which apply bleeding Bleeding in earth attunement and burning Burning in fire attunement. The order can easily be changed to earth -> water -> earth -> fire -> earth instead. Air attunement can also be included, mainly for the bleeding Bleeding from the dual attack Enervating Earth.
    • While attuned to x/earth, Earthquake will be available, which knocks opponents down for two seconds. This can also be used to setup combos, counter attack, interrupt important skills or kite.
  • To mitigate strike damage:
    • The toughness from the equates to roughly reducing strike damage by around the same amount as protection, while Geomancer's Training reduces incoming strike damage a little further if within the 360 range threshold.
    • Dual attacks provide vigor Vigor if taking the trait Invigorating Strikes, which enables more dodges.
    • A well-timed attunement swap to earth can mitigate alot of strike damage thanks to Stone Heart, Stone Flesh and Earthen Blast. Stone Heart negates critical damage for two and a half seconds, Stone Flesh further reduces incoming strike damage slightly while attuned to earth, while a small barrier from Earthen Blast can absorb some damage too.
    • A well-timed swap from earth to one of the other attunements also triggers Stone Heart for one second.
    • While Armor of Earth is best used as a stun break, its protection Protection and barrier can be used to reduce incoming strike damage if really needed.
  • To cleanse conditions:
    • Ether Renewal is a heal skill that can also remove up to eight conditions.
    • Cleansing Fire is a utility skill that cleanses up to four conditions but it may be wiser to save it for its ability to break stuns.
    • Attuning to fire grants a fire aura due to Sunspot, which in turn, cleanses one condition thanks to Smothering Auras.
    • Attuning to earth/water provides access to Frost Aura, which cleanses a condition, and its flipover skill, Transmute Frost, which cleanses a further two conditions, both thanks to Smothering Auras. Earth/water also provides access to Cleansing Wave, which cleanses three conditions. It should be noted that Transmute Frost functions as a small AoE heal too that, in addition, grants regeneration Regeneration for a short duration. Meanwhile, Cleansing Wave is another, slightly larger, AoE heal.
      • Attuning to earth/water also grants a stack of stability Stability for three seconds to ensure these skills are less likely to be interrupted. The same applies to any ability when attuning to earth/X, but other priority skills may be Ether Renewal, Ring of Fire (elementalist), and Ride the Lightning. While Armor of Earth would mainly be used as a stunbreak, since it also grants 10 stacks of stability Stability, it can also be used to make key abilities less likely to be interrupted.
  • Lightning Flash is mainly saved to teleport away from trouble, but in some cases, can be used offensively to close the gap to an opponent or just to kite around the map.
  • Swapping in and out of earth attunement ensures it is always either a primary or secondary attunement, which passively grants a permanent +120 vitality through Elemental Polyphony.


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