Weaver - Blood Weaver
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 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
Skill Variants
- The elite skill is flexible and any of the following could work:
- offers several strong modifiers and a CC.
- for either healing from the ice elemental or
Burning from the fire elemental. - can be used for its mobility or CC.
- can be used for even more mobility than , but it has a longer cooldown.
Template Code
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: over for more condition damage but sacrificing some stability.
- Fire: over for passive condition cleanse at the cost of burn duration and a chance to inflict burning on critical hits. can also be taken over for more condition damage but sacrificing some cleanse.
- Weaver: and over and for more cleanse but sacrificing vitality, vigor and barrier on dodge. If taken, 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
Equipment Variants
Sigils
- prolonges
Bleeding duration, the main damaging condition of the build, by +25%. - provides an extra passive condition cleanse every nine seconds.
- applies vulnerability to make the condition damage a little more potent as well as act as a cover condition, especially if not taking .
Rune
- improves movement speed by +25%, provides a bit of additional condition damage, but the power it provides is not so relevant.
- also improves condition damage while offering some extra vitality.
- for purely condition damage and duration bonuses.
Relic
- increases movement speed.
- 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 , 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 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:
- can be used to remove
Aegis,
Blind, trigger other blocking effects, or bait out dodges. - can briefly
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 . But if really needed, it can be used to interrupt something important such as an opponent's resurrection attempt. - is an evade, provides
Stability, and when consuming the air and water bullets, is enhanced to also grant frost aura and
Superspeed. Just note that the water and air bullets will need to be re-generated for , so it may be better to avoid using this skill unless absolutely necessary. - and 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:
- offers the ability to dash away from or close the gap to an opponent.
- can be used to either evade an attack, interrupt an opponent, or to setup a burst.
- the combo -> -> .
- generates the final elemental bullet for , while also applying
Bleeding and
Cripple. If taking ,
Vulnerability is also inflicted whenever
Cripple is applied. Furthermore, if taking ,
Poison is inflicted on the first attack following the attunement swap from air/water to earth/air. This is followed up by , which applies
Burning in addition to some more
Bleeding,
Vulnerability and
Cripple. It also generates an aura of the primary attunement, in this case, a magnetic aura. Finally, applies
Weakness and
Cripple, while also generating an earth bullet for the rotation that is outlined further below. - more generally, it should be noted that has a nine-second cooldown when swapping attunements. Meanwhile, the sources of
Cripple in this build for , besides , are , , , and . has a one-second cooldown.
- generates the final elemental bullet for , while also applying
- can be used to remove
- For the remainder of the fight, it is unlikely that 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 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 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 , 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 , some other combos are:
- -> swap into fire attunement -> -> -> -> swap into earth attunement (which will trigger flame expulsion from ) -> -> -> . If an opponent is not in melee range, the combo can be started with to close the gap. However, be wary that it can be a bit predictable that may follow, so it may become harder to land the combo.
- To stay at range, swap into fire attunement from earth -> -> -> swap into earth attunement -> -> swap into water attunement -> -> -> swap into earth attunement - > . 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 in earth attunement and
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 from the dual attack . - While attuned to x/earth, 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 reduces incoming strike damage a little further if within the 360 range threshold.
- Dual attacks provide
Vigor if taking the trait , which enables more dodges. - A well-timed attunement swap to earth can mitigate alot of strike damage thanks to , and . negates critical damage for two and a half seconds, further reduces incoming strike damage slightly while attuned to earth, while a small barrier from can absorb some damage too.
- A well-timed swap from earth to one of the other attunements also triggers for one second.
- While is best used as a stun break, its
Protection and barrier can be used to reduce incoming strike damage if really needed.
- To cleanse conditions:
- is a heal skill that can also remove up to eight conditions.
- 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 , which in turn, cleanses one condition thanks to .
- Attuning to earth/water provides access to , which cleanses a condition, and its flipover skill, , which cleanses a further two conditions, both thanks to . Earth/water also provides access to , which cleanses three conditions. It should be noted that functions as a small AoE heal too that, in addition, grants
Regeneration for a short duration. Meanwhile, is another, slightly larger, AoE heal.
- Attuning to earth/water also grants a stack of
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 , , and . While would mainly be used as a stunbreak, since it also grants 10 stacks of
Stability, it can also be used to make key abilities less likely to be interrupted.
- Attuning to earth/water also grants a stack of
- 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 .
Ratings
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