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Weaver - CES Lightning Rod

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Focused on: Power.

Designed for:


Overview

A power based Weaver build for sPvP that utilizes Conjure Earth Shield to proc Lightning Rod while providing excellent defensive utility.

Skillbar

Sword/FocusHealingUtilityElite

Slot Changes

Healing

Optional Skills:

  • - A bigger burst heal, but has a greater risk because of cast time.


Utility

Optional Skills:

  • - Another invulnerability skill that also serves as a stun break. Can replace Signet of Air.
  • - Extra damage and another stun break.
  • - Evades and a stunbreak.


Elite

Optional Skills:

  • - Another source of CC.

Template Code

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Specializations



Variants

  • - more survivability at the cost of damage.

Equipment

Sword.png
Focus.png
I.png
Superior Sigil of Energy
9Recharge.png
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 Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Superior Rune of Divinity
Superior Rune of Divinity.pngSuperior Rune of Divinity
(1): +8 All Stats (2): +10 All Stats (3): +12 All Stats (4): +14 All Stats (5): +16 All Stats (6): +18 All Stats, +10% Maximum Health
Berserker Amulet
Berserker Amulet.pngBerserker Amulet
+1200 Power +900 Precision +900 Ferocity

Equipment Changes

Runes

  • - less sustain, another source of CC.
  • - if you need more condi cleanse.

Amulets

Usage

Elite specialization basics

  • Weaver allows the Elementalist to attune to 2 elements at the same time, and skills 1-5 are 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 (called Dual Attacks) influenced by both active attunements fire + water for example is .
  • The order of the attunements doesn't matter when it comes to dual attacks. 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.

General

  • 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 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. Weaver can even auto when in mid-air.
  • Cycle Fire Air Fire Air to maintain Swiftness Swiftness while roaming between capture points.

Damage

  • This build is all about dealing power damage and proccing .
  • is one of the most important parts of this build when it comes to your survivability and dealing damage. The conjure has five skills in its kit that all have different uses.
    • 1. Your auto-attack. It's a chain skill where the second skill in the chais is a 300 range dash and the third skill is a ranged attack that deals bonus damage if you have barrier. This chain does a surprisingly large amount of damage.
    • 2. This skill is a block that grants you barrier. You gain more barrier if someone hits you while using this skill to block.
    • 3. This skill is a 600 range dash that dazes three people for 2 seconds and grants you Magnetic Aura Magnetic Aura.
    • 4. This is the ace in the hole of the build. It is an {{gw2wiki}Unblockable}}, 600 radius pull (the same range as pre-nerf for reference) that affects three targets, grants you barrier for each foe pulled, and grants you protection. Since this skill's animation is visually similar to apart from a few particles, it can be hard to tell that this skill is being used.
    • 5. This skill grants you Invulnerability Invulnerability for three seconds, but you remain in one spot throughout its duration. This skill has a 30 second cooldown.

allows you to stack Vulnerability Vulnerability on a target, but severely depends on how pressured your target is. If the target doesn't have any damaging conditions and isn't being focused by your team, Vulnerability doesn't do much.

  • doesn't do much in duels because it's so easy to avoid just by not stepping on it, but it's a rather decent skill for downed cleave if dropped directly onto the target.


Sustain and how to dealing with conditions

  • is the best anti-condition skill in the build, instantly removing 3 conditions upon being used.
  • The trait grants a steady stream of barriers. Dodging on Water and Earth attunements has even more defensive benefits thanks to - the first dodge after attuning to Water acts as an AoE heal / cleanse while the first dodge on Earth is a blast finisher which can be combo'd into the field left behind by .
  • Most of the sustain comes from combining with :
    • The order doesn't always matter. Going from Earth to Water lets you blast immediately with for extra healing whilst cleansing conditions and reflecting projectiles. Going from Water to Earth allows for blasting Riptide's water field through an empowered dodge + .
    • Skill #2 of both attunements has an evade frame in case you'd want to avoid incoming damage.
    • Attuning to Earth serves as an instant source of AoE Protection Protection application which is quite handy especially if you're CC'd and can't cast anything else.
  • Earth / Fire is also an alright combination because of the barrier from .
  • is the best defensive skill in the build, making you immortal for its duration (except for fall damage).

Basic healing combo

  1. Dodge in to proc the relevant effect of .
  2. Use .
  3. Swap to for or use if you were in Earth prior to switching to Water. Use them in the field created by Riptide.

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Build rating - 4 stars
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4 Ratings
5 stars
Youle gave this build 5 stars last month

Lol random people sayint its bad when grim got top 1 on leaderboard using it. Df lightning rod doesnt have the evades of sword to survive far.

2 stars
Ether gave this build 2 stars May 2020

you might as well just go back to sage condi build w/ this weapon setup. It's just a watered down version of D/F lightning rod without the good parts, and still contains all the downsides the D/F LR version has.

4 stars
Hanz gave this build 4 stars April 2020

I prefer the D/F version, but this one is also playable and pops up in ranked every now and then.

1 More Rating
3 stars
Aditya Cyfer gave this build 3 stars April 2020

A really nice mix to original lightning rod build. Now with sword and earth shields- Lightning rod is a bit fun to play.

But this is a weaker version of D/F lightning rod. D/f got way more utility and subtle gameplay. This is not unplayable but with marauder and scholar it can be decent

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