Weaver - Fresh Air Roamer
The community gave this build a rating, making it second-tier: Good
Designed for: WvW Roaming
S/F Fresh Air is a WvW roaming build which focuses on burst damage whilst avoiding damage by utilizing superspeed, projectile hate and invulnerabilities to make up for its squishiness.
Note: if you don't want to invest into Ascended Dragon's stat pieces, Exotics from the Trading Post will do just fine. The trinkets are relatively cheap, here's a list of them from the official wiki.
Second set: you may have noticed a Focus on the second set, this one's for the tryhards. While Elementalists can't swap weapons in combat, they can still stack Bloodlust on random PvE mobs before fights using the second set then switch back to the first set once they're ready to PvP. The Bloodlust stacks will remain active without the need to sacrifice a sigil slot on the PvP set. It's enough to put 1 weapon into the second set as they'll inherit the missing one from the main set. If you have no intention to stack Bloodlust before fights then you don't need the 2nd set! It's not mandatory.
There are plenty of viable choices, including:
- - highest possible damage option, great stats plus armor ignoring damage/healing procs.
- - passive damage mitigation and same stats as the Cilantro Lime one.
- - highest damage non-ascended option.
- or - armor ignoring damage and a bit of extra healing/precision, decent budget option.
- - defensive option with more evasion.
- or , whichever is cheaper at the moment.
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 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 ⇒ fire + air 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.
- It's possible to attune twice in a row to the same element, and doing this with is going to be a part of your burst rotation.
- The build makes little to no use of .
- Keep swapping in-and-out of repeatedly while roaming in order to maintain Swiftness.
- Note: attuning to air twice in a row doesn't give swiftness the second time.
- The condition applied from depends on your active primary attunement when your hits the target, not the primary attunement you are in when you cast the skill. If you want to inflicting Immobilize to set up a burst then you need to remain in until the skill lands - or swap into swap into earth right before it lands.
- 's purpose is twofold.
- Mobility: and are excellent movement skills that can help you disengage from fights if your defensive CDs ran ou, or if you need to chase after someone.
- Cleave: AoE in the build is rather clumsy, except for and . Use these whenever you need to cleave down a downed enemy.
- is best used in earth for the Protection.
- 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 as this skill hits multiple times in a short period of time. This is also a great filler in general.
- 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 , and .
- All of your hard hitting abilities should go off after double attuning to .
- Burst combos that require an enemy to stay in place (such as the ones involving ) should be used after firing in for the 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:
- ⇒ for the Might
- Note: in this specific case, if you already have an active buff before beginning the chain, should be used after the second in order to benefit from the Air modifiers and .
From Earth primary Air secondary:
From Earth primary Fire secondary:
- makes it easy to kite most specs. Avoid melee range at all costs!
- CCs can be used for shaking off pursuers.
- is a source of spammable Chill which you can even place behind your back when running away. Chill is great at building distance.
- 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.
- and 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.
- is your last resort defense in situations where neither CC nor projectile counters will keep you alive. You should only use it when other options are either unavailable or not going to suffice.
- is great at avoiding crucial skills by blinding enemies, and it also shuts down Power-based specs in general with the Weakness.
- Weaver - Freshweaver - Conquest PvP version.
- Elementalist - S/F FA Roamer - core/F2P version.
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