Weaver - Freshweaver

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Focused on: Direct damageMobility.

Designed for:

Overview

A PvP Weaver take on Fresh Air with a steep learning curve, focusing on burst damage.

Skillbar

Scepter/FocusHealingUtilityElite

Slot Changes

Healing skill options:

  • - A reliable burst healing on a low cooldown
  • - For consistent condition removal at the risk of being interrupted
  • - If you feel more comfortable with constant sustain over burst healing, note that your inability to easily to access
    will leave you without convenient burst healing


Optional Utility Skill changes:

  • over
    - This provides significantly less reliable defense but allows you to defend yourself during channel times of abilities, stomps or revives where necessary

Traits

Variants

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

Equipment

Scepter.png
Focus.png
I.png
Superior Sigil of Exploitation
Superior Sigil of Exploitation.pngSuperior Sigil of Exploitation
Deal 5% extra damage to targets below 50% health.
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)
I.png
Superior Rune of the Scholar
Superior Rune of the Scholar.pngSuperior Rune of the Scholar
(1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +125 Ferocity, +5% damage while your health is above 90%.
Marauder Amulet
Marauder Amulet.pngMarauder Amulet
+1050 Power +1050 Precision +560 Vitality +560 Ferocity

Equipment Changes

Rune

  • - more reliable than scholar but with a noticable damage drop.
  • - a reliable damage bonus at the cost of some precision.


Sigils

  • - can replace Energy for minor condition removal.

Usage

Weaver Basics

  • Weaver changes the way you attunement swap, if you swap into
    then into
    , skills 1 and 2 will be Air, Skills 4 and 5 will be Fire and skill 3 will be a new skill that mixes Air and Fire. If we then attune to
    , skills 1 and 2 will be Water, skills 4 and 5 will be Air and skill 3 will be a mix of Water and Air. We will refer to the attunement that defines your 1 and 2 skills as your primary attunement and the attunement that defines your 4 and 5 skills as your secondary attunement.
  • To attune to a single element in the way other Elementalists can, simply attune to that element twice in a row. This build makes significant use of this with
    due to the trait
    .
  • With this build, we will rarely double attune to any element aside from
    and will make little use of
    .


Burst Concept

  • This build bursts via stacking instant cast abilities on top of an ability with a cast time. An example of this would be casting
    during the cast of
    .
  • The 3 main skills you will use in bursts that have a cast time are
    ,
    and
    .
  • The instant cast skills you will initially use in your burst are
    and possibly
    if you have prepared
    and if you are in attunements to conveniently access this.
  • All of your bursts will finish with casting
    twice (we are able to due this due to
    ) to get 2 procs of
    then casting
    .
  • Burst combinations that require an enemy to stay in place such as any burst using
    should use
    in
    to provide an immobalize due to
    .


Specific Bursts

These are some potential combinations you can use based on the technique outlined above to burst people down.

From Fire primary Air secondary:

Note: in this specific case, if you already have an active
buff before beginning the chain, then
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:


Defenses

  • The most important aspect to staying alive on this build when kiting is ensuring you keep track of Stability Stability on your opponents. This build has fantastic access to CC to defend yourself with but has limited mobility of its own.
  • Your main CC's are
    ,
    and
    in
    to proc
    .
  • and
    provide excellent protection against enemies who use projectiles, however, these do not work against unblockable projectiles and some ranged builds, such as this one, are mostly unaffected by projectile reflects and blocks.
  • ,
    and
    are your last resort defenses in situations where neither CC nor projectile counters will keep you alive, you should only use these when your other defenses will not save you as they have long cooldowns


Other Tips

  • Swapping in and out of
    will stack swiftness to move between points; note that casting
    again to become fully attuned to air will proc
    but will not proc
    ; it will therefore grant Superspeed Superspeed but not swiftness swiftness.
  • The condition applied from
    applies is defined by your primary attunement when your
    hits the enemy rather than the primary attunement you are in when you cast the skill. If you are relying on
    inflicting Immobilize Immobilize to set up a burst then you will need to remain in
    until it lands or swap into it before it lands.
  • and
    will block the downed interrupt skills of both Engineers and Warriors allowing you to easily secure stomps, for most other professions a well timed
    will also work.
  • is this builds primary access to downed cleave, chiefly through the use of
    and
    . Remember you can still swap attunements during this for
    ,
    or
    .
  • now grants immunity to CC and can be used to secure stomps or revives where necessary.

Counters

  • Condition damage burst
  • Mobile enemies with consistent access to Stability Stability
  • Anything that can regularly apply Weakness Weakness to you
Build rating - 4 stars
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10 Ratings
1 star
Dome gave this build 1 star last month

After the patch, weaver mender sword/dagger is much much better.

4 stars
Oskoff gave this build 4 stars 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

3 stars
Hanz gave this build 3 stars September 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.

7 More Ratings
5 stars
Utrex gave this build 5 stars December 2017

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)

However, when it comes to Bunkers this build isn't that effective. The damage, even when slotting for extreme glass, still can't outdamage a bunker. If the bunker kites it's useless.

Overall I feel like the kit sacrifices a bit too much sustain for an uptick in damage, and while it's a neat kit with cool ideas, the fact that Water is integral to Elementalist simply makes this too glassy and, I daresay, clunky.

0 stars
Forgotmypasswordlulz gave this build 0 stars December 2017

Doesn't offer anything to the team, has bad cleave, and no damage between bursts. Sustain's nowhere to be found.

5 stars
McBKboy gave this build 5 stars 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 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 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 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 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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