Weaver - Freshweaver

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Gold.png

The community gave this build a rating, making it second-tier: Good.

Focused on: Direct damageMobility.

Designed for:

Overview

A PvP Weaver take on the Fresh Air archetype with a steep learning curve, focusing on burst damage and +1ing fights.

Skillbar

Scepter/FocusHealingUtilityElite

Slot Changes

Utility

  • over
    - this provides significantly less sustain, but allows you to defend yourself without interrupting the channeling of abilities, stomps or revives.

Heal

  • adds much needed cleansing to the build in case you're having trouble avoiding conditions, or if the enemy team is overloaded with them.

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 Exposure
Superior Sigil of Exposure.pngSuperior Sigil of Exposure
Your next attack after you swap to this weapon while in combat inflicts 5 stacks of vulnerability for 5 seconds. (Cooldown: 9s)
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

  • - a reliable damage bonus at the cost of potentially lower burst damage.

Sigils

  • - can replace Energy for minor condition removal.

Usage

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
    fire becomes your primary attunement and weapon skills 1-2 are going to 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.


General

  • The build makes little to no use of Water Attunement Water Attunement.
  • Keep swapping in-and-out of Air Attunement Air Attunement repeatedly while roaming between capture points in order to maintain Swiftness 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 Immobilize to set up a burst then you need to remain in Earth Attunement Earth Attunement until the skill lands - or 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 out, or if you want to get to the other capture point as soon as possible.
    • 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 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.


Burst damage

  • 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 Air Attunement Air Attunement.
  • Burst combos that require an enemy to stay in place (such as the ones involving
    ) should be used after firing
    in Earth Attunement Earth Attunement for the Immobilize 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:

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:


Survival

  • makes it easy to kite most specs. Avoid melee range at all costs!
  • CCs can be used for shaking off pursuers.
  • 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.
  • ,
    and
    are your last resort defenses in situations where neither CC nor projectile counters will keep you alive. You should only use these when other options are either unavailable or not going to suffice.

Counters

Top Streamers

Related Builds

Build rating - 4 stars
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9 Ratings
3 stars
Utrex gave this build 3 stars December 2018

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)

The main problem this build has is sustain. As you know, Mirages are mobile and a single touch from them is enough to condi you to death! Be extra careful around Mirages.

3 stars
Hanz gave this build 3 stars December 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.

EDIT: back from the archives because it's seeing play again, updated usage a bit

1 star
Dome gave this build 1 star September 2018

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

6 More Ratings
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

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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