Weaver - Lightning Rod Roamer



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Gold.png

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

Focused on: Direct damageMobilityControl.

Designed for:

Overview

A high skillcap WvW Weaver roaming build built around the Lightning Rod trait.

Skillbar

Sword/FocusHealingUtilityElite

Traits

Air:


One with Air.png One with Air



Aeromancer's Training.png Aeromancer's Training



Lightning Rod.png Lightning Rod



Arcane:


Renewing Stamina.png Renewing Stamina



Elemental Contingency.png Elemental Contingency



Evasive Arcana.png Evasive Arcana


Variants

  • The first trait choice is between having more evasion to avoid incoming attacks, or extra healing that helps you recover from them. If you wish to opt for the latter, take Arcane Abatement.png Arcane Abatement.


Weaver:


Master's Fortitude.png Master's Fortitude



24px Bolstered Elements



Elements of Rage.png Elements of Rage



Equipment

Ascended Head (Light).png
Marauder stat icon.png
Ascended Shoulders (Light).png
Marauder stat icon.png
Ascended Chest (Light).png
Marauder stat icon.png
Ascended Hands (Light).png
Marauder stat icon.png
Ascended Legs (Light).png
Marauder stat icon.png
Ascended Feet (Light).png
Marauder stat icon.png
Ascended Back.png
Berserker stat icon.png
Ascended Accessory1.png
Berserker stat icon.png
Ascended Accessory2.png
Marauder stat icon.png
Ascended Amulet.png
Marauder stat icon.png
Ascended Ring1.png
Berserker stat icon.png
Ascended Ring2.png
Marauder stat icon.png
Ascended Sword.png
Marauder stat icon.png
Ascended Focus.png
Marauder stat icon.png
Superior Sigil of Air.png
Superior Sigil of Energy.png
Superior Rune of the Scholar.png6x
Superior Rune of the Scholar
Mighty WvW Infusion.png18x
Mighty WvW Infusion

Sigils

  • over
    - this makes the build harder to play, but adds powerful boon stealing.

Consumables

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 Attunement.png Fire Attunement then fire becomes your primary attunement and weapon skills 1-2 will be fire skills. Afterwards if you switch to Water Attunement.png Water Attunement 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 influenced by both active attunements fire + water for example is 24px Twin Strike.
  • 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.


General

  • Lightning Rod.png Lightning Rod is the bread and butter of this build. You'll use it both offensively (to deliver pressure), and defensively (to mitigate direct damage through Weakness Weakness.
    • Note that this trait procs whenever you land a CC skill on a target, even if they negated it with Stability Stability.
  • The build has plenty of CC skills:
  • Similar to a Fresh Air build, your primary attunement's going to be Air Attunement.png Air Attunement and you'll be using it more often than any other element. Most of your CC comes from here, and attuning to it procs Electric Discharge.png Electric Discharge (instant ranged damage) plus One with Air.png One with Air (excellent mobility for disengage or chasing down targets). Air is also the only element you should ever double attune to - the dual attack 24px Quantum Strike can deal fairly high damage, and double attuning boosts your damage through Elements of Rage.png Elements of Rage for a short while.
  • Cycle fire -> air -> fire -> air to maintain Swiftness Swiftness via Elemental Attunement.png Elemental Attunement while roaming. Alternatively, if you're lazy then just stay attuned to primary air to maintain Zephyr's Speed (elementalist).png Zephyr's Speed (although this does sacrifice a tiny bit of mobility).
  • Stances grant Stability Stability, which has many uses including safe stomping downed enemies.
  • The bulk of your damage comes from a combination of Lightning Rod.png Lightning Rod, Electric Discharge.png Electric Discharge, 24px Flame Uprising,
    , and various dual attacks.


Sustain

  • This build relies heavily on avoiding damage. A few examples from your kit: Swirling Winds.png Swirling Winds and Magnetic Wave.png Magnetic Wave defend against projectiles (the latter is also your best condition cleanse), One with Air.png One with Air helps with kiting melee, while Obsidian Flesh.png Obsidian Flesh can even make you invulnerable for a few seconds.
  • The damage you can't avoid should be mitigated through Weakness Weakness, and Protection Protection from attuning to earth (thanks to Elemental Attunement.png Elemental Attunement).
  • The water portion of Evasive Arcana.png Evasive Arcana heals and removes a condition.
  • The defensive rotation is definitely something you should learn and utilize whenever heavy healing is needed:
  1. Water Attunement.png Water Attunement
  2. Dodge in order to proc the water part of Evasive Arcana.png Evasive Arcana for healing and condition cleansing.
  3. 24px Riptide for evasion, healing, and condition cleansing.
  4. Earth Attunement.png Earth Attunement
  5. 24px Earthen Vortex to blast the water field left behind by Riptide.
  6. Fire Attunement.png Fire Attunement
  7. 24px Lava Skin for the barrier and some counterpressure.
Build rating - 4 stars
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1 Ratings
4 stars
Hanz gave this build 4 stars September 2018

Does a good enough job at bursting targets and sticking to them. It's like a fresh air build but melee. One of the harder builds you can play in WvW, but both the damage and the CC are quite strong on it. Fairly weak against condition spikes, luckily there are very few condi builds in WvW at the moment - the two most common are scourge and mirage, and scourge should give you no trouble if you play it safe. Doesn't handle 1vX situations all that well but stands its ground in 1v1s.

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