Weaver - Lightning Rod Roamer

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

Focused on: Direct damageMobilityControl.

Designed for:


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





  • 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 .


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Superior Rune of the Scholar
Mighty WvW Infusion


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



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 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 .
  • 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.


  • 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:
    • water #5
    • air #2
    • air #5
    • air/earth #3
    • chain skill of your elite
  • Similar to a Fresh Air build, your primary attunement's going to be and you'll be using it more often than any other element. Most of your CC comes from here, and attuning to it procs (instant ranged damage) plus (excellent mobility for disengage or chasing down targets). Air is also the only element you should ever double attune to - the dual attack can deal fairly high damage, and double attuning boosts your damage through for a short while.
  • Cycle fire -> air -> fire -> air to maintain Swiftness Swiftness via while roaming. Alternatively, if you're lazy then just stay attuned to primary air to maintain (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 , , , , and various dual attacks.


  • This build relies heavily on avoiding damage. A few examples from your kit: and defend against projectiles (the latter is also your best condition cleanse), helps with kiting melee, while 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 ).
  • The water portion of heals and removes a condition.
  • The defensive rotation is definitely something you should learn and utilize whenever heavy healing is needed:
  1. Dodge in order to proc the water part of for healing and condition cleansing.
  2. for evasion, healing, and condition cleansing.
  3. to blast the water field left behind by Riptide.
  4. 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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