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Weaver - Sage's Sword

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Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories.

Focused on: Hybrid damage.

Designed for:


Overview

A hybrid Weaver build for sPvP.

Skill Bar

Sword/DaggerHealingUtilityElite

Specializations




Equipment

Sword.png
Dagger.png
I.png
Superior Sigil of Smoldering
Superior Sigil of Smoldering.pngSuperior Sigil of Smoldering
Increase Inflicted Burning Duration: 20%
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 Berserker
Superior Rune of the Berserker.pngSuperior Rune of the Berserker
(1): +25 Condition Damage (2): +35 Power (3): +50 Condition Damage (4): +65 Power (5): +100 Condition Damage (6): +5% Damage and +5% Condition Damage.
Mercenary's Amulet
Sage's Amulet.pngSage's Amulet
+1050 Power +560 Vitality +560 Healing Power +1050 Condition Damage

Usage

General

  • 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.
  • Applying Regeneration cleanses a condition. Gaining Swiftness and Superspeed apply Regeneration as well.
  • should always be used on . As for a second attunement Earth, Air, or even double Fire are all good choices. Avoid water.
  • Double attuning to the same element is usually not worth it.
  • Changing attunements grants a tiny bit of Fury Fury, thus switching while casting hard hitting skills such as has a chance to significantly increase your damage output.

Rotations

  • The defensive rotation is definitely something you should learn and utilize whenever heavy healing is needed:
  1. which also triggers and grants Regeneration Regeneration.
  2. Dodge in order to proc the water part of for healing and condition cleansing.
  3. for evasion, healing, and condition cleansing.
  4. to blast the water field left behind by Riptide.
  5. for the barrier and some counterpressure.
  • After a chain like this you should be back at a comfortable health level and the offense can begin. Fire/earth is a very good combination for , so is air/fire. If you switch to air after fire be sure to use in one of the fire fields (both primary and secondary Fire Attunement has a fire field).

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Build rating - 3 stars
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9 Ratings
0 stars
Eidolon Wolf gave this build 0 stars November 2017

Basic, because there's no rating under "basic" ....

This build is good on 1v1, when your opponent isn't really trying, or against a PvE Build maybe, but not in ranked, you got stomped by almost every possible team, you don't have enough sustain against +1 fights. Attument swapping takes so long that if you not allready in Water / Earth , you can't achieve the "super healing combo", wich is quite great for sure, but since you're dead, it's not very usefull...

Thos new elite are still too "new" to be really interesting in my oppinion.....

5 stars
Zuko gave this build 5 stars November 2017

Decent build with good condi burst and survivability. Needs to be melee range to do damage. Damage comes from burst in primordial stance which can easily be avoided. Weak to high power damage with cc such as holo, or d/p daredevil. Lack of stability makes it easy to lockdown and burst. Survivability is pretty good but often requires long periods of disengaging and healing up due to the nature of riptide and having to stand in it then wait for next element to combo heal. Auto attacks are punishing to land and take forever without much payoff. Due to most of damage coming from condi and no boonstrip it is extremely weak to resistance. Playable now but definitely not top tier. Pray for buffs in nov 7th patch. It's a bruiser spec like spellbreaker but is outclassed by spellbreaker in every way.

5 stars
Krittax gave this build 5 stars October 2017

This build works pretty amazing. The outgoing dmg is high enough to kill and the surive ability is also nice. Also a 1v2 is possible if you are timing it well.

6 More Ratings
5 stars
Karas gave this build 5 stars October 2017

I'd also wait for the next patch. The build is good and interesting, but only 1v1. Not enough sustainability against high dps berserkers build, even with the powerfull riptide skill. Also requires a lot of practice with evading/riptide. Steep learning curve to learn the dps rotations for an average player like me ^^

0 stars
Rincewind gave this build 0 stars October 2017

Great Weaver build with deceptive damage. Can do very well 1v1 against most professions. It does feel similiar to vanilla d/d, but without the constant need to might stack. I do prefer Bolstered Elements over Weaver's Prowess to keep on targets. Fire #2 can feel punishing at a 3/4 second cast, but Riptide is great to get the pressure off with its low cd. Next balance patch could push this build, so keep an eye on it. Lacks unblockables. Range on sword is very bad. Even primordial stance requires you to be right on top of your target.

5 stars
Nathanel gave this build 5 stars October 2017

has surprisingly well sustain for a weaver. feels kinda bruiserish, decent damage and easier to pick up then marauder lighning rod. need some skill to pull this off.

5 stars
CGSN gave this build 5 stars October 2017

This build set off all sorts of nostalgia bells to the days of D/D Cele Ele, packing respectable hybrid damage and absurd amounts of healing. In fact, I'd say it's a fair bit better, with additional heals, evades, dashes, teleports, and stunbreakers. Even then, it has not kept up in pace to the powercreeping of the rest of the game since the expansions have released to earn a "great" score.

Efficient use of the numerous fire/water fields and blast/leap finishers this build has will be the make or break point on how much success you find with it. Of note is the extremely low cooldown on sword 2's water field, meaning you can find absurd amounts of additional healing by making frequent use of it and the numerous leap/blast finishers in this kit. To this end, aquamancer's training was a great trait idea that I would not have considered otherwise. Sword's water skills are exceptionally good and are worth traiting for -20% cooldown. Primordial stance is also deceptively good. It may as well read, "Deal 10-15K damage, 25 second cooldown".

This build is likely to get better as balance patches come out considering that ANet generally considers the sword undertuned and the direct counters to this build and kings of the meta Spellbreaker (with tons of resistance) and Scourge (with tons of corruption) overtuned. Time will tell, but it's solid in its current state as is.

5 stars
Hanz gave this build 5 stars October 2017

A fairly powerful build, just needs some practice. Good hybrid damage/mobility/CC, very similar to the old cele DD ele, yet not broken. Already performs well enough, and it's going to shine once spellbreaker gets properly nerfed.

0 stars
Impact.2780 gave this build 0 stars October 2017

Lacks sufficient application to compare with necro/reaper/scourge/chrono/mirage/warrior/berserker/thief/dardevil/ranger... even burn guard. You get the point. You'd be better with dagger off-hand, and still need to actually build upon it by taking fire and going for fire auras, which you could get good use out of with the lower CD on attunements, but even then it'll still be hard-pressed to compete and you're not using attunements optimally. Plus by that point, you've lost water so your support took a huge hit making sage's not worth it, so you wind up trying to save it by turning it into a condi damage dealer role which, again, doesn't compare with that of other classes.

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