Weaver - Starfire Roamer
The community gave this build a rating, making it top-tier: Great
Focused on: Hybrid damage, Mobility and Sustain
Designed for: WvW Roaming
Difficulty:
Normal
This build was last updated on October 10, 2024 and is up to date for the October 8, 2024 patch.
Overview
A Celestial Weaver build for WvW roaming with excellent condition pressure and sustain but somewhat limited mobility.
Skill Bar
Sword/Focus
Utility
Skill Variants
Utility
- over - this is a choice between a stronger defensive skill on a longer CD (Armor) and more frequent stun break access but on a weaker skill (Signet).
Template Code
[&DQYfKSUfODV0AHQAHAEAAJAAAAA1FwAAEhcAAAAAAAAAAAAAAAAAAAAAAAACVgAxAAA=]
Specializations
Variants
- is also a viable option in case you'd need more condition removal.
Variants
- Vigor uptime at the expense of healing, but already provides a high uptime of this boon. guarantees permanent
Equipment
Head
Celestial
Celestial
Shoulders
Celestial
Celestial
Chest
Celestial
Celestial
Hands
Celestial
Celestial
Legs
Celestial
Celestial
Feet
Celestial
Celestial
Backpiece
Celestial
Celestial
Accessory
Celestial
Celestial
Accessory
Celestial
Celestial
Amulet
Celestial
Celestial
Ring
Celestial
Celestial
Ring
Celestial
Celestial
Sword
Celestial
Celestial
Focus
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
Sigils
- - great option if you're having trouble dealing with conditions.
- - a great boost to sustain in general and dodge rolling has synergy with several traits as well.
Relics
- - adds a new condition to the build with high uptime, improving your damage while making it a bit harder for enemies to cleanse your more important conditions.
- Poison uptime combined with the extra healing reduction could make it easier for you to kill other high sustain builds. - the improved
- - more healing.
- - significantly improves the mobility of the build which is one of its weak points.
Runes
- - much better boon duration at the expense of damage.
- - anti-condition option with good offensive stats. It's also cheap and doesn't require crafting.
Consumables
Food
- - food equivalent of Celestial and excellent passive damage mitigation, fits perfectly.
- - non-Ascended Celestial food option.
- - one of the most popular consumables amongst roamers, provides excellent sustain and even a bit of damage.
- Budget version:
Utility
- Optimal: or , whichever is cheaper (the difference beween them is negligible, a grand total of 2 condition damage stat in favor of Tuning Icicle).
- Budget: either from Canned Food Crates found in WvW s or purchased from the Permanent Portable Provisioner.
Usage
Elite specialization basics
- Weaver allows the Elementalist to attune to 2 elements at the same time, and skills 1-5 are decided based on both. Let's call them primary and secondary attunements.
- If you swap to ⇒ fire + water for example is . 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
- 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
- Unless you either have a high amount of Confusion on you, or you're already at maximum health, you should always be casting something (autoattacks will do too). This is to get the most out of this signet's passive.
should seldom be touched, as the passive is extremely valuable. Note that several trait procs also count as skill activations and will benefit from the passive of this signet.
- Cycle Fire ⇒ Air ⇒ Fire ⇒ Air to maintain Swiftness while roaming.
- can be cancelled by stowing your weapon in rare cases when the full evasion isn't needed (let's say you have to cleave a downed target and must keep the pressure up, but had to break stun). Another application includes pressuring targets through and whilst evading incoming attacks.
- Dual attuning (having the same primary and secondary element) in general isn't recommended, but there are a few niche uses for it. One example would be attuning to Fire twice in order to squeeze more condition cleansing out of it in a limited time frame.
- Might stacking happens passively through . It's yet another reason for spamming autoattacks as much as possible when in combat (and attuned to Fire).
Damage
- This build is all about stacking Burning.
- When it comes to offense, you can't go wrong with activating them on - fire has the highest raw damage output.
- Vulnerability stacking, but this condition's effectivenes severely depends on how pressured your target is - especially when it comes to the glyph which only stacks one condition type at a time. If the target doesn't have any damaging conditions and isn't being focused by your team, Vulnerability doesn't do much. is also a good choice for both because of the
- Note: all 5 charges of the glyph go off based on the attunement you were in the moment this skill was used, swapping attunements doesn't change anything.
can instantly add burst to any attack skill you're using:
- As for weapon skills, your heavy hitters are , , and . The latter two also pulse damage each second for a period of time, making them synergize well with .
- doesn't do much in duels because it's so easy to avoid just by not stepping on it, but it's a rather decent skill for downed cleave if dropped directly below the target.
Burst combo examples
- Swap to
primary, secondary
- Swap to
primary, secondary
Sustain and how to dealing with conditions
- The trait
- Swapping to applies , cleansing one condition. Swapping to another attunement from fire gives you access to which cleanses another 2 conditions by detonating the aura.
- can be combo'd by using a leap finisher such as or in a .
provides a steady stream of cleansing:
- When auras no longer suffice is what you should use. This is the best anti-condition skill in the build, instantly removing 3 conditions upon being used.
- The trait grants a steady stream of barriers. Dodging on Water and Earth attunements has even more defensive benefits thanks to - the first dodge after attuning to Water acts as an AoE heal / cleanse while the first dodge on Earth is a blast finisher which can be combo'd into the field left behind by .
- Most of the sustain comes from combining
- The order doesn't always matter. Going from Earth to Water lets you blast immediately with for extra healing whilst cleansing conditions and reflecting projectiles. Going from Water to Earth allows for blasting Riptide's water field through an empowered dodge + .
- Skill #2 of both attunements has an evade frame in case you'd want to avoid incoming damage.
- Attuning to Earth serves as an instant source of AoE Protection application which is quite handy especially if you're CC'd and can't cast anything else.
with :
- Earth / Fire is also an alright combination because of the cleansing from the auras and the barrier from .
- is the best defensive skill in the build, making you immortal for its duration (except for fall damage).
Basic healing combo
- Dodge in to proc the relevant effect of .
- Use .
- Swap to ⇒ Water ⇒ Earth and do both. for or use if you were in Earth prior to switching to Water. Use them in the field created by Riptide. You could also go Earth
- Swap to for the + combo.
- for the barrier.
- Optional: when you swap out of Fire, use if cleansing is needed.
Related Builds
Fire Weaver (sPvP) - Conquest PvP version.
Ratings
Lack of stab uptime as a melee build is a nightmare when you fight with skilled players. This build is a noob killer but struggles to chase most of the builds on meta. Mes, thief and harbinger can easily shut down this build. Sword skills CD needs a significant buff, especially Polaric Leap.
I would give 2 stars for this build. 4 stars for fire weaver with elite 3-2-2 and armor of earth. Need tweak of sigil and relic as well.
I think it's very underrated. I hardly ever see a weaver these days but sword weaver is tanky af while dishing out a lot of damage all the time. Primordial Stance is still one of the best skill on this class. Mobility yeah that's a problem, I'll have to agree with Leif, but other than that it's great.
This build has style and super fun to play, can demolish many classes in duels. You will struggle to finish off willbenders and stealth thieves who can easily kite and outdistance you once you ramp up the pressure.
Weaver makes full use of the OP Celestial stats, it's a very potent duelist even in the EoD era. Strong damage and sustain.
The loss of stability and cooldown increase on Riptide did hurt this build, but Weaver is still very durable and the burst can still be deadly.
Nov 19 - Combine Elementalists usually vast toolset for survival with the ability to burst heavy rather quickly - and this is one possible result. Once you get used to some rotations Hybrid Weaver continues to be a highly versatile build with a lot offensive power. It can't do everything, you can in principle counter it and it struggles to get away from challenges that proved temporarily unsolvable, but the rest is there.
Great build! This build is strong in 1vX against most of the other builds/professions, but it struggles killing bunkers and healers. Focus makes it very easy to stay alive even when you are outnumbered and also adds some more pressure to your fights, but it lacks in mobility for chasing down some of your enemies, which is frustrating sometimes. I've been playing it for 6 weeks in WvW and I'm very satisfied with it. In my opinion, this is the BEST elementalist build among the roaming builds of this site.
Comments
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