Difference between revisions of "Weaver - Earth Hammerweaver"

Line 72: Line 72:
 
*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.  
 
*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 {{Skill|Fire Attunement}} then fire becomes your primary attunement and weapon skills 1-2 will be fire skills. Afterwards if you switch to {{Skill|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 {{to}} fire + water for example is {{Skill|Twin Strike}}.  
+
*If you swap to {{Skill|Fire Attunement}} then fire becomes your primary attunement and weapon skills 1-2 will be fire skills. Afterwards if you switch to {{Skill|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.
  
*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.-->
+
* Hammer trivializes the dual attack mechanic quite a bit, since every dual attack does the same thing: activates a swirling orb with passive bonuses. The attunements will determine the bonuses. You don't really have to learn new skills if you were already familiar with Hammer.
 +
 
 +
*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.
 +
 
 +
 
 +
'''General'''
 +
 
 +
 
 +
'''Damage'''
 +
 
 +
 
 +
'''Survival'''
 +
* Swap to {{Skill|Earth Attunement}} whenever you're getting pressured. This will give you barrier, {{Tooltip|Stability}}, damage reduction and immunity to critical hits via {{Trait|Stone Heart}}.
 +
 
 +
* Keep attuning to Earth every second time you swap if you want to play things extra safe. For example: Water {{to}} Earth {{to}} Air {{to}} Earth {{to}} Fire {{to}} Earth, repeat.
 +
 
 +
* Most of your condition cleansing will come from Water and Air attunement.-->

Revision as of 12:20, 10 May 2024

This is a test build. You may comment and rate it.

Focused on: Condition damage and Sustain

Designed for: PvP Conquest

Expansions required: Path of Fire BuildsEnd of Dragons buildsSecrets of the Obscure builds

Difficulty:
Normal

Overview

A condition damage-based Weaver build for PvP with medium damage and high survivability. Primarily serves as a duelist.


Skill Bar

Hammer
Utility


Template Code

[&DQYaOSUeOC0AFnUATwFPAfUVkAA1F+sAEheWAAAAAAAAAAAAAAAAAAAAAAACWQBWAAA=]
Copy Template Code


Specializations

Variants

  • Master's Fortitude is also a viable option, adding more passive survivability to the build.


Equipment

Hammer
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Sigils

  • Sigil of Smoldering or Sigil of Doom over Sigil of Cleansing - if you can afford to give up condition removal for more damage.


Relics

  • Relic of the Flock - provides extra healing much like Nayos.
  • Relic of Febe - better cleansing via Woven Stride synergy.
  • Relic of the Mirage - adds a new cover condition to the build for slightly higher damage and to make it harder to cleanse your more important conditions.


Usage

To be added


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Hanz gave this build 5 stars • May 2024
Very unique and surprisingly effective build. Extremely tanky thanks to all the Earth traits which add a bunch of instant procs. High Stone Heart uptime is especially great and can be a huge help when you're trying to survive a 1v2. Weaver's considered to be one of the hardest elite specs to play but Hammer removes much of the initial learning curve too since there are no dual attacks to memorize and work into your combos (all the dual attacks are just passive orbs). Several important survival tools are available right on attunement swap which means you don't have to stress too much about planning ahead with skill 4-5 access for defensive purposes either (although on water and earth there are still some powerful ones). Damage is good both in 1v1s and teamfights, but killing high cleansing specs can take a while.

Comments

Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium