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Difference between revisions of "Weaver - Lightning Rod Roamer"

 
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| rating = good
 
| rating = good
 
| difficulty = 3
 
| difficulty = 3
 +
| xpac = PoF
 
}}
 
}}
 
__TOC__
 
  
 
==Overview==
 
==Overview==
A high skillcap Power WvW Weaver roaming build built around the {{Trait|Lightning Rod}} trait. LR Weaver is all about spamming CCs for both defensive and offensive purposes, as CC skills do high damage while also applying {{Tooltip|Weakness}}. In this case the best defense is a good offense, as the goal of the build is to keep enemies constantly pressured via CC skills - they can't exploit your low sustain if they can't hit you.
+
A high skillcap Power Weaver roaming build for WvW built around the {{Trait|Lightning Rod}} trait. LR Weaver is all about spamming CCs for both defensive and offensive purposes, as CC skills do high damage while also applying {{Tooltip|Weakness}}. In this case the best defense is a good offense, as the goal of the build is to keep enemies constantly pressured via CC skills - they can't exploit your low sustain if they can't fight back.
  
  
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| weapon2 = focus
 
| weapon2 = focus
 
| healing = Signet of Restoration
 
| healing = Signet of Restoration
| utility1 = Twist of Fate
+
| utility1 = Signet of Air
 
| utility2 = Lightning Flash
 
| utility2 = Lightning Flash
 
| elite = Tornado
 
| elite = Tornado
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Viable choices for the 3rd utility slot include:
 
Viable choices for the 3rd utility slot include:
* {{Skill|Unravel}} - resets the CD on attunements and allows for double attuning immediately for its duration. This is great for accessing your defensive weapon skills on Earth and Air in case of an emergency, or proccing {{Trait|Elements of Rage}}.
+
* {{Skill|Armor of Earth}} - great defensive skill and stun break on medium CD.
 +
 
 +
* {{Skill|Conjure Earth Shield}} - several strong defensive skills all rolled into one conjure, including an invulnerability and a block.
  
 
* {{Skill|Stone Resonance}} - {{Tooltip|Stability}} and general sustain.
 
* {{Skill|Stone Resonance}} - {{Tooltip|Stability}} and general sustain.
  
* {{Skill|Signet of Air}} - stun break on low CD.
+
* {{Skill|Twist of Fate}} - powerful stun break with an evade frame but on a rather lengthy CD. The cooldown however doesn't matter that much if you're able to end fights quickly.
 
 
* {{Skill|Armor of Earth}} - great defensive skill and stun break on medium CD.
 
  
* {{Skill|Conjure Earth Shield}} - several strong defensive skills all rolled into one conjure, including an invulnerability and a block.
 
  
* {{Skill|Primordial Stance}} - mostly just for the {{Tooltip|Vulnerability}} stacking, could be a good source of extra damage if you can afford it.
+
'''Elite'''
 +
* {{Skill|Weave Self}} - slightly lower CD than Tornado and has LR synergy. Good for setting up kills, could also be used defensively on Earth for damage mitigation. Tornado however offers more mobility and more CC.
  
  
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{{Specialization|Air|mid|mid|bot}}
 
{{Specialization|Air|mid|mid|bot}}
 
{{Specialization|Arcane|mid|bot|top}}
 
{{Specialization|Arcane|mid|bot|top}}
 +
'''Variants'''
 +
* If you feel like you're getting a sufficient amount of {{Tooltip|Vigor}} from {{Trait|Invigorating Strikes}} then {{Trait|Arcane Restoration}} could be taken for more healing.
 
{{Specialization|Weaver|top|mid|bot}}
 
{{Specialization|Weaver|top|mid|bot}}
 
'''Variants
 
'''Variants
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* {{Sigil|Superior Sigil of Energy}} - refills a dodge bar every ~10 seconds when you swap attunements, great defensive option.
 
* {{Sigil|Superior Sigil of Energy}} - refills a dodge bar every ~10 seconds when you swap attunements, great defensive option.
 +
 +
* {{Sigil|Superior Sigil of Generosity}} - better defense against conditions, something the build struggles against.
  
  
 
'''Runes
 
'''Runes
* {{Rune|Scholar}} - if you want to go all in on damage.
+
* {{Rune|Superior Rune of the Scholar}} - if you want to go all in on damage.
  
* {{Rune|Revenant}} - retains some sustain from the current rune, but squeezes in a bit more pressure. It's also easier to get.
+
* {{Rune|Superior Rune of the Holosmith}} - retains some sustain from the current rune, but squeezes in a bit more pressure. It's also easier to get.
  
  
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* {{Skill|Signet of Restoration}} 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.  
 
* {{Skill|Signet of Restoration}} 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.  
 
** Unless you either have a high amount of {{Tooltip|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.
 
** Unless you either have a high amount of {{Tooltip|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.
 
* Cycle fire {{to}} air {{to}} fire {{to}} air to maintain {{Tooltip|Swiftness}} while roaming between capture points.
 
  
 
* ''If taken'' {{Skill|Twist of Fate}} 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).
 
* ''If taken'' {{Skill|Twist of Fate}} 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).
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:# Swap to Air
 
:# Swap to Air
 
:# {{Skill|Convergence}}
 
:# {{Skill|Convergence}}
 +
:# {{Skill|Comet}}
 
:# {{Skill|Katabatic Wind}}
 
:# {{Skill|Katabatic Wind}}
 
:# Swap to Fire
 
:# Swap to Fire
:# {{Skill|Comet}}
 
 
:# {{Skill|Plasma Burst}}
 
:# {{Skill|Plasma Burst}}
  
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:# {{Skill|Gale}}
 
:# {{Skill|Gale}}
 
:# {{Skill|Plasma Burst}}
 
:# {{Skill|Plasma Burst}}
 +
:# {{Skill|Drake's Breath}}
  
  
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** Earth #4-5 in general are some of your strongest defensive tools. Due to their placement on the skill bar however, as a Weaver you may not gain access to these skills immediately when swapping to {{Skill|Earth Attunement}}. This can be solved by using {{Skill|Unravel}} in case of emergency. Unravel's also great for grabbing {{Skill|Shocking Aura}} on {{Skill|Air Attunement}}.
 
** Earth #4-5 in general are some of your strongest defensive tools. Due to their placement on the skill bar however, as a Weaver you may not gain access to these skills immediately when swapping to {{Skill|Earth Attunement}}. This can be solved by using {{Skill|Unravel}} in case of emergency. Unravel's also great for grabbing {{Skill|Shocking Aura}} on {{Skill|Air Attunement}}.
  
* {{Trait|One with Air}} lets you kite melee opponents should you need some breathing room.
+
* {{Tooltip|Superspeed}} from {{Trait|One with Air}} lets you kite melee opponents should you need some breathing room.
 +
 
 +
* Swapping to Earth is an instant source of {{Tooltip|Protection}}, you can do this even while stunned.
 +
** If you're on Air then double attuning to Air isn't a bad idea either. You gain access to {{Skill|Shocking Aura}} which is an instant CC. Not only is that capable of stopping burst attempts, it also applies {{Tooltip|Weakness}} via LR synergy.
  
 
* {{Skill|Steam Surge}} (Fire/Water) creates a Water field with a very short duration, but it's just enough to blast for a bit of extra healing if you swap to Air right after with either {{Skill|Plasma Burst}} or {{Skill|Katabatic Wind}}.
 
* {{Skill|Steam Surge}} (Fire/Water) creates a Water field with a very short duration, but it's just enough to blast for a bit of extra healing if you swap to Air right after with either {{Skill|Plasma Burst}} or {{Skill|Katabatic Wind}}.
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* Some of the dual skills have baked in defenses, like damage reduction on {{Skill|Grinding Stones}}, Blind on {{Skill|Ashen Blast}} or evasion on {{Skill|Steam Surge}}.
 
* Some of the dual skills have baked in defenses, like damage reduction on {{Skill|Grinding Stones}}, Blind on {{Skill|Ashen Blast}} or evasion on {{Skill|Steam Surge}}.
  
* If you're on Water primary and Earth secondry you could use {{Skill|Mud Slide}}, swap to Fire, and follow up with {{Skill|Steam Surge}} to build distance while evading attacks.
+
* If you're on Water primary and Earth secondary you could use {{Skill|Mud Slide}}, swap to Fire, and follow up with {{Skill|Steam Surge}} to build distance while evading attacks.
  
 
* Earth and Air have some great skills for fighting ranged projectile users: {{Skill|Swirling Winds}} on Air secondary, {{Skill|Ring of Earth}} on Earth primary, and {{Skill|Magnetic Wave}} on Earth secondary.
 
* Earth and Air have some great skills for fighting ranged projectile users: {{Skill|Swirling Winds}} on Air secondary, {{Skill|Ring of Earth}} on Earth primary, and {{Skill|Magnetic Wave}} on Earth secondary.

Latest revision as of 07:52, 9 July 2024

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

Focused on: Strike damageMobility and Control

Designed for: WvW Roaming

Expansions required: Path of Fire Builds

Difficulty:
Hard
This build was last updated on July 09, 2024 and is up to date for the October 8, 2024 patch.

Overview

A high skillcap Power Weaver roaming build for WvW built around the Lightning Rod trait. LR Weaver is all about spamming CCs for both defensive and offensive purposes, as CC skills do high damage while also applying Weakness Weakness. In this case the best defense is a good offense, as the goal of the build is to keep enemies constantly pressured via CC skills - they can't exploit your low sustain if they can't fight back.


Skill Bar

Dagger/Focus
Utility


Skill Bar Variants

Utility

Viable choices for the 3rd utility slot include:

  • Armor of Earth - great defensive skill and stun break on medium CD.
  • Conjure Earth Shield - several strong defensive skills all rolled into one conjure, including an invulnerability and a block.
  • Stone Resonance - Stability Stability and general sustain.
  • Twist of Fate - powerful stun break with an evade frame but on a rather lengthy CD. The cooldown however doesn't matter that much if you're able to end fights quickly.


Elite

  • Weave Self - slightly lower CD than Tornado and has LR synergy. Good for setting up kills, could also be used defensively on Earth for damage mitigation. Tornado however offers more mobility and more CC.


Template Code

[&DQYpOiUeODl0AHQAHAEAAJAAAADmAAAAlgAAAAAAAAAAAAAAAAAAAAAAAAACLwAxAAA=]
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Specializations

Variants

  • If you feel like you're getting a sufficient amount of Vigor Vigor from Invigorating Strikes then Arcane Restoration could be taken for more healing.

Variants

  • Bolstered Elements - more sustain.
  • Elements of Rage - more burst.


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Cavalier
Accessory
Marauder
Amulet
Marauder
Ring
Cavalier
Ring
Cavalier
Dagger
Marauder
Focus
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Sigils

Sigil of Superior Sigil of Absorption can be replaced by:

  • Sigil of Superior Sigil of Air - consistent damage proc, and easier to get.
  • Sigil of Superior Sigil of Draining - extra damage/healing that fits the build perfectly.
  • Sigil of Superior Sigil of Energy - refills a dodge bar every ~10 seconds when you swap attunements, great defensive option.
  • Sigil of Superior Sigil of Generosity - better defense against conditions, something the build struggles against.


Runes

  • Rune of Superior Rune of the Scholar - if you want to go all in on damage.
  • Rune of Superior Rune of the Holosmith - retains some sustain from the current rune, but squeezes in a bit more pressure. It's also easier to get.


Consumables

Food

There are plenty of viable choices:

  • - passive damage mitigation and strong offensive stats.
  • - armor ignoring damage and a bit of extra healing, a suitable budget option.
  • - defensive option with more evasion.
    • Budget version:

Utility

  • or .


Usage

Elite specialization basics

  • Weaver 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 Attunement then Fire becomes your primary attunement and weapon skills 1-2 will be fire skills. Afterwards if you switch to 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 created by a combination of your active attunements - Fire + Water for example is Steam Surge.
  • 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 gives you access to the "core" skill of the weapon, the skill you'd have if you weren't a Weaver.


General

  • Signet of Restoration 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.
    • Unless you either have a high amount of Confusion 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.
  • If taken Twist of Fate 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).


Damage

  • Lightning Rod is the bread and butter of this build, causing every CC effect in the build to add to your damage. The general playstyle revolves around weaving together hard hitting skills such as Plasma Burst with CC for burst damage.
  • Your most dangerous skills tend to be dual skills, especially those related to Air Attunement:
    • Plasma Burst on Air + Fire (this is the most damage you can do with 1 skill).
    • Grinding Stones on Air + Earth (damage over time, adds to other burst attempts).
    • Katabatic Wind Air + Water (raw damage AND LR synergy, one of your best skills).
    • Mud Slide on Earth + Water (Lightning Rod synergy).
    • Ashen Blast on Fire + Earth (raw damage).
  • Convergence has a delay, you could combo this with other high damage skills like Plasma Burst or Katabatic Wind for a quick burst.
  • If taken Attuning to the same element twice grants Elements of Rage, which is a decent damage increase. Unravel makes obtaining this buff easier. Best attunements to double attune to are Air and Fire.
  • Air Attunement is the most important one in the build and should be attuned to often, both for damage and sustain. Convergence alone could provide a ~50% AoE Weakness uptime and it does really good damage, while Lightning Whip is the go-to cleave skill in the build.
  • Tornado is good at finishing off low HP targets, making sure they don't get to heal up while also damaging them with Lightning Rod procs. This works on downed targets too so you could use it to disrupt rez attempts. Even if enemy players have Stability Stability or a Guardian is casting Signet of Mercy Tornado could launch the downed enemy into the distance to deny it.


Burst combo examples

Water primary, Earth secondary

  1. Mud Slide
  2. Swap to Air
  3. Convergence
  4. Comet
  5. Katabatic Wind
  6. Swap to Fire
  7. Plasma Burst


Air primary, Earth secondary

  1. Grinding Stones
  2. Convergence
  3. Swap to Fire
  4. Gale
  5. Plasma Burst
  6. Drake's Breath


Air primary, Fire secondary (ranged burst)

  1. Convergence
  2. Precast Plasma Burst
  3. Lightning Flash to your target's location in the middle of casting Plasma burst


Sustain

  • Lightning Rod plays a major part here as well, constantly mitigating damage trough Weakness spam.
  • Sustain's low in general, especially when it comes to handling conditions. Cleansing is limited to your sigil, dodging on Water Attunement, and Magnetic Wave. Perhaps your best tool against conditions is Obsidian Flesh, which makes you immune to incoming conditions and causes you not to take damage from the ones already on you for its duration.
    • Earth #4-5 in general are some of your strongest defensive tools. Due to their placement on the skill bar however, as a Weaver you may not gain access to these skills immediately when swapping to Earth Attunement. This can be solved by using Unravel in case of emergency. Unravel's also great for grabbing Shocking Aura on Air Attunement.
  • Superspeed Superspeed from One with Air lets you kite melee opponents should you need some breathing room.
  • Swapping to Earth is an instant source of Protection Protection, you can do this even while stunned.
    • If you're on Air then double attuning to Air isn't a bad idea either. You gain access to Shocking Aura which is an instant CC. Not only is that capable of stopping burst attempts, it also applies Weakness Weakness via LR synergy.
  • Steam Surge (Fire/Water) creates a Water field with a very short duration, but it's just enough to blast for a bit of extra healing if you swap to Air right after with either Plasma Burst or Katabatic Wind.
  • Some of the dual skills have baked in defenses, like damage reduction on Grinding Stones, Blind on Ashen Blast or evasion on Steam Surge.
  • If you're on Water primary and Earth secondary you could use Mud Slide, swap to Fire, and follow up with Steam Surge to build distance while evading attacks.
  • Earth and Air have some great skills for fighting ranged projectile users: Swirling Winds on Air secondary, Ring of Earth on Earth primary, and Magnetic Wave on Earth secondary.
  • Lightning Flash is an excellent panic button. With this (and good reaction times) you can teleport out of harm's way all the way to the highground or leave fights altogether.
  • Tornado could be used to disengage from fights. Skill #5 is a great mobility skill that also does AoE CC, and using the elite procs Arcane Shield which can block a couple of attacks.


Related Builds

D/F Lightning Rod (sPvP) - Conquest PvP version.


Ratings

This build has a rating of 4 stars based on 3 votes.
Log in or register to rate this build.
4 stars
Glasstone gave this build 4 stars • May 2024
If only it had access to boon removal, or specifically stability removal in some form this would be so much better. Punishing build but not impossible to play and it's so rare most roamers don't know how to fight you which certainly helps a lot here. It can pull burst out of thin air and bully anyone with no stability. One of the most unique builds in gw2 and one of my all time favorites.
4 stars
Hanz gave this build 4 stars • September 2023
Still 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, you want to be extra careful there or try to win fast. Not the best but definitely playable and a lot of fun. Relic patch actually buffed it quite a bit, the build has very high Fireworks uptime.
4 stars
Paradoxoglanis gave this build 4 stars • July 2021
Still a difficult to play but fun roamer. The reason for its difficulty is because most of your defense is active, and your damage comes from chaining a lot of skills together while in specific attunement combos. I would recommend earth shield over primordial stance as it gives better damage as well as mobility, barrier, a block, an invuln, and 2 strong cc's. LR weaver is very strong vs projectile based builds, can hold its own in many 1v1s, and can even fight some classes 1vX reasonably well . However you need to be very careful of condis as you dont have much cleanse, and minor mistakes can be very punishing.

Comments

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