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Difference between revisions of "Weaver - Fire Weaver"

 
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| rating = great
 
| rating = great
 
| focus = Condition Damage, Sustain
 
| focus = Condition Damage, Sustain
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| difficulty = 2
 
}}
 
}}
 
__TOC__
 
  
 
==Overview==
 
==Overview==
A condition damage based Weaver build for PvP with plenty of burst damage. Primarily serves as a duelist.
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A condition damage-based Weaver build for PvP with high sustained damage and survivability. Primarily serves as a duelist.
  
  
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===Slot Changes===
 
===Slot Changes===
 
'''Utility'''
 
'''Utility'''
* {{Skill|Armor of Earth}} over {{Skill|Signet of Air}} - Armor is a better defensive skill in general but it's on a longer CD. It's up to you to decide what's more important to you, a stronger defensive or more frequent access to a stun break.
+
* {{Skill|Armor of Earth}} over {{Skill|Signet of Air}} - Armor is a better defensive skill in general but it's on a longer CD. It's up to you to decide what's more important - a stronger defensive skill, or more frequent access to a stun break. Could also replace Lightning Flash for a more tanky but much less mobile build.
  
* {{Skill|Stone Resonance}} over {{Skill|Lightning Flash}} - great defensive tool if you're fine with sacrificing some mobility. While Stone Resonance could help you stay in the fight longer, ultimately Lightning Flash's versatility and ability to disengage if you're in serious trouble makes LF the more popular utility.
+
* {{Skill|Twist of Fate}} over {{Skill|Signet of Air}} - slightly longer CD for a stronger defensive skill, but still lower recharge time than that of Armor of Earth.
  
* {{Skill|Conjure Earth Shield}} over {{Skill|Lightning Flash}} - a versatile conjure with CC, barrier, blocking and even an invulnerability. Could serve as a time out button while under pressure and waiting for CDs to come back up. Take {{Trait|Conjurer}} on Fire.
+
* {{Skill|Stone Resonance}} over {{Skill|Lightning Flash}} - great defensive tool if you're fine with sacrificing some mobility. While Stone Resonance could help you stay in the fight longer, ultimately Lightning Flash's versatility and ability to disengage if you're in serious trouble makes LF the more popular utility. Can't replace the signet as it doesn't break stun.
  
 
+
* {{Skill|Conjure Earth Shield}} over {{Skill|Lightning Flash}} - a versatile conjure with CC, barrier, blocking and even an invulnerability. Could serve as a time out button while under pressure and waiting for CDs to come back up. Consider taking {{Trait|Conjurer}} on Fire for improved condi cleanse via trait synergy.
'''Stance variant'''
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<!--'''Stance variant'''
  
 
It's possible to play the build with 3 utility stances, focusing on Barrier stacking. Take:
 
It's possible to play the build with 3 utility stances, focusing on Barrier stacking. Take:
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* {{Skill|Stone Resonance}}
 
* {{Skill|Stone Resonance}}
  
* {{Skill|Primordial Stance}}
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* {{Skill|Primordial Stance}}-->
 
 
* {{Rune|Weaver}}
 
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYfKSUeOD90AHQAHAEAAJAAAAA1FwAAEhcAAAAAAAAAAAAAAAAAAAAAAAA=]
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code = [&DQYfKSUeODd0AAAANRcAAJAAAAAcAQAAEhcAAAAAAAAAAAAAAAAAAAAAAAACWgAxAAA=]
 
}}
 
}}
  
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* {{Trait|Burning Fire}} is also a viable option in case you'd need more condition removal.
 
* {{Trait|Burning Fire}} is also a viable option in case you'd need more condition removal.
 
{{Specialization|Arcane|mid|bot|top}}
 
{{Specialization|Arcane|mid|bot|top}}
{{Specialization|Weaver|bot|bot|bot}}
+
'''Variants'''
 +
* {{Trait|Arcane Restoration}} offers higher healing. Consider picking up {{Relic|Relic of Evasion}} to compensate for the loss of Vigor from the other trait, but you should still have decent uptime on this boon even with other relics.
 +
{{Specialization|Weaver|bot|top|bot}}
  
  
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| sigil1 = Cleansing
 
| sigil1 = Cleansing
 
| sigil2 = Energy
 
| sigil2 = Energy
| rune = Orr
+
| rune = Leadership
 
| amulet = Sage
 
| amulet = Sage
 +
| relic = Relic of Rivers
 
}}
 
}}
  
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'''Sigils'''
 
'''Sigils'''
 
* {{Sigil|Smoldering}} or {{Sigil|Doom}} over {{Sigil|Cleansing}} - if you can afford to give up condition removal for more damage.
 
* {{Sigil|Smoldering}} or {{Sigil|Doom}} over {{Sigil|Cleansing}} - if you can afford to give up condition removal for more damage.
 +
 +
 +
'''Relics'''
 +
* {{Relic|Relic of Nayos}} - extra healing.
 +
 +
* {{Relic|Relic of the Mirage}} - improves your condi variety.
 +
 +
* {{Relic|Relic of Isgarren}} - higher damage.
  
  
 
'''Runes'''
 
'''Runes'''
* {{Rune|Balthazar}} - higher damage, lower sustain against condition specs.
 
  
* {{Rune|Leadership}} - better boon duration.
+
The current rune gives you a bit higher uptime on important boons such as {{Tooltip|Alacrity}} from Relic of Waters, but there are several other viable options if you want to prioritize damage or sustain:
 +
* {{Rune|Orr}} - good damage while also offering extra survivability in condition matchups.
  
* {{Rune|Weaver}} - if you're playing with at least 2 utility stances, the barrier from this rune could provide a good amount of extra sustain.
+
* {{Rune|Engineer}} - similar to Orr, but trades defense against conditions for higher toughness against power builds.
 +
 
 +
* {{Rune|Balthazar}} - higher damage, lower sustain.
 +
 
 +
* {{Rune|Dolyak}} - most tanky option.
 +
<!--
 +
* {{Rune|Weaver}} - if you're playing with at least 2 utility stances, the barrier from this rune could provide a good amount of extra sustain.-->
  
  
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* As for weapon skills, your heavy hitters are {{Skill|Flame Uprising}}, {{Skill|Lava Skin}}, and {{Skill|Pyro Vortex}}. The latter two also pulse damage each second for a period of time, making them synergize well with {{Skill|Primordial Stance}}.
 
* As for weapon skills, your heavy hitters are {{Skill|Flame Uprising}}, {{Skill|Lava Skin}}, and {{Skill|Pyro Vortex}}. The latter two also pulse damage each second for a period of time, making them synergize well with {{Skill|Primordial Stance}}.
  
* {{Skill|Flamewall}} 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.
+
* {{Skill|Flamewall}} 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. It also has inherent value as a '''Fire''' field, more about that later.
  
  
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*The trait {{Trait|Smothering Auras}} provides a steady stream of cleansing:
 
*The trait {{Trait|Smothering Auras}} provides a steady stream of cleansing:
** Swapping to {{Skill|Fire Attunement}} applies {{Skill|Fire Shield}}, cleansing one condition. Swapping to another attunement from fire gives you access to {{Skill|Transmute Fire}} which cleanses another 2 conditions by detonating the aura.
+
** Swapping to {{Skill|Fire Attunement}} applies {{Tooltip|Fire Aura}} thanks to {{Trait|Sunspot}}, cleansing one condition. Swapping to another attunement from Fire gives you access to another one from skill #5 {{Skill|Fire Shield}} which you can then follow up with {{Skill|Transmute Fire}} for another 3 cleanses in total.
** {{Skill|Fire Shield}} can be combo'd by using a leap finisher such as {{Skill|Polaric Leap}} or {{Skill|Flame Uprising}} in a {{Skill|Flamewall}}.
+
** {{Tooltip|Fire Aura}} can also be created by combos by using a leap finisher inside a fire field, like {{Skill|Polaric Leap}} or {{Skill|Flame Uprising}} in a {{Skill|Flamewall}}.
 +
 
 +
* Fire is the only attunement you should consider double-attuning to (going Fire twice in a row) because doing so will give you a {{Tooltip|Fire Aura}} on your 2nd attune too, which you can immediately transmute with skill #5 and then apply a second Fire Aura with the same skill and transmute that too for a grand total of 6 condition removals.
  
 
*When auras no longer suffice {{Skill|Magnetic Wave}} is what you should use. This is the best anti-condition skill in the build, instantly removing 3 conditions upon being used.
 
*When auras no longer suffice {{Skill|Magnetic Wave}} is what you should use. This is the best anti-condition skill in the build, instantly removing 3 conditions upon being used.
  
*The trait {{Trait|Invigorating Strikes}} grants a steady stream of barriers. Dodging on '''Water''' and '''Earth''' attunements has even more defensive benefits thanks to {{Trait|Evasive Arcana}} - 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 {{Skill|Riptide}}.
+
*The trait {{Trait|Invigorating Strikes}} passively grants barrier throughout a fight. Dodging on '''Water''' and '''Earth''' attunements has even more defensive benefits thanks to {{Trait|Evasive Arcana}} - 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 {{Skill|Riptide}}.
  
 
*Most of the sustain comes from combining {{Skill|Water Attunement}} with {{Skill|Earth Attunement}}:
 
*Most of the sustain comes from combining {{Skill|Water Attunement}} with {{Skill|Earth Attunement}}:
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:# Dodge in {{Skill|Water Attunement}} to proc the relevant effect of {{Trait|Evasive Arcana}}.
 
:# Dodge in {{Skill|Water Attunement}} to proc the relevant effect of {{Trait|Evasive Arcana}}.
 
:# Use {{Skill|Riptide}}.
 
:# Use {{Skill|Riptide}}.
:# Swap to {{Skill|Earth Attunement}} for {{Skill|Earthen Vortex}} or use {{Skill|Magnetic Wave}} if you were in Earth prior to switching to Water. Use them in the field created by Riptide. You could also go Earth {{to}} Water {{to}} Earth and do both.
+
:# Swap to {{Skill|Earth Attunement}} for {{Skill|Earthen Vortex}} or use {{Skill|Magnetic Wave}} if you were in Earth prior to switching to Water. Use them in the field created by Riptide. You could also go Earth {{to}} Water {{to}} Earth and do both by using Magnetic Wave during Riptide's animation, then following up with an Earth swap into Earthen Vortex once the field's been created.
 
:# Swap to {{Skill|Fire Attunement}} for the {{Trait|Smothering Auras}} + {{Trait|Sunspot}} combo.
 
:# Swap to {{Skill|Fire Attunement}} for the {{Trait|Smothering Auras}} + {{Trait|Sunspot}} combo.
 
:# {{Skill|Lava Skin}} for the barrier.
 
:# {{Skill|Lava Skin}} for the barrier.
:# '''Optional:''' when you swap out of Fire, use {{Skill|Transmute Fire}} if cleansing is needed.
+
:# '''Optional:''' when you swap out of Fire, use {{Skill|Fire Shield}} {{to}} {{Skill|Transmute Fire}} if cleansing is needed. If you double-attuned to Fire instead of going into another attunement then you can transmute twice because of the {{Trait|Sunspot}} proc.
  
  

Latest revision as of 09:31, 9 September 2024

The community gave this build a rating, making it top-tier: Great

Focused on: Condition damage and Sustain

Designed for: PvP Conquest

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

Overview

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


Skill Bar

Sword/Focus
Utility


Slot Changes

Utility

  • Armor of Earth over Signet of Air - Armor is a better defensive skill in general but it's on a longer CD. It's up to you to decide what's more important - a stronger defensive skill, or more frequent access to a stun break. Could also replace Lightning Flash for a more tanky but much less mobile build.
  • Twist of Fate over Signet of Air - slightly longer CD for a stronger defensive skill, but still lower recharge time than that of Armor of Earth.
  • Stone Resonance over Lightning Flash - great defensive tool if you're fine with sacrificing some mobility. While Stone Resonance could help you stay in the fight longer, ultimately Lightning Flash's versatility and ability to disengage if you're in serious trouble makes LF the more popular utility. Can't replace the signet as it doesn't break stun.
  • Conjure Earth Shield over Lightning Flash - a versatile conjure with CC, barrier, blocking and even an invulnerability. Could serve as a time out button while under pressure and waiting for CDs to come back up. Consider taking Conjurer on Fire for improved condi cleanse via trait synergy.


Template Code

[&DQYfKSUeODd0AAAANRcAAJAAAAAcAQAAEhcAAAAAAAAAAAAAAAAAAAAAAAACWgAxAAA=]
Copy Template Code


Specializations

Variants

  • Burning Fire is also a viable option in case you'd need more condition removal.

Variants

  • Arcane Restoration offers higher healing. Consider picking up Relic of Evasion to compensate for the loss of Vigor from the other trait, but you should still have decent uptime on this boon even with other relics.


Equipment

Sword
Focus
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 Nayos - extra healing.
  • Relic of the Mirage - improves your condi variety.
  • Relic of Isgarren - higher damage.


Runes

The current rune gives you a bit higher uptime on important boons such as Alacrity Alacrity from Relic of Waters, but there are several other viable options if you want to prioritize damage or sustain:

  • Rune of Orr - good damage while also offering extra survivability in condition matchups.
  • Rune of Engineer - similar to Orr, but trades defense against conditions for higher toughness against power builds.
  • Rune of Balthazar - higher damage, lower sustain.
  • Rune of Dolyak - most tanky option.


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 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 influenced by both active attunements fire + water for example is Twin Strike.
  • 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

  • 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.
  • Cycle Fire Air Fire Air to maintain Swiftness Swiftness while roaming between capture points.
  • 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 Might stacking happens passively through Pyromancer's Puissance. It's yet another reason for spamming autoattacks as much as possible when in combat (and attuned to Fire) even if you're not in range.


Damage

  • This build is all about stacking Burning Burning.
  • Primordial Stance can instantly add burst to any attack sequence:
    • Fire Attunement has the highest raw damage output.
    • Air Attunement is also a good choice because of the Vulnerability Vulnerability stacking, but this condition's effectivenes severely depends on how pressured your target already is. If the target doesn't have any damaging conditions and isn't being focused by your team, Vulnerability doesn't do much, in that case Earth is superior.
    • Water Attunement does not directly help with damage, but the snare and CD increase can still be valuable - especially in mirror matchups, as Chill Chill is one of Elementalist's greatest weaknesses.
  • As for weapon skills, your heavy hitters are Flame Uprising, Lava Skin, and Pyro Vortex. The latter two also pulse damage each second for a period of time, making them synergize well with Primordial Stance.
  • Flamewall 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. It also has inherent value as a Fire field, more about that later.


Burst combo examples

Fire Attunement primary, Earth Attunement secondary
  1. Primordial Stance
  2. Lava Skin
  3. Flame Uprising
  4. Swap to Air Attunement
  5. Pyro Vortex


Air Attunement primary, Earth Attunement secondary
  1. Primordial Stance
  2. Gale Strike
  3. Swap to Fire Attunement
  4. Pyro Vortex
  5. Flame Uprising


Sustain and how to dealing with conditions

  • The trait Smothering Auras provides a steady stream of cleansing:
    • Swapping to Fire Attunement applies Fire Aura Fire Aura thanks to Sunspot, cleansing one condition. Swapping to another attunement from Fire gives you access to another one from skill #5 Fire Shield which you can then follow up with Transmute Fire for another 3 cleanses in total.
    • Fire Aura Fire Aura can also be created by combos by using a leap finisher inside a fire field, like Polaric Leap or Flame Uprising in a Flamewall.
  • Fire is the only attunement you should consider double-attuning to (going Fire twice in a row) because doing so will give you a Fire Aura Fire Aura on your 2nd attune too, which you can immediately transmute with skill #5 and then apply a second Fire Aura with the same skill and transmute that too for a grand total of 6 condition removals.
  • When auras no longer suffice Magnetic Wave is what you should use. This is the best anti-condition skill in the build, instantly removing 3 conditions upon being used.
  • The trait Invigorating Strikes passively grants barrier throughout a fight. Dodging on Water and Earth attunements has even more defensive benefits thanks to Evasive Arcana - 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 Riptide.
  • Most of the sustain comes from combining Water Attunement with Earth Attunement:
    • The order doesn't always matter. Going from Earth to Water lets you blast Riptide immediately with Magnetic Wave for extra healing whilst cleansing conditions and reflecting projectiles. Going from Water to Earth allows for blasting Riptide's water field through an Evasive Arcana empowered dodge + Earthen Vortex.
    • 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 Protection application which is quite handy especially if you're CC'd and can't cast anything else.
  • Obsidian Flesh is the best defensive skill in the build, making you immortal for its duration (except for fall damage).


Basic healing combo

  1. Dodge in Water Attunement to proc the relevant effect of Evasive Arcana.
  2. Use Riptide.
  3. Swap to Earth Attunement for Earthen Vortex or use Magnetic Wave if you were in Earth prior to switching to Water. Use them in the field created by Riptide. You could also go Earth Water Earth and do both by using Magnetic Wave during Riptide's animation, then following up with an Earth swap into Earthen Vortex once the field's been created.
  4. Swap to Fire Attunement for the Smothering Auras + Sunspot combo.
  5. Lava Skin for the barrier.
  6. Optional: when you swap out of Fire, use Fire Shield Transmute Fire if cleansing is needed. If you double-attuned to Fire instead of going into another attunement then you can transmute twice because of the Sunspot proc.


Top Streamers


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Ratings

This build has a rating of 5 stars based on 19 votes.
Log in or register to rate this build.
4 stars
Ethan gave this build 4 stars • October 2024
Build is still okay, but it’s damage mostly comes from lingering AoE’s and with all the mobility in the current meta classes, it’s damage falls off a little, still workable though if you are good at using gale.
4 stars
Hanz gave this build 4 stars • June 2024
Not the best but also not the worst, it's managed to hang on to viability (at least for ranked play) for quite some time now. I'm seeing a small surge in playrates recently and it can still be an asset to the team, I just think that Cata is slightly better at everything this does. Also Hammer Weaver is probably better at least against Power specs, but this has an easier time vs condi.
3 stars
Kindness gave this build 3 stars • April 2022
Strong, versatile, but hard to play / master for not even the best results
4 stars
King of necro gave this build 4 stars • August 2021
only weaver can kill weaver cancer side build best of best
5 stars
Acedia1092 gave this build 5 stars • February 2021
Both durable and threatening at the same time, it is the best duelist build around that can win most 1v1s with ease and even stall in 1vX situations.
4 stars
Xiomaro gave this build 4 stars • January 2021
I think 4 stars is probably quite fair. Strong dueling potential, good mobility and can survive outnumbered for a decent amount of time. Not every duel is favourable but you'll be able to win the majority if you're good enough.
3 stars
Aditya Cyfer gave this build 3 stars • April 2020
Fire weaver used be the OP build before Feb 20 patch. But after that all weavers were murdered. Fire weaver is only half as strong and almost unplayable. Very weak side noder. Tempests and D/F Lightning rod weaver are the only playable else now
5 stars
Wayne84 gave this build 5 stars • January 2020
Still better weaver, high dps, good sustain, nice aoe damage to help the party on points. I prefer it to the tanky mender sword (water trait). Very funny to play.
5 stars
Ether gave this build 5 stars • January 2020
the only notable weakness this build has is the lack of mobility that other side noders possess otherwise, making map rotations and chasing down ranged targets somewhat difficult. Putting those aside tho, and u get a package that not only offers, but excels at everything a duelist would want: high consistent dmg w/ reliable cleave, good condi cleanse, boons for days, stable heals and barriers on top of multiple burst heals thru water field, stun break utilities that comes w/ either good evade frames or even more dmg,and an instant cast invulnerability that doesn't hinder your other actions. To top it all off, u have a an elite that serves as , essentially, a steroid that directly boosts your dmg, boon duration, movement speed, and toughness; making this build one of the best for defending on a side node.
5 stars
Ghrin gave this build 5 stars • December 2019
My favorite build in the game, and as a duelist it is such an optimal role. It has tools to deal with every class coming into your point, your rotating abilities are OK if you continuously attune to Air and then to any other element (I suggest earth for the protection buff) then back to Air for the swiftness uptime, it can assist in team fights even though its not the best at it. Overall, when a good weaver gets their hands on this build, it can get scary and in a hurry.
5 stars
Memesmer gave this build 5 stars • November 2019
This build has all it needs to be truly good. It belongs in Meta section - it's definitely above just "great" and it's one of the best options you can run for it's intended role. It's negligibly slower at rotations due to not having movement skills/teleports it can use without target (though it still has a lot of Swiftness for that), but makes up for it with robust defensive capabilities, plain terrifying burst it can do, as well as great passive pressure. It is capable of winning competing role matchups and holds it's own very well, and if current balance notes are anything to go by - it's going to become even stronger, as Warrior will lose Rampage damage and Holo - sustain and stab. However, currently care must be taken when facing core warriors running Tactics - Warrior's Cunning hurts. Really bad (but it will be fixed soon, too).
5 stars
Farbas gave this build 5 stars • September 2019
I have no trouble surviving with this build, thanks to the numerous defense skills provided by the focus, as well as the condi cleanse provided by fire auras, which are plentyful and on low cooldowns. And it deals a lot of damage.
5 stars
JasherTV gave this build 5 stars • August 2019
Extremely strong build. Easily the best Ele build out there right now. I'm surprised more people aren't running this.
4 stars
Ssendink gave this build 4 stars • June 2019
Pretty good but "easy" to counter with cleanse
5 stars
Nikegipple gave this build 5 stars • May 2019
Very good build. I suggest also a variation with celestial amulet, flame legion and element of rage trait for hybrid damage.
5 stars
Naflie gave this build 5 stars • May 2019
A really strong build, usually top healing+dmg. Can make other team waste their time on you chasing you.
5 stars
Killpotts gave this build 5 stars • April 2019
This is probably the best Ele build that currently exists in the game. While it's not quite as high sustain as menders sword, it makes up for it by actually having damage that your opponents must watch out for. 'Cleansing Fire' can replace the glyph if you are up against a heavy condi team making for a solid adaptable build.
5 stars
Utrex gave this build 5 stars • April 2019
This is actually a potent build that mixes some power with condition damage while being strong against a plethora of builds. It does struggle against scourge (and sometimes core/reaper) at times, however this may just be an alternative to the mender's build if not better! More damage is always welcome.
5 stars
Ama4play gave this build 5 stars • April 2019
Probably the best build for weaver, i watched phantaram play the build and tried it myself both extreme fire damage with the help of Sage Amulet it gives 1k power for raw damage with Lava Skin and Shearing Edge. the build overall gives the consistent damage on down foes. and i consider if you want more condition damage then power you should go with Rune of Balthazar it gives more condition damage and 10% more HP(Good with the 500 Vitality from Amulet).

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