Difference between revisions of "Weaver - Lightning Rod Roamer"
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==Usage== | ==Usage== | ||
'''Elite specialization basics''' | '''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. | + | * {{Tooltip|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 | + | *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''' created by a combination of your active attunements - Fire + Water for example is {{Skill|Steam Surge}}. |
− | *The order of the attunements doesn't matter here, | + | *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 | + | '''General |
* {{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 | + | * 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). | ||
'''Damage''' | '''Damage''' | ||
* {{Trait|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 {{Skill|Plasma Burst}} with CC for burst damage. | * {{Trait|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 {{Skill|Plasma Burst}} with CC for burst damage. | ||
+ | |||
+ | * Your most dangerous skills tend to be dual skills, especially those related to {{Skill|Air Attunement}}: | ||
+ | ** {{Skill|Plasma Burst}} on Air + Fire (this is the most damage you can do with 1 skill). | ||
+ | ** {{Skill|Grinding Stones}} on Air + Earth (damage over time, adds to other burst attempts). | ||
+ | ** {{Skill|Katabatic Wind}} Air + Water (raw damage AND LR synergy, one of your best skills). | ||
+ | ** {{Skill|Mud Slide}} on Earth + Water (Lightning Rod synergy). | ||
+ | ** {{Skill|Ashen Blast}} on Fire + Earth (raw damage). | ||
+ | |||
+ | * {{Skill|Convergence}} has a delay, you could combo this with other high damage skills like {{Skill|Plasma Burst}} or {{Skill|Katabatic Wind}} for a quick burst. | ||
* ''If taken'' Attuning to the same element twice grants {{Trait|Elements of Rage}}, which is a decent damage increase. {{Skill|Unravel}} makes obtaining this buff easier. Best attunements to double attune to are Air and Fire. | * ''If taken'' Attuning to the same element twice grants {{Trait|Elements of Rage}}, which is a decent damage increase. {{Skill|Unravel}} makes obtaining this buff easier. Best attunements to double attune to are Air and Fire. | ||
* {{Skill|Air Attunement}} is the most important one in the build and should be attuned to often, both for damage and sustain. {{Skill|Convergence}} alone could provide a ~50% AoE Weakness uptime and it does really good damage, while {{Skill|Lightning Whip}} is the go-to cleave skill in the build. | * {{Skill|Air Attunement}} is the most important one in the build and should be attuned to often, both for damage and sustain. {{Skill|Convergence}} alone could provide a ~50% AoE Weakness uptime and it does really good damage, while {{Skill|Lightning Whip}} is the go-to cleave skill in the build. | ||
+ | |||
+ | * {{Skill|Tornado}} is good at finishing off low HP targets, making sure they don't get to heal up while also damaging them with {{Trait|Lightning Rod}} procs. This works on downed targets too so you could use it to disrupt rez attempts. Even if enemy players have {{Tooltip|Stability}} or a Guardian is casting {{Skill|Signet of Mercy}} Tornado could launch the downed enemy into the distance to deny it. | ||
+ | |||
+ | |||
+ | '''Burst combo examples''' | ||
+ | |||
+ | ''Water primary, Earth secondary'' | ||
+ | :# {{Skill|Mud Slide}} | ||
+ | :# Swap to Air | ||
+ | :# {{Skill|Convergence}} | ||
+ | :# {{Skill|Katabatic Wind}} | ||
+ | :# Swap to Fire | ||
+ | :# {{Skill|Comet}} | ||
+ | :# {{Skill|Plasma Burst}} | ||
+ | |||
+ | |||
+ | ''Air primary, Earth secondary'' | ||
+ | :# {{Skill|Grinding Stones}} | ||
+ | :# {{Skill|Convergence}} | ||
+ | :# Swap to Fire | ||
+ | :# {{Skill|Gale}} | ||
+ | :# {{Skill|Plasma Burst}} | ||
+ | |||
+ | |||
+ | ''Air primary, Fire secondary (ranged burst)'' | ||
+ | :# {{Skill|Convergence}} | ||
+ | :# Precast {{Skill|Plasma Burst}} | ||
+ | :# {{Skill|Lightning Flash}} to your target's location in the middle of casting Plasma burst | ||
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* {{Trait|One with Air}} lets you kite melee opponents should you need some breathing room. | * {{Trait|One with Air}} lets you kite melee opponents should you need some breathing room. | ||
+ | |||
+ | * {{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}}. | ||
+ | |||
+ | * 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. | ||
+ | |||
+ | * 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. | ||
+ | |||
+ | * {{Skill|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. | ||
+ | |||
+ | * {{Skill|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 {{Skill|Arcane Shield}} which can block a couple of attacks. | ||
==Related Builds== | ==Related Builds== | ||
[[Build:Weaver_-_D/F_Lightning_Rod|D/F Lightning Rod (sPvP)]] - Conquest PvP version. | [[Build:Weaver_-_D/F_Lightning_Rod|D/F Lightning Rod (sPvP)]] - Conquest PvP version. |
Revision as of 19:10, 21 September 2023
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage, Mobility and Control
Designed for: WvW Roaming
Overview
A high skillcap Power WvW Weaver roaming build built around the 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.
trait. LR Weaver is all about spamming CCs for both defensive and offensive purposes, as CC skills do high damage while also applying
Skill Bar
Skill Bar Variants
Utility
Viable choices for the 3rd utility slot include:
- - 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 .
- Stability and general sustain. -
- - stun break on low CD.
- - great defensive skill and stun break on medium CD.
- - several strong defensive skills all rolled into one conjure, including an invulnerability and a block.
- Vulnerability stacking, could be a good source of extra damage if you can afford it. - mostly just for the
Template Code
Specializations
Variants
- - more sustain.
- - more burst.
Equipment
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Cavalier
Marauder
Marauder
Cavalier
Cavalier
Marauder
Marauder
x6
x18
Equipment Variants
Sigils
can be replaced by:
- - consistent damage proc, and easier to get.
- - extra damage/healing that fits the build perfectly.
- - refills a dodge bar every ~10 seconds when you swap attunements, great defensive option.
Runes
- - if you want to go all in on damage.
- - 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 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 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 created by a combination of your 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 gives you access to the "core" skill of the weapon, the skill you'd have if you weren't a Weaver.
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 between capture points.
- If taken 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
- 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 with CC for burst damage.
- Your most dangerous skills tend to be dual skills, especially those related to
- on Air + Fire (this is the most damage you can do with 1 skill).
- on Air + Earth (damage over time, adds to other burst attempts).
- Air + Water (raw damage AND LR synergy, one of your best skills).
- on Earth + Water (Lightning Rod synergy).
- on Fire + Earth (raw damage).
:
- has a delay, you could combo this with other high damage skills like or for a quick burst.
- If taken Attuning to the same element twice grants , which is a decent damage increase. makes obtaining this buff easier. Best attunements to double attune to are Air and Fire.
- is the most important one in the build and should be attuned to often, both for damage and sustain. alone could provide a ~50% AoE Weakness uptime and it does really good damage, while is the go-to cleave skill in the build.
- Stability or a Guardian is casting Tornado could launch the downed enemy into the distance to deny it. is good at finishing off low HP targets, making sure they don't get to heal up while also damaging them with procs. This works on downed targets too so you could use it to disrupt rez attempts. Even if enemy players have
Burst combo examples
Water primary, Earth secondary
- Swap to Air
- Swap to Fire
Air primary, Earth secondary
- Swap to Fire
Air primary, Fire secondary (ranged burst)
- Precast
- to your target's location in the middle of casting Plasma burst
Sustain
- 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
- 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 . This can be solved by using in case of emergency. Unravel's also great for grabbing on .
, and . Perhaps your best tool against conditions is , which makes you immune to incoming conditions and causes you not to take damage from the ones already on you for its duration.
- lets you kite melee opponents should you need some breathing room.
- (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 or .
- Some of the dual skills have baked in defenses, like damage reduction on , Blind on or evasion on .
- If you're on Water primary and Earth secondry you could use , swap to Fire, and follow up with to build distance while evading attacks.
- Earth and Air have some great skills for fighting ranged projectile users: on Air secondary, on Earth primary, and on Earth secondary.
- 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.
- could be used to disengage from fights. Skill #5 is a great mobility skill that also does AoE CC, and using the elite procs which can block a couple of attacks.
Related Builds
D/F Lightning Rod (sPvP) - Conquest PvP version.
Ratings
Comments
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