Weaver - Fire Weaver
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage
Designed for: PvP Conquest
Overview
A condition damage based Weaver build for sPvP with plenty of burst damage. Primarily serves as a duelist.
Skill Bar
Slot Changes
Utility
- over - a different type of stunbreak. Some prefer the signet, others like ToF, both are fine.
- over - 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.
- over - 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.
Template Code
Specializations
Variants
- is also a viable option in case you'd need more condition removal.
Equipment
Equipment Variants
Sigils
- or over - if you can afford to give up condition removal for more damage.
Rune
- - better boon duration.
- - if you're playing with at least 2 utility stances, the barrier from this rune could provide a good amount of extra sustain.
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 attunementsThe 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
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 Template:Gw2skill 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 Template:Gw2skill 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.
Template:Gw2wiki stacking happens passively through . 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 Template:Gw2wiki.
- has the highest raw damage output.
- Template:Gw2wiki 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. is also a good choice because of the
- Template:Gw2wiki is one of Elementalist's greatest weaknesses. does not directly help with damage, but the snare and CD increase can still be valuable - especially in mirror matchups, as
can instantly add burst to any attack sequence:
- 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
provides a steady stream of cleansing:- 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 .
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
with :- 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 Template:Gw2wiki application which is quite handy especially if you're CC'd and can't cast anything else.
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.
Top Streamers
- Twitch: Blamthrax
- Twitch: Grimjack
Related Builds
- Starfire Roamer - WvW roaming version.
Ratings
Comments
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