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Weaver - Fresh Air Roamer

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

Focused on: Direct damage and Mobility

Designed for: WvW Roaming

Difficulty:
TBD
This build was last updated on December 06, 2022 and is up to date for the October 8, 2024 patch.

Overview

S/F Fresh Air is a WvW roaming build which focuses on burst damage whilst avoiding damage by utilizing superspeed, projectile hate and invulnerabilities to make up for its squishiness.


Skill Bar

Scepter/Focus
Utility


Template Code

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Specializations


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Berserker
Accessory
Berserker
Accessory
Marauder
Amulet
Marauder
Ring
Berserker
Ring
Berserker
Scepter
Marauder
Focus
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18

Equipment Variants

Stats

  • The ratio of Marauder Marauder and Berserker stats Berserker stats gear can be changed based on personal preferences. More experienced players can replace some Marauder pieces with Berserker ones.


Runes

  • Rune of Superior Rune of Strength
  • Rune of Superior Rune of the Pack


Consumables

Food

There are plenty of viable choices:

  • - passive damage mitigation and great stats.
  • - highest damage non-ascended option.
  • - damage and extra vitality in case you're not comfortable with the current HP.
  • - armor ignoring damage and a bit of extra healing/precision.
  • - defensive option with more evasion.


Utility

  • or , whichever is cheaper at the moment.


Usage

Elite specialization basics

  • Weaver allows the Elementalist to attune to 2 elements at the same time, and skills 1-5 will be 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 Air Attunement then air is now your primary attunement and fire's moved to secondary - now skills 1-2 are air and 4-5 are fire. Skill 3 is a dual skill influenced by both active attunements fire + air for example is Plasma Beam.
  • 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.
  • It's possible to attune twice in a row to the same element, and doing this with Air Attunement is going to be a part of your burst rotation.


General

  • The build makes little to no use of Water Attunement.
  • Keep swapping in-and-out of Air Attunement repeatedly while roaming in order to maintain Swiftness Swiftness.
    • Note: attuning to air twice in a row doesn't give swiftness the second time.
  • The condition applied from Elemental Surge depends on your active primary attunement when your Arcane Blast hits the target, not the primary attunement you are in when you cast the skill. If you want Arcane Blast to inflicting Immobilize Immobilize to set up a burst then you need to remain in Earth Attunement until the skill lands - or swap into swap into earth right before it lands.
  • Conjure Fiery Greatsword's purpose is twofold.
    • Mobility: Fiery Whirl and Fiery Rush are excellent movement skills that can help you disengage from fights if your defensive CDs ran ou, or if you need to chase after someone.
    • Cleave: AoE in the build is rather clumsy, except for Fiery Whirl and Firestorm. Use these whenever you need to cleave down a downed enemy.
  • Glyph of Elemental Harmony is best used in earth for the Protection Protection.
  • Arc Lightning isn't interrupted when you change attunements. Starting the channel in air and swapping to any other attunement is an excellent way of recharging air through Fresh Air as this skill hits multiple times in a short period of time. This is also a great filler in general.


Burst damage

  • This build bursts by rapidly unloading instant cast abilities on top of a channeled one.
  • The 3 main channeled skills you're going to use in bursts are Plasma Beam, Earthen Synergy and Fracturing Strike.
  • All of your hard hitting abilities should go off after double attuning to Air Attunement.
  • Burst combos that require an enemy to stay in place (such as the ones involving Fracturing Strike) should be used after firing Arcane Blast in Earth Attunement for the Immobilize Immobilize.


Notable burst combos

These are some potential combos you can use based on the techniques outlined above. The quicker you pull these chains off, the better.

From Fire primary Air secondary:

  1. Plasma Beam
  2. Arcane Blast
  3. Air Attunement
  4. Air Attunement
  5. Lightning Strike
Note: in this specific case, if you already have an active Elemental Surge buff before beginning the chain, Arcane Blast should be used after the second Air Attunement in order to benefit from the Air modifiers and Elements of Rage.

From Earth primary Air secondary:

  1. Earthen Synergy
  2. Arcane Blast
  3. Hurl
  4. Air Attunement
  5. Air Attunement
  6. Lightning Strike

From Earth primary Fire secondary:

  1. Fracturing Strike
  2. Arcane Blast
  3. Hurl
  4. Air Attunement
  5. Air Attunement
  6. Lightning Strike


Survival

  • One with Air makes it easy to kite most specs. Avoid melee range at all costs!
  • CCs can be used for shaking off pursuers.
  • Abuse spots on maps that break teleport skill pathing when the enemy team has Thieves, Revenants, and other such specs with teleports. Use the terrain to your advantage in general, it's very important for builds as squishy as this one.
  • Magnetic Wave and Swirling Winds provide excellent protection against enemies who use projectiles. These however do not work against unblockable projectiles, and some ranged builds - such as this one - are mostly unaffected by projectile reflects and blocks.
  • Obsidian Flesh is your last resort defense in situations where neither CC nor projectile counters will keep you alive. You should only use it when other options are either unavailable or not going to suffice.


Related Builds

Freshweaver - 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
Hanz gave this build 4 stars • August 2022
A decent roaming build with high burst damage that's part of GW2 history. I'd consider this to be one of the hardest builds to play, so wouldn't recommend it for everyone, but that's what makes it so rewarding to master.
4 stars
Paradoxoglanis gave this build 4 stars • November 2019
A fast paced burst build with a high skill cap. It struggles against condi pressure and high mobility builds, but makes up for it with devastating, quick burst combos.
5 stars
Cactusbodyslam gave this build 5 stars • March 2019
While this build can seem a little gimmicky, it is capable of a staggering damage burst that will frighten most players. The true test of a Fresh Air Weaver comes after the opening combo, as the limited survivability of Weaver leaves the player open to counterattack if their opponent was not downed immediately. Still, the build provides enough tools to avoid reprisal between bursts, keeping melee specs in check with Superspeed and avoiding ranged attacks through Twist of Fate, Swirling Winds, Magnetic Wave, and dodge rolls. If any part of the kit fails, players can bail themselves out with Final Shielding while chaining together Lightning Flash, ToF, Obsidian Flesh, and Fiery Greatsword to get far away from the opponent. This build has some unfavorable match-ups, namely Herald and Mesmer, as the burst is capable of fully healing a Herald when they use Infuse Light, and Mesmer clones can be difficult to destroy without cleave (the best cleave abilities are Plasma Beam and Arc Lightning, but additional targets need to be lined up between the opponent and the player to be hit). Fortunately, FA Weaver more than makes up for its shortcomings with an opening combo that is capable dismounting enemies in the blink of an eye.

Comments

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