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Difference between revisions of "Weaver - Fire Weaver"

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===Slot Changes===
 
===Slot Changes===
 
'''Utility'''
 
'''Utility'''
 +
* {{Skill|Lightning Flash}} over {{Skill|Glyph of Elemental Power}} - lower burst damage and one less stun breaker, but better map mobility.
 
* {{Skill|Glyph of Renewal}} over {{Skill|Glyph of Elemental Power}} - lower burst damage and one less stun breaker, but more rez potential in teamfights and even a self-rez if used on Fire!
 
* {{Skill|Glyph of Renewal}} over {{Skill|Glyph of Elemental Power}} - lower burst damage and one less stun breaker, but more rez potential in teamfights and even a self-rez if used on Fire!
 
  
 
===Template Code===
 
===Template Code===
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==Top Streamers==
 
==Top Streamers==
* Twitch [https://www.twitch.tv/im_grimjack Grimjack]
+
* Twitch: [https://www.twitch.tv/im_grimjack Grimjack]
 
* Twitch: [https://www.twitch.tv/crann_ Crann]
 
* Twitch: [https://www.twitch.tv/crann_ Crann]

Revision as of 01:27, 16 January 2020

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Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Legendary.png

Part of the current metagame.

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great.

Focused on: Condition Damage.

Designed for:


Overview

A condition damage based Weaver build for sPvP with plenty of burst damage. Primarily serves as a duelist.

Skillbar

Sword/FocusHealingUtilityElite

Slot Changes

Utility

  • over - lower burst damage and one less stun breaker, but better map mobility.
  • over - lower burst damage and one less stun breaker, but more rez potential in teamfights and even a self-rez if used on Fire!

Template Code

[&DQYfKSUbOD90AHQA9RUAAHMAAAA1FwAAEhcAAAAAAAAAAAAAAAAAAAAAAAA=]
COPY

Specializations

Variants

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




Equipment

Sword.png
Focus.png
I.png
Superior Sigil of Smoldering
Superior Sigil of Smoldering.pngSuperior Sigil of Smoldering
Increase Inflicted Burning Duration: 20%
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Superior Rune of Sanctuary
Superior Rune of Sanctuary.pngSuperior Rune of Sanctuary
(1): +25 Vitality (2): +5% Boon Duration (3): +50 Vitality (4): +10% Boon Duration (5): +100 Vitality (6): Gain a barrier with health equal to 20% of any heals you receive.
Mercenary's Amulet
Sage's Amulet.pngSage's Amulet
+1050 Power +560 Vitality +560 Healing Power +1050 Condition Damage

Equipment Changes

Runes

  • - significant boost to your burning if you can afford to give up some sustain for it.


Sigils

  • Superior Sigil of Cleansing Superior Sigil of Cleansing
    9Recharge.png
    Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
    Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
    over
    Superior Sigil of Smoldering Superior Sigil of Smoldering
    Superior Sigil of Smoldering.pngSuperior Sigil of Smoldering
    Increase Inflicted Burning Duration: 20%
    - if more condition removal is needed.

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 influenced by both 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 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 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.
  • Every stance applies Stability Stability which has many uses, including safe stomping downed enemies or securing important skills.
  • 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). Another application includes pressuring targets through and whilst evading incoming attacks.
  • 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 . It's yet another reason for spamming autoattacks as much as possible when in combat (and attuned to Fire).
  • 's duration matches its recharge. Sometimes it's worth activating this skill upon leaving a fight so you can being the next one with the buff active and not much left of its CD.


Damage

  • This build is all about stacking Burning Burning.
  • and can instantly add burst to any attack skill you're using:
    • When it comes to offense, you can't go wrong with activating them on - fire has the highest raw damage output.
    • is also a good choice for both because of the Vulnerability Vulnerability stacking, but this condition's effectivenes severely depends on how pressured your target is - especially when it comes to the glyph which only stacks one condition type at a time. If the target doesn't have any damaging conditions and isn't being focused by your team, Vulnerability doesn't do much.
    • Note: all 5 charges of the glyph go off based on the attunement you were in the moment this skill was used, swapping attunements doesn't change anything.
  • 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 both and Glyph of Elemental Power Glyph of Elemental Power.
  • 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

primary, secondary
  1. Swap to


primary, secondary
  1. Swap to


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 Protection Protection 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

  1. Dodge in to proc the relevant effect of .
  2. Use .
  3. Swap to 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 Water Earth and do both.
  4. Swap to for the + combo.
  5. for the barrier.
  6. Optional: when you swap out of Fire, use if cleansing is needed.

Top Streamers

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Build rating - 5 stars
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15 Ratings
3 stars
Hanz gave this build 3 stars April 2020

Calling it unplayable is a serious exaggeration but the nerfs can certainly be felt here.

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.

12 More Ratings
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
Princ152 gave this build 5 stars May 2019

Very good build! Been running it for last 2 days and having great success! Top dmg almost everytime

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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