Difference between revisions of "Weaver - Fresh Air Roamer"

(Created page with "{{#seo: |title=Weaver - Fresh Air Roamer |description=S/F Fresh Air is a WvW roaming build which focuses on burst damage whilst avoiding damage by utilizing superspeed, projec...")
 
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'''General'''
 
'''General'''
* The build makes little to no use of {{gw2wiki|Water Attunement}}.
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* The build makes little to no use of {{Skill|Water Attunement}}.
  
* Keep swapping in-and-out of {{gw2wiki|Air Attunement}} repeatedly while roaming in order to maintain {{gw2wiki|Swiftness}}.
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* Keep swapping in-and-out of {{Skill|Air Attunement}} repeatedly while roaming in order to maintain {{Tooltip|Swiftness}}.
 
** '''Note:''' attuning to air twice in a row doesn't give swiftness the second time.
 
** '''Note:''' attuning to air twice in a row doesn't give swiftness the second time.
  
* The condition applied from {{Trait|Elemental Surge}} depends on your '''active''' primary attunement when your {{Skill|Arcane Blast}} hits the target, not the primary attunement you are in when you cast the skill. If you want {{Skill|Arcane Blast}} to inflicting {{gw2skill|Immobilize}} to set up a burst then you need to remain in {{gw2wiki|Earth Attunement}} until the skill lands - or swap into swap into earth right before it lands.
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* The condition applied from {{Trait|Elemental Surge}} depends on your '''active''' primary attunement when your {{Skill|Arcane Blast}} hits the target, not the primary attunement you are in when you cast the skill. If you want {{Skill|Arcane Blast}} to inflicting {{Tooltip|Immobilize}} to set up a burst then you need to remain in {{Skill|Earth Attunement}} until the skill lands - or swap into swap into earth right before it lands.
  
 
* {{Skill|Conjure Fiery Greatsword}}'s purpose is twofold.  
 
* {{Skill|Conjure Fiery Greatsword}}'s purpose is twofold.  
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** '''Cleave:''' AoE in the build is rather clumsy, except for {{Skill|Fiery Whirl}} and {{Skill|Firestorm}}. Use these whenever you need to cleave down a downed enemy.
 
** '''Cleave:''' AoE in the build is rather clumsy, except for {{Skill|Fiery Whirl}} and {{Skill|Firestorm}}. Use these whenever you need to cleave down a downed enemy.
  
* {{Skill|Glyph of Elemental Harmony}} is best used in earth for the {{gw2wiki|Protection}}.
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* {{Skill|Glyph of Elemental Harmony}} is best used in earth for the {{Tooltip|Protection}}.
  
 
* {{Skill|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 {{Trait|Fresh Air}} as this skill hits multiple times in a short period of time. This is also a great filler in general.
 
* {{Skill|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 {{Trait|Fresh Air}} as this skill hits multiple times in a short period of time. This is also a great filler in general.
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* The 3 main channeled skills you're going to use in bursts are {{Skill|Plasma Beam}}, {{Skill|Earthen Synergy}} and {{Skill|Fracturing Strike}}.
 
* The 3 main channeled skills you're going to use in bursts are {{Skill|Plasma Beam}}, {{Skill|Earthen Synergy}} and {{Skill|Fracturing Strike}}.
  
* All of your hard hitting abilities should go off after double attuning to {{gw2wiki|Air Attunement}}.
+
* All of your hard hitting abilities should go off after double attuning to {{Skill|Air Attunement}}.
  
* Burst combos that require an enemy to stay in place (such as the ones involving {{Skill|Fracturing Strike}}) should be used after firing {{Skill|Arcane Blast}} in {{gw2wiki|Earth Attunement}} for the {{gw2wiki|Immobilize}}.
+
* Burst combos that require an enemy to stay in place (such as the ones involving {{Skill|Fracturing Strike}}) should be used after firing {{Skill|Arcane Blast}} in {{Skill|Earth Attunement}} for the {{Tooltip|Immobilize}}.
  
  

Revision as of 15:57, 12 February 2022


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 February 12, 2022 and is up to date for the March 19, 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

[&DQYpKiUvOBkXAXQA9RUAAJAAAABQAQAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


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 Template:Marauder and Template:Berserker gear can be changed based on personal preferences. More experienced players can replace some Marauder pieces with Berserker ones.

Runes

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 then fire becomes your primary attunement and weapon skills 1-2 will be fire skills. Afterwards if you switch to 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 .
  • 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 is going to be a part of your burst rotation.


General

  • The build makes little to no use of .
  • Keep swapping in-and-out of 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 depends on your active primary attunement when your hits the target, not the primary attunement you are in when you cast the skill. If you want to inflicting Immobilize Immobilize to set up a burst then you need to remain in until the skill lands - or swap into swap into earth right before it lands.
  • 's purpose is twofold.
    • Mobility: and 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 and . Use these whenever you need to cleave down a downed enemy.
  • 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 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 , and .
  • All of your hard hitting abilities should go off after double attuning to .
  • Burst combos that require an enemy to stay in place (such as the ones involving ) should be used after firing in 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:

Note: in this specific case, if you already have an active buff before beginning the chain, should be used after the second in order to benefit from the Air modifiers and .

From Earth primary Air secondary:

From Earth primary Fire secondary:


Survival

  • 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.
  • and 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.
  • , and are your last resort defenses in situations where neither CC nor projectile counters will keep you alive. You should only use these when other options are either unavailable or not going to suffice.


Related Builds


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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