Difference between revisions of "Weaver - Lightning Rod Roamer"

(Skillbar)
(P A G E R E V A M P)
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| profession = Elementalist
 
| profession = Elementalist
 
| specialization = Weaver
 
| specialization = Weaver
| set1 = Sword, Focus
+
| set1 = Dagger, Focus
 
| healing = Signet of Restoration
 
| healing = Signet of Restoration
 
| utility1 = Twist of Fate
 
| utility1 = Twist of Fate
| utility2 = Lightning Flash
+
| utility2 = Unravel
 
| utility3 = Primordial Stance
 
| utility3 = Primordial Stance
 
| elite = Weave Self
 
| elite = Weave Self
Line 24: Line 24:
 
===Template Code===
 
===Template Code===
 
{{BuildTemplate
 
{{BuildTemplate
| code = [&DQYpOiUbOB90AHQA9RXbFpAA6wA1FzUXEhcSFwAAAAAAAAAAAAAAAAAAAAA=]
+
| code = [&DQYpOiUbOB10AHQA9RUAAHsWAAA1FwAAEhcAAAAAAAAAAAAAAAAAAAAAAAA=]
 
| id = build-template-1
 
| id = build-template-1
 
}}
 
}}
  
==Traits==
+
==Specializations==
 
{{Specialization|Air|mid|mid|bot}}
 
{{Specialization|Air|mid|mid|bot}}
{{Specialization|Arcane|mid|mid|top}}
+
{{Specialization|Arcane|bot|mid|top}}
'''Variants'''
+
{{Specialization|Weaver|top|bot|top}}
* The first trait choice is between having more evasion to avoid incoming attacks, or extra healing that helps you recover from them. If you wish to opt for the latter, take {{Trait|Arcane Abatement}}.
 
{{Specialization|Weaver|bot|bot|top}}
 
  
 
==Equipment==
 
==Equipment==
Line 40: Line 38:
 
| rarity = Ascended
 
| rarity = Ascended
 
| infusions = 18 Mighty WvW Infusion
 
| infusions = 18 Mighty WvW Infusion
| s1w1 = Ascended, Marauder, Sword, Superior Sigil of Air
+
| s1w1 = Ascended, Marauder, Dagger, Superior Sigil of Draining
 
| s1w2 = Ascended, Marauder, Focus, Superior Sigil of Energy
 
| s1w2 = Ascended, Marauder, Focus, Superior Sigil of Energy
| runes = 6 Superior Rune of the Scholar
+
| runes = 6 Superior Rune of Surging
| back = Ascended, Berserker
+
| amulet = Ascended, Knight
| accessory1 = Ascended, Berserker
+
| accessory1 = Ascended, Cavalier
| ring1 = Ascended, Berserker
+
| ring1 = Ascended, Cavalier
 +
| ring2 = Ascended, Cavalier
 
}}
 
}}
  
 
'''Sigils
 
'''Sigils
* {{Sigil|Superior Sigil of Absorption}} over {{Sigil|Superior Sigil of Energy}} - this makes the build harder to play, but adds powerful boon stealing.
+
 
 +
{{Sigil|Superior Sigil of Draining}} can be replaced by:
 +
* {{Sigil|Superior Sigil of Air}} - consistent damage proc, and easier to get.
 +
* {{Sigil|Superior Sigil of Cleansing}} - if you're having trouble dealing with conditions.
  
 
===Consumables===
 
===Consumables===
* {{Food|Omnomberry Ghost}}
+
'''Food'''
 +
* {{Food|Bowl of Orrian Truffle and Meat Stew}} - excellent sustain through better endurance regen.
 +
** Budget version: {{Food|Bowl of Meat and Winter Vegetable Stew}} - this is way more commonly used for roaming than the optimal Orrian version.
 +
* {{Food|Omnomberry Ghost}} - nice crit bonus plus armor ignoring damage with some extra healing.
 +
 
 +
 
 +
'''Utility'''
 
* {{Utility|Superior Sharpening Stone}}
 
* {{Utility|Superior Sharpening Stone}}
  
 
==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 will be decided based on both. Let's call them ''primary'' and ''secondary'' attunements.  
+
*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 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 influenced by both active attunements {{to}} fire + water for example is {{Skill|Twin Strike}}.  
+
 
 +
*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 influenced by both active attunements {{to}} fire + water for example is {{Skill|Steam Surge}}.  
 +
 
 
*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.
 
*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
 
'''General
* {{Trait|Lightning Rod}} is the bread and butter of this build. You'll use it both offensively (to deliver pressure), and defensively (to mitigate direct damage through {{gw2skill|Weakness}}.
+
* {{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.  
** Note that this trait procs whenever you land a CC skill on a target, even if they negated it with {{gw2skill|Stability}}.
+
** Unless you either have a high amount of {{gw2skill|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.
* The build has plenty of CC skills:
+
 
** {{Skill|Comet}} water #5
+
* Cycle fire {{to}} air {{to}} fire {{to}} air to maintain {{gw2skill|Swiftness}} while roaming between capture points.
** {{Skill|Polaric Leap}} air #2
+
 
** {{Skill|Gale}} air #5
+
* Every stance applies {{gw2skill|Stability}} which has many uses, including safe stomping downed enemies or securing important skills.
** {{Skill|Gale Strike}} air/earth #3
+
 
** {{Skill|Tailored Victory}} chain skill of your elite
+
* {{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). Another application includes pressuring targets through {{Skill|Primordial Stance}} and {{Skill|Lava Skin}} whilst evading incoming attacks.
* Similar to a Fresh Air build, your primary attunement's going to be {{Skill|Air Attunement}} and you'll be using it more often than any other element. Most of your CC comes from here, and attuning to it procs {{Trait|Electric Discharge}} (instant ranged damage) plus {{Trait|One with Air}} (excellent mobility for disengage or chasing down targets). Air is also the only element you should ever double attune to - the dual attack {{Skill|Quantum Strike}} can deal fairly high damage, and double attuning boosts your damage through {{Trait|Elements of Rage}} for a short while.
+
 
* Cycle fire -> air -> fire -> air to maintain {{gw2skill|Swiftness}} via {{Trait|Elemental Attunement}} while roaming. Alternatively, if you're lazy then just stay attuned to primary air to maintain {{Trait|Zephyr's Speed (elementalist)}} (although this does sacrifice a tiny bit of mobility).
+
 
* Stances grant {{gw2skill|Stability}}, which has many uses including safe stomping downed enemies.
+
 
* The bulk of your damage comes from a combination of {{Trait|Lightning Rod}}, {{Trait|Electric Discharge}}, {{Skill|Flame Uprising}}, {{Sigil|Superior Sigil of Air}}, and various dual attacks.
+
'''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 palystyle revolves around weaving together hard hitting skills such as {{Skill|Plasma Burst}} with CC for burst damage.
 +
 
 +
* Attuning to the same element twice grants {{Trait|Elements of Rage}}, which is a decent damage increase. {{Skill|Unravel}} makes obtaining this buff easier.
 +
 
 +
 
 +
'''Sustain'''
 +
* {{Trait|Lightning Rod}} 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 {{Skill|Water Attunement}}, and {{Skill|Magnetic Wave}}. Perhaps your best tool against conditions is {{Skill|Obsidian Flesh}}, which makes you immune to incoming conditions and causes you not to take damage from the ones already on you for its duration.
 +
** 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 {{Skill|Earth Attunement}}. This can be solved by using {{Skill|Unravel}} in case of emergency. Unravel's also great for grabbing {{Skill|Shocking Aura}} on {{Skill|Air Attunement}}.
  
'''Sustain
+
* {{Trait|One with Air}} lets you kite melee opponents should you need some breathing room.
* This build relies heavily on avoiding damage. A few examples from your kit: {{Skill|Swirling Winds}} and {{Skill|Magnetic Wave}} defend against projectiles (the latter is also your best condition cleanse), {{Trait|One with Air}} helps with kiting melee, while {{Skill|Obsidian Flesh}} can even make you invulnerable for a few seconds.
 
* The damage you can't avoid should be mitigated through {{gw2skill|Weakness}}, and {{gw2wiki|Protection}} from attuning to earth (thanks to {{Trait|Elemental Attunement}}).
 
* The water portion of {{Trait|Evasive Arcana}} heals and removes a condition.
 
* The '''defensive rotation''' is definitely something you should learn and utilize whenever heavy healing is needed:
 
# {{Skill|Water Attunement}}
 
# Dodge in order to proc the water part of {{Trait|Evasive Arcana}} for healing and condition cleansing.
 
# {{Skill|Riptide}} for evasion, healing, and condition cleansing.
 
# {{Skill|Earth Attunement}}
 
# {{Skill|Earthen Vortex}} to blast the water field left behind by Riptide.
 
# {{Skill|Fire Attunement}}
 
# {{Skill|Lava Skin}} for the barrier and some counterpressure.
 

Revision as of 18:29, 8 November 2019

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Gold.png

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

Focused on: Direct damageMobilityControl.

Designed for:


Overview

A high skillcap WvW Weaver roaming build built around the Lightning Rod trait.

Skillbar

Dagger/FocusHealingUtilityElite

Template Code

[&DQYpOiUbOB10AHQA9RUAAHsWAAA1FwAAEhcAAAAAAAAAAAAAAAAAAAAAAAA=]
COPY

Specializations




Equipment

Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Cavalier stat icon.png
Marauder stat icon.png
Knight stat icon.png
Cavalier stat icon.png
Cavalier stat icon.png
Marauder stat icon.png
Marauder stat icon.png
6x
Superior Rune of Surging
18x
Mighty WvW Infusion

Sigils

can be replaced by:

  • - consistent damage proc, and easier to get.
  • - if you're having trouble dealing with conditions.

Consumables

Food

  • - excellent sustain through better endurance regen.
    • Budget version:
      - this is way more commonly used for roaming than the optimal Orrian version.
  • - nice crit bonus plus armor ignoring damage with some extra healing.


Utility

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.


Damage

  • is the bread and butter of this build, causing every CC effect in the build to add to your damage. The general palystyle revolves around weaving together hard hitting skills such as with CC for burst damage.
  • Attuning to the same element twice grants , which is a decent damage increase. makes obtaining this buff easier.


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 , 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.
    • 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 .
  • lets you kite melee opponents should you need some breathing room.
Build rating - 4 stars
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1 Ratings
4 stars
Hanz gave this build 4 stars 2 weeks ago

Does a good enough job at bursting targets and sticking to them. It's like a fresh air build but melee. One of the harder builds you can play in WvW, but both the damage and the CC are quite strong on it. Fairly weak against condition spikes, luckily there are very few condi builds in WvW at the moment.

EDIT: updated the build to the D/F version, still viable. Takes some practice, but it's worth it.