Difference between revisions of "Weaver - Lightning Rod Roamer"

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* {{Trait|One with Air}} lets you kite melee opponents should you need some breathing room.
 
* {{Trait|One with Air}} lets you kite melee opponents should you need some breathing room.
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* Keep melee contact to a minimum, bail out with {{gw2wiki|Superspeed}} the moment you're starting to take real damage.

Revision as of 18:35, 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.


Runes

  • - way easier to obtain than Surging and makes the build more tanky.
  • - not really recommended, but if you already have a Marauder stat icon.png Marauder set with Scholar in your inventory and don't want to replace the runes or get a new set then go for it, won't break the build.

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.
  • 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.
  • Keep melee contact to a minimum, bail out with Superspeed Superspeed the moment you're starting to take real damage.
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.