Difference between revisions of "Weaver - Staff Backline"

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Arcane is an option over Air when having proper suport and getting boon uptime.
''Arcane'' is an option over ''Air'' when having proper suport and getting boon uptime.
* {{Trait|Elemental Surge}} ferocity boost and strong immobilize on earth when using arcane skills.
* {{Trait|Elemental Surge}} ferocity boost and strong immobilize on earth when using arcane skills.

Revision as of 18:37, 11 September 2019

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The community gave this build a rating, making it top-tier: Great.

Focused on: Direct damageSupportControl.

Designed for:


A backline build providing damage, CC and field support. Requires a precise usage of skills and positioning to survive.

Skill Bar


Skill Variants


  • instantly restores a bigger chunk of your HP, but loses condi hate.


  • for personal stability when prone to being caught in CC often.
  • additional blast finisher and solid damage.


  • lower attunement cooldown, which can be useful for a quick succession of AoE skills, and CC in close range.
  • Summon Druid Spirit Summon Druid Spirit is a strong elite for Sylvari Elementalists. Affects up to 5 enemies within a radius of 900' around the Druid Spirit. Sends one slow-moving projectile towards each affected target. Each projectile deals ~1800 damage and can result in a critical hit which deals +50% damage. Struck foes are immobilized for 1 second.


  • for more condition clear

  • and
    These traits add significant damage, but only if you can catch the enemy in your CCs (especially ) without Stability Stability.

  • higher sustain but loss in crit chance.


Arcane is an option over Air when having proper suport and getting boon uptime.

  • ferocity boost and strong immobilize on earth when using arcane skills.


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
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Berserker stat icon.png
Superior Rune of the Scholar
Mighty WvW Infusion


feast option with additional damage reduction.



  • Keep in mind this setup has 100% Crit chance with
    when changing gear.
  • Use as much Marauder's as you feel is necessary then fill out with Berserker's
  • Avoid inefficient stats like Valkyrie's. Marauder's is strictly better than Valkyrie's when considering effective power and health.


  • Extra survivability
  • good offensive filler sigil when kills are frequent


  • Better damage option if sitting under 12 Might Might
  • Decent damage option for cleaving downed targets.


  • highest damage option with frequent kills.
  • higher damage if not using
    or have a low uptime.


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 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, for example, .


  • This build requires rapidly switching between attunements. You can reduce the cooldown on an attunement by switching it while you are still casting a skill (this will not interrupt the cast).
  • Try to stay in with at least one of your attunements to maintain
    • On engages, you usually want to be in Fire/X, whereas X is any attunement besides Fire. Therefore all your staff 4-5 bring some kind of utility, like, for instance, , or .
    • Afterwards, you can double attune Fire and use .
  • You can interrupt by using stow weapon as soon as you are full healed in order to save time.

Meteor Shower

  • is your main damage source, but it has a long cast time. Try to place it on spots the enemy stack will tend to be, rather than where it is now. Very useful for cleave as well
    • You have a small window to cancel (stow) the skill before the meteors start to go off, if you realize the AoE won't connect, putting it on a 4s CD.
  • Try to double attune to proc
    right before casting this skill.
  • By the end of the channel, you can find yourself out of position or focused by enemies. You can avoid this in two ways:
    • Use after you start casting it.
    • Use the " trick" (see GYF). This way avoids using but you can find yourself even further away from your zerg. Gfycat:
      Burning Retreat Trick
  • 's direction is based on your where your character is looking. Turn briefly while casting the skill to aim it and effectevily blocking the passage. Gfycat:
    See GYF for explaination

Conjure Fiery Greatsword

  • provides great mobility and a damage boon when wielded. It can be used after casting to increase the damage.
    • You should still swap attunements while yielding the greatsword, thus, when you leave it, you will be already in the desired skill set.
    • Cast on top of downed enemies and/or the enemy stack. Despite the small radius, it hits 10 targets and should be used after to maximize damage.
    • will be used mostly for mobility, chasing down and bursting a single target or repositioning.
    • will be taken mainly to deal damage in melee range, while evading through enemies. Try to use it after Firestorm. Can also be used for mobility.
    • spam it while on melee to maintain DPS if you already burned the conjured weapon cooldowns and isn't worth to drop it yet.

Offensive Rotation

  1. Start in Earth/Fire
  2. (Optional)
  • Repeat from 1. Fill empty time with utility skills or auto attacks.

Minor Air Rotation

  1. Start in Air/Fire
  2. (Optional)
  3. (Optional)

Minor Earth Rotation

  1. Start in Earth/Fire
  2. (Optional)

Minor Water Rotation

  1. Start in Water/Fire
  2. (Optional)
Build rating - 5 stars
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8 Ratings
3 stars
Threather gave this build 3 stars May 2019

Amazing build in capable hands. Provides reliable CC and well placed meteor shower can win you the fight.

However if your meteor shower is unimpactful, you won't outdamage other damage dealers making the build worse than other damage dealer options that provide support/boonrip in addition.

Ranged rev is more reliable making this 3 stars. I believe Glyph of Elemental harmony should be mentioned as option for heal skill if condi cleanse isn't necessary.

5 stars
Kurnian gave this build 5 stars April 2019

Great build. High skill cap. Able to do massive damage through Meteor Shower, while still maintaining decent damage and ground control through attunament' skills. Heavily benefits from extra offensive stats (ferocity and power) and outgoing damage modifiers from the Weaver elite spec, while also having access to vitality and precision from traits, which is essential to stay alive (even if using full marauder).

4 stars
Xivor gave this build 4 stars September 2018

Very powerful damage build, but fairly difficult to real good at due to its squishiness. Shines in large groups but easily picked off in 15 man teams. A well placed Meteor Shower can generate tons of downs by itself. Very little group support in this class. Pure damage.

5 More Ratings
4 stars
Freya gave this build 4 stars September 2018

It's the highest damage build and really usefull in largest zerg fights, but it can be really quickly killed by a rev from range and a bunch of classes/specs from close.

5 stars
Rixzaw gave this build 5 stars December 2017

This is the Meta build. However I don't believe we need to run this glassy. Master's Fortitude is better IMHO than the 15% more crit on weakened. Adding some Knights gear to increase Toughness will give your healers more time to react to damage and make the build more viable in smaller groups.

5 stars
Namer gave this build 5 stars December 2017

One of the best DPS builds for Open Fielding, bringing out massive damage in the form of rolling AoE devastation (contrasting to Power Rev's smaller aoe directed spike). While tougher to play than Power Rev or Vanilla Backline Ele, it's more versatile and can achieve higher overall damage output and add both CCs and if necessary support.

5 stars
The Blue Rangerr gave this build 5 stars December 2017

Top tier DPS in a large scale ranged fight. Easy to achieve good DPS, but difficult to survive on.

5 stars
Gregor gave this build 5 stars October 2017

This is the greatest big dick damage build that has ever god darn existed in the history of elementalist gameplay. Its got EXACTLY everything needed for this fast-paced, competitive, and exciting meta. Lets take a look shall we:

- A MOST impressive 2943 POWER damage (higher than any other damage in its class)

- 15555 Health (Selfishly, I added 2 +5 Vitality infusions to hit the optimum 15x4 health in this meta)

- A complex rotation of static, fire field, meteor shower, pile driver

- The ghost of Serane looking on and smiling as you do 10k DPS

Psssst, take master's fortitude, its free vitality. They are just giving it to you, for free. I mean you gotta take the trait but the vitality is free. Its free, 1200 health.

It does power dps, pair with a hammer rev pulsing might and fury and your laughin all the way to the bank. You are more reliant on your team not blowing, but that shouldnt be a problem in this high stakes, high functioning, coordinated game known as Guild Wars 2.

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