Weaver - Staff Backline

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

Focused on: Direct damageUtilityCrowd control.

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 big portion of your HP, but loses condi hate.


can be swapped for:
  • , or for personal survivability when prone to being caught in CC often.

Template Code




  • higher sustain but loss in crit chance.


Arcane is an option over Air adding a mix of utility and damage.


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


Marauder stat icon.png
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Berserker stat icon.png
PvE weapon swap.png
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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 stat icon.png Marauder as you feel is necessary then fill out with Berserker stat icon.png Berserker's
  • Avoid inefficient stats like Valkyrie's. Marauder's is strictly better than Valkyrie's when considering effective power and health.


  1. Swap for:
  • for Might Might uptime.
  • for more reliable crit chance modifier.
  • for tryhards.
  • Extra survivability.
  • good offensive filler sigil when kills are frequent.


  • Decent damage option for cleaving downed targets.
  • if not relying on for crit cap.


  • highest damage option with frequent kills.
  • higher damage if not using or having a low {{gw2wiki|Weakness}] 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 standard skill, for example, .


  • Having 2 Staffs is purely for the stacking sigil purpose. As soon as you achieve 25 stacks and gets out of combat you should swap back to the Staff without the stacking sigil.
  • Whilst being a full Marauder's build, you are still really squish to Hammer revs and power damage in general. Antecipating heating and positioning properly is essential to survive.
  • All versions of are useful and will be uses for AoE pressure. Read their tooltip and figure out the best situation to use each, as they have different damage, duration, cooldown, etc.
  • 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).
  • and will be used mainly for self defense as reposition tool, temporarily avoiding ground heat and denying enemies tunnel visioning on you. Prioritize living over dealing damage. Twist of Fate can also be used to ignore movement CC due to Superspeed Superspeed.
  • You can interrupt by using stow weapon as soon as you are full healed in order to save time.

Staff Explanation

  • Try to stay in with at least one of your attunements to maintain and other modifiers.
  • On the initial engage, you usually want to be in /X, where X is any attunement besides Fire. Therefore all your staff 4-5 bring some kind of utility. Afterwards, you can double attune Fire and use .
    • , and will be used mainly for the CC along with your team damage pressure. '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
    • and will be used to soften condition pressure, benefiting from the large radius, and to remove soft CC on allies, respectively.
  • Staff #2 skills are strong damage fillers (with low cooldown) to rotate between while Meteor Shower isn't available. Bear in mind Ice Spike and Eruption aren't instant.
    • makes significant part of your sustained pressure after Meteor Shower. Look for casting it off cooldown to maximize ground pressure and to upkeep modifier.
    • quick cast and good damage, will be used to pick off single targets, try to cast it on enemies stacked to hit multiple foes.
    • whilst being Water gives significant 300-radius damage and justifies, along with the Water 4-5 skills, going into Water Attunement
    • gives reliable damage, assuming the the slow proc time. Can be used as preventive ground pressure and for cleaving.
  • Most of your Staff Dual skills are slow moving projectiles (, and ) with decent damage on impact. Try to cast then on downed and lock down enemies to ensure it will connect, or where the enemy will be moving to.
    • Going Air/Earth for and combo deals massive single target damage, but it's mostly situational and not encouraged.
    • and are decent soft CC sources and are easily accessible from Air and Earth. Just attune for these if, situationaly, movement impairing the enemy stack is more valuable than maintaing DPS.

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.
    • Try to be in a safe spot while channeling. If you get interrupted midcast, the amount of meteors and, thus, the total damage will be lower.
    • If you realize the skill won't connect, you have a small window to cancel (stow) the skill before the meteors start to go off, putting it on a 4s CD.
    • Watch out for the incoming damage from Retaliation Retaliation, be ready to heal up.
  • Try to double attune to proc right before casting this skill.
    • Going into , as soon as possible for the extra ferocity, is good to keep Meteors damage enhanced.
  • 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

Conjure Fiery Greatsword

  • (FGS) provides great mobility and a damage boon when wielded. It can be used after casting to increase the damage.
    • You should still swap attunements, mainly between and for damage, while yielding the FGS. Try to double attune, at some point, to proc .
    • Remember that you can retrieve the FGS conjured on the ground if you are still around. It stands for 30s.
  • 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.
  • spam it while on melee to maintain DPS after you burned through the FGS skills, but it isn't worth to drop yet.


  • YouTube:
    [wHo] Solemn
  • YouTube:
    [dE] Yaspire
Build rating - 5 stars
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9 Ratings
5 stars
Teeli gave this build 5 stars October 2020

Still a "meta" build imo. Very strong AoE damage output. Relies a lot on the user being good at positioning. Does not contribute much to the squad unless you want to sacrifice damage for squad support, but if you sacrifice damage for support there is no reason to play this build because other classes would be more efficient.

Always make sure you can cast lava font and meteor shower when they are ready, other than that try rotate other attunements than fire to get the 10% damage buff from Elements of Rage. My preference is starting full fire, then swapping to either earth or air depending on the fight, then back to fire, etc.

Biggest negative is that the spec is very squishy, easy to get caught off guard by a revenant if your positioning is off.

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).

6 More Ratings
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.

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.