Difference between revisions of "Weaver - Starfire Roamer"

(Consumables)
(Usage)
 
Line 67: Line 67:
 
'''Elite specialization basics'''  
 
'''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.  
 
*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|Twin Strike}}.  
 +
 
*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.
  
Line 74: Line 76:
 
* {{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.  
 
* {{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.  
 
** 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.
 
** 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.
 +
 
* Cycle Fire {{to}} Air {{to}} Fire {{to}} Air to maintain {{gw2skill|Swiftness}} while roaming.
 
* Cycle Fire {{to}} Air {{to}} Fire {{to}} Air to maintain {{gw2skill|Swiftness}} while roaming.
 +
 
* Every stance applies {{gw2skill|Stability}} which has many uses, including safe stomping downed enemies or securing important skills.
 
* Every stance applies {{gw2skill|Stability}} which has many uses, including safe stomping downed enemies or securing important skills.
 +
 
* {{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.
 
* {{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.
 +
 
* Dual attuning (having the same primary and secondary element) in general isn't recommended, but there are a few niche uses for it. One example would be attuning to Fire twice in order to squeeze more condition cleansing out of it in a limited time frame.
 
* Dual attuning (having the same primary and secondary element) in general isn't recommended, but there are a few niche uses for it. One example would be attuning to Fire twice in order to squeeze more condition cleansing out of it in a limited time frame.
 +
 
* {{gw2wiki|Might}} stacking happens passively through {{Trait|Pyromancer's Puissance}}. It's yet another reason for spamming autoattacks as much as possible when in combat (and attuned to Fire).
 
* {{gw2wiki|Might}} stacking happens passively through {{Trait|Pyromancer's Puissance}}. It's yet another reason for spamming autoattacks as much as possible when in combat (and attuned to Fire).
 
* {{Skill|Glyph of Elemental Power}}'s duration matches its recharge. Sometimes it's worth activating this skill upon leaving a fight so you can being the next one with the buff active and not much left of its CD.
 
* {{Skill|Glyph of Elemental Power}}'s duration matches its recharge. Sometimes it's worth activating this skill upon leaving a fight so you can being the next one with the buff active and not much left of its CD.
Line 84: Line 91:
 
'''Damage'''
 
'''Damage'''
 
* This build is all about stacking {{gw2wiki|Burning}}.  
 
* This build is all about stacking {{gw2wiki|Burning}}.  
 +
 
* {{Skill|Primordial Stance}} and {{Skill|Glyph of Elemental Power}} can instantly add burst to any attack skill you're using:
 
* {{Skill|Primordial Stance}} and {{Skill|Glyph of Elemental Power}} can instantly add burst to any attack skill you're using:
 
** When it comes to offense, you can't go wrong with activating them on {{Skill|Fire Attunement}} - fire has the highest raw damage output.
 
** When it comes to offense, you can't go wrong with activating them on {{Skill|Fire Attunement}} - fire has the highest raw damage output.
 
** {{Skill|Air Attunement}} is also a good choice for both because of the {{gw2wiki|Vulnerability}} stacking, but this condition's effectivenes severely depends on how pressured your target is - especially when it comes to the glyph which only stacks one condition type at a time. If the target doesn't have any damaging conditions and isn't being focused by your team, Vulnerability doesn't do much.  
 
** {{Skill|Air Attunement}} is also a good choice for both because of the {{gw2wiki|Vulnerability}} stacking, but this condition's effectivenes severely depends on how pressured your target is - especially when it comes to the glyph which only stacks one condition type at a time. If the target doesn't have any damaging conditions and isn't being focused by your team, Vulnerability doesn't do much.  
 
** '''Note:''' all 5 charges of the glyph go off based on the attunement you were in the moment this skill was used, swapping attunements doesn't change anything.
 
** '''Note:''' all 5 charges of the glyph go off based on the attunement you were in the moment this skill was used, swapping attunements doesn't change anything.
 +
 
* As for weapon skills, your heavy hitters are {{Skill|Flame Uprising}}, {{Skill|Lava Skin}}, and {{Skill|Pyro Vortex}}. The latter two also pulse damage each second for a period of time, making them synergize well with both {{Skill|Primordial Stance}} and {{gw2wiki|Glyph of Elemental Power}}.
 
* As for weapon skills, your heavy hitters are {{Skill|Flame Uprising}}, {{Skill|Lava Skin}}, and {{Skill|Pyro Vortex}}. The latter two also pulse damage each second for a period of time, making them synergize well with both {{Skill|Primordial Stance}} and {{gw2wiki|Glyph of Elemental Power}}.
 +
 
* {{Skill|Flamewall}} doesn't do much in duels because it's so easy to avoid just by not stepping on it, but it's a rather decent skill for downed cleave if dropped directly below the target.
 
* {{Skill|Flamewall}} doesn't do much in duels because it's so easy to avoid just by not stepping on it, but it's a rather decent skill for downed cleave if dropped directly below the target.
  
Line 118: Line 128:
  
 
* When auras no longer suffice {{Skill|Magnetic Wave}} is what you should use. This is the best anti-condition skill in the build, instantly removing 3 conditions upon being used.
 
* When auras no longer suffice {{Skill|Magnetic Wave}} is what you should use. This is the best anti-condition skill in the build, instantly removing 3 conditions upon being used.
 +
 
* The trait {{Trait|Invigorating Strikes}} grants a steady stream of barriers. Dodging on '''Water''' and '''Earth''' attunements has even more defensive benefits thanks to {{Trait|Evasive Arcana}} - the first dodge after attuning to Water acts as an AoE heal / cleanse while the first dodge on Earth is a blast finisher which can be combo'd into the field left behind by {{Skill|Riptide}}.
 
* The trait {{Trait|Invigorating Strikes}} grants a steady stream of barriers. Dodging on '''Water''' and '''Earth''' attunements has even more defensive benefits thanks to {{Trait|Evasive Arcana}} - the first dodge after attuning to Water acts as an AoE heal / cleanse while the first dodge on Earth is a blast finisher which can be combo'd into the field left behind by {{Skill|Riptide}}.
 +
 
* Most of the sustain comes from combining {{Skill|Water Attunement}} with {{Skill|Earth Attunement}}:
 
* Most of the sustain comes from combining {{Skill|Water Attunement}} with {{Skill|Earth Attunement}}:
 
** The order doesn't always matter. Going from Earth to Water lets you blast {{Skill|Riptide}} immediately with {{Skill|Magnetic Wave}} for extra healing whilst cleansing conditions and reflecting projectiles. Going from Water to Earth allows for blasting Riptide's water field through an {{Trait|Evasive Arcana}} empowered dodge + {{Skill|Earthen Vortex}}.
 
** The order doesn't always matter. Going from Earth to Water lets you blast {{Skill|Riptide}} immediately with {{Skill|Magnetic Wave}} for extra healing whilst cleansing conditions and reflecting projectiles. Going from Water to Earth allows for blasting Riptide's water field through an {{Trait|Evasive Arcana}} empowered dodge + {{Skill|Earthen Vortex}}.
 
** Skill #2 of both attunements has an evade frame in case you'd want to avoid incoming damage.
 
** Skill #2 of both attunements has an evade frame in case you'd want to avoid incoming damage.
 
** Attuning to Earth serves as an instant source of AoE {{gw2wiki|Protection}} application which is quite handy especially if you're CC'd and can't cast anything else.
 
** Attuning to Earth serves as an instant source of AoE {{gw2wiki|Protection}} application which is quite handy especially if you're CC'd and can't cast anything else.
 +
 
* Earth / Fire is also an alright combination because of the cleansing from the auras and the barrier from {{Skill|Lava Skin}}.
 
* Earth / Fire is also an alright combination because of the cleansing from the auras and the barrier from {{Skill|Lava Skin}}.
 +
 
* {{Skill|Obsidian Flesh}} is the best defensive skill in the build, making you immortal for its duration (except for fall damage).
 
* {{Skill|Obsidian Flesh}} is the best defensive skill in the build, making you immortal for its duration (except for fall damage).
  
Line 129: Line 143:
 
''Basic healing combo
 
''Basic healing combo
  
# Dodge in {{Skill|Water Attunement}} to proc the relevant effect of {{Trait|Evasive Arcana}}.
+
:# Dodge in {{Skill|Water Attunement}} to proc the relevant effect of {{Trait|Evasive Arcana}}.
# Use {{Skill|Riptide}}.
+
:# Use {{Skill|Riptide}}.
# Swap to {{Skill|Earth Attunement}} for {{Skill|Earthen Vortex}} or use {{Skill|Magnetic Wave}} if you were in Earth prior to switching to Water. Use them in the field created by Riptide. You could also go Earth {{to}} Water {{to}} Earth and do both.
+
:# Swap to {{Skill|Earth Attunement}} for {{Skill|Earthen Vortex}} or use {{Skill|Magnetic Wave}} if you were in Earth prior to switching to Water. Use them in the field created by Riptide. You could also go Earth {{to}} Water {{to}} Earth and do both.
# Swap to {{Skill|Fire Attunement}} for the {{Trait|Smothering Auras}} + {{Trait|Sunspot}} combo.
+
:# Swap to {{Skill|Fire Attunement}} for the {{Trait|Smothering Auras}} + {{Trait|Sunspot}} combo.
# {{Skill|Lava Skin}} for the barrier.
+
:# {{Skill|Lava Skin}} for the barrier.
# '''Optional:''' when you swap out of Fire, use {{Skill|Transmute Fire}} if cleansing is needed.
+
:# '''Optional:''' when you swap out of Fire, use {{Skill|Transmute Fire}} if cleansing is needed.

Latest revision as of 18:31, 7 November 2019

The Official API is experiencing issues; skill, trait and item data cannot be loaded at the moment.
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Rate-no-shadows.png

This is a test build. You may Comment, Discuss, and Rate it.

Focused on: Hybrid damageMobilitySustain.

Designed for:


Overview

A Hybrid WvW roamer with excellent condition pressure.

Skillbar

Sword/FocusHealingUtilityElite

Template Code

[&DQYfKSUbOD90AHQA9RUAAHMAAAA1FwAAEhcAAAAAAAAAAAAAAAAAAAAAAAA=]
COPY

Specializations

Variants

  • is also a viable option in case you'd need more condition removal.




Equipment

Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Carrion stat icon.png
Carrion stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
6x
Superior Rune of Antitoxin
18x
Malign WvW Infusion

Equipment Changes

Rune

  • - more pressure at the expense of sustain.

Consumables

Food

Yet again there are plenty of viable options:

  • - food equivalent of Celestial, fits perfectly.
  • - one of the most popular consumables amongst roamers, provides excellent sustainand even a bit of damage.
    • Budget version:


Utility

  • Optimal:
    or
  • Budget:

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.
  • Dual attuning (having the same primary and secondary element) in general isn't recommended, but there are a few niche uses for it. One example would be attuning to Fire twice in order to squeeze more condition cleansing out of it in a limited time frame.
  • Might Might stacking happens passively through . It's yet another reason for spamming autoattacks as much as possible when in combat (and attuned to Fire).
  • 's duration matches its recharge. Sometimes it's worth activating this skill upon leaving a fight so you can being the next one with the buff active and not much left of its CD.


Damage

  • This build is all about stacking Burning Burning.
  • and can instantly add burst to any attack skill you're using:
    • When it comes to offense, you can't go wrong with activating them on - fire has the highest raw damage output.
    • is also a good choice for both because of the Vulnerability Vulnerability stacking, but this condition's effectivenes severely depends on how pressured your target is - especially when it comes to the glyph which only stacks one condition type at a time. If the target doesn't have any damaging conditions and isn't being focused by your team, Vulnerability doesn't do much.
    • Note: all 5 charges of the glyph go off based on the attunement you were in the moment this skill was used, swapping attunements doesn't change anything.
  • As for weapon skills, your heavy hitters are , , and . The latter two also pulse damage each second for a period of time, making them synergize well with both and Glyph of Elemental Power Glyph of Elemental Power.
  • doesn't do much in duels because it's so easy to avoid just by not stepping on it, but it's a rather decent skill for downed cleave if dropped directly below the target.


Burst combo examples

primary, secondary
  1. Swap to


primary, secondary
  1. Swap to


Sustain and how to dealing with conditions

  • The trait provides a steady stream of cleansing:
    • Swapping to applies , cleansing one condition. Swapping to another attunement from fire gives you access to which cleanses another 2 conditions by detonating the aura.
    • can be combo'd by using a leap finisher such as or in a .
  • When auras no longer suffice is what you should use. This is the best anti-condition skill in the build, instantly removing 3 conditions upon being used.
  • The trait grants a steady stream of barriers. Dodging on Water and Earth attunements has even more defensive benefits thanks to - the first dodge after attuning to Water acts as an AoE heal / cleanse while the first dodge on Earth is a blast finisher which can be combo'd into the field left behind by .
  • Most of the sustain comes from combining with :
    • The order doesn't always matter. Going from Earth to Water lets you blast immediately with for extra healing whilst cleansing conditions and reflecting projectiles. Going from Water to Earth allows for blasting Riptide's water field through an empowered dodge + .
    • Skill #2 of both attunements has an evade frame in case you'd want to avoid incoming damage.
    • Attuning to Earth serves as an instant source of AoE Protection Protection application which is quite handy especially if you're CC'd and can't cast anything else.
  • Earth / Fire is also an alright combination because of the cleansing from the auras and the barrier from .
  • is the best defensive skill in the build, making you immortal for its duration (except for fall damage).


Basic healing combo

  1. Dodge in to proc the relevant effect of .
  2. Use .
  3. Swap to for or use if you were in Earth prior to switching to Water. Use them in the field created by Riptide. You could also go Earth Water Earth and do both.
  4. Swap to for the + combo.
  5. for the barrier.
  6. Optional: when you swap out of Fire, use if cleansing is needed.
Build rating - Not Rated
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
Be the first to rate.