编织者 Weaver - Fire Weaver

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此配装转载自 https://metabattle.com/wiki/Build:Weaver_-_Fire_Weaver

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

擅长:症状生存

使用场合:征服模式 PvP Conquest

Difficulty:
Normal
该配装最后更新于:1 月 14, 2024;并已与以下版本同步:1 月 30, 2024 patch.

概述 Overview

A condition damage-based Weaver build for PvP with high sustained damage and survivability. Primarily serves as a duelist.

技能 Skill Bar

Sword/Focus
Utility

Slot Changes

Utility

Stance variant

It's possible to play the build with 3 utility stances, focusing on Barrier stacking. Take:

模板代码 Template Code

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特性 Specializations

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

装备 Equipment

利剑
聚能器
法印
法印
符文
项链
Relic

装备变体 Equipment Variants

Sigils

  • over - if you can afford to give up condition removal for more damage.

Relics

  • - better cleansing.
  • - higher damage.

Runes

  • - higher damage, lower sustain against condition specs.
  • - better boon duration.

使用说明 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 primarysecondary 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 :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.
  • 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) even if you're not in range.

Damage

  • This build is all about stacking Burning Burning
  • can instantly add burst to any attack sequence:
    • has the highest raw damage output.
    • is also a good choice because of the Vulnerability Vulnerability stacking, but this condition's effectivenes severely depends on how pressured your target already is. If the target doesn't have any damaging conditions and isn't being focused by your team, Vulnerability doesn't do much, in that case Earth is superior.
    • does not directly help with damage, but the snare and CD increase can still be valuable - especially in mirror matchups, as Chill Chill is one of Elementalist's greatest weaknesses.
  • As for weapon skills, your heavy hitters are 。 The latter two also pulse damage each second for a period of time, making them synergize well with
  • 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 Fire Aura Fire Aura thanks to ,cleansing one condition. Swapping to another attunement from Fire gives you access to another one from skill #5 which you can then follow up with :another 3 cleanses in total.
    • Fire Aura Fire Aura can also be created by combos by using a leap finisher inside a fire field, like in a
  • Fire is the only attunement you should consider double-attuning to (going Fire twice in a row) because doing so will give you a Fire Aura Fire Aura on your 2nd attune too, which you can immediately transmute with skill #5 and then apply a second Fire Aura with the same skill and transmute that too for a grand total of 6 condition removals.
  • 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 WaterEarth 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 :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.
  • 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 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 :the + combo.
  5. :the barrier.
  6. Optional: when you swap out of Fire, use if cleansing is needed. If you double-attuned to Fire instead of going into another attunement then you can transmute twice because of the proc.

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