Hi all, Name's Jenzi, I'm an officer in the WvW/Spvp guild [love]. I'm a Weaver main & i've mained D/D weaver since a month after PoF dropped, I've also mained elementalist since Gw2's launch. Some of you who frequent twitch may have seen me stream some several months ago before my internet situation became cruddy. This is a long post so prepare your eyes for this giant wall of text.
Alot of people here, & in game have always disliked the dagger main-hand weapon with weaver due to swords more obvious defensive & easily accessible abilities located on it's 2 skill as opposed to dagger. Dagger is a complicated weapon, and it's potential is not easily seen nor realized. So I decided to make this forum post to enlighten the community as to why D/D weaver is a completely viable choice to play with.
Unravel, its a skill everyone seems to like to pick on, yet its my single most favorite ele utility skill. For sword users, yeah unravel seems like a moot utility, for dagger users - it's your bread & butter. Unravel does a lot of things,
D/D weaver is FAST & COMPLICATED. There's a lot going on while your fighting, if your unfamiliar with the muscle memory of dagger's dual skill effects & double attuned effects this build will have a large learning curve, But there's a lot of potential for damage with this build. in my humble opinion it does far more damage than a similar sword build. Damage with dagger is far easier to achieve due to its large amount of damaging movement skills (three of which have evade frames), up to 80~% crit chance, (see elements of rage & superior elements traits) passive might generation that easily provides 25 might, & the builds ability to instantly follow up one big burst with another due to unravel bypassing cool downs.
(fun hint burning speed & plasma burst hit for the same amount of damage making for a great burst combo for over 10k+ damage sometimes)
This build does have a lot of blast finishers, which before the big sigil & rune update i did use to blast ring of fire & burning speed to provide my might. Now the build does the might stacking for me. Might is extremely important to any celestial equipped build, but even more so for elementalists. I'll put it this way to make it easy to understand:
If a warrior using a hammer has 25 might he's benefiting from a bonus of 750 power, while he is indeed getting 750 condition damage as well, he gets no benefit from it. When an elementalist in celestial gear has 25 might, he's getting again 750 power & condition damage, but his weapon sets are hybrid focused, and are benefiting from both benefits might provides.
so it's kinda like your gaining a bonus of 1500 stat points (not to mention celestial's inherent stat point advantage vs min max builds) vs 750 for a non hybrid build in most cases.
It also has access to more pbAOE CC on its weapon set than most any other builds in the game, making setting up bursts easy and consistent, you'll have plenty of chances.
So lets move on to the build I linked:
Gear/Weapons/infusions : Celestial gear is an obvious pick here due to its benefit to elementalists, & its inherent advantage of having an insane amount more of total stat point allotment than any 3 stat or stat piece of gear. (I also use full power infusions, 18 of them = +90 extra power, every little bit counts!)
rune & sigil choices: Superior Rune of the Aristocracy runes are a clever pick in my book to use, since the sigil & rune update, it now grants 5 stacks of might for 4 seconds on weakness application on a 1 second ICD. for our specific purposes, this is extremely potent. weakness is a common condition we apply in our fights. If you don't have access to this rune, Pack runes work pretty well too. Battle & strength sigils both got buffs recently as well, with battle granting 5 might vs 2, & strength having a 100% chance to provide might on crit vs its old 60% chance on crit.
Traits, if you look at my trait picks, you can tell its pretty offensively biased vs a sword users build. I'll guarantee you'll feel the difference too. high fury access, Elements of rage, & superior elements bring your crit chance up there with guys running full berserkers or marauders gear. I picked up Bolstered elements, obvious pick since we're using 4 different stances including the elite, 3 of which all have 2 ammo to them. so you'll have a steady flow of stability whenever you need it. the rest is pretty standard stuff.
condition cleansing: it's obvious the build has less condition cleanse access than a sword weavers with woven stride, but by taking the cleansing wave trait, attuning to water will clear two conditions, katabolic winds will clear another, transmute frost from frost aura will cleanse a fourth, evasive arcania a fifth, then dagger 5 water cleansing wave two more, for a total of 7 conditions cleansed within a short time period until you have cool downs, and in emergencies you can always hit unravel to double attune away from water & reset your global ICD, then swap right into water again for quicker cleansing.
boons: D/D has a unique leg up on sword builds due to its ability to gain fury regularly. The build capitalizes on this by taking superior elements & elements of rage to provide a dangerous amount of crit chance. You also have the ability to get on demand protection/vigor/(5) might by hitting unravel. Beyond that the build has more stability uptime than a similar sword build as well as more fire field access & the most blast finishers ele's ever seen for aoe might.
(once you get good at the muscle memory of the build you can actually use unravel to fit every single blast finisher in the weapon set inside of ring of fire and there's six blast finishers available including evasive arcania, can give your group upwards of 20+ might in less than 4 seconds)
Mobility: alot of people dislike ditching lightning flash. but guess what! anet hooked us up! Magnetic leap got a buff which allows you to literally leap about 1200~ units or so (tooltip says 900) every 18 seconds. and its a legit leap, you can jump over rivers & other obstacles that traditional movement skills like RTL wont allow you to do, ie. dashes Then you also have RTL as well. so you can cover up to 2400 units of space very quickly and on demand. (Thanks unravel! your the best! )and if your still getting your ankles bitten you can jump right into burning speed & steam surge combos, and if you like overkill add in mudslide as well. they're all evade frames you can use back to back.
The build works. Plain and simple, I've changed things many times, but ever since this rune & sigil update, and some of the recent elementalist/weaver changes, D/D weaver's power has been fleshed out more and more until now, where i've decided I think it's ready to post to the public for people who want to try something else.
No the builds not quite as tanky as a sw/d weaver. but the exchange from defense to a build that can nail some squishy people to downed state in less than 5 seconds is a worthy trade-off in my opinion. You have alot of tools, and unravel makes them accessible much more quickly.
I've got alot of good players in my guild, (private grubby our GM is a regular top 10 pvper), and i've put it to the test against all of them and its a winner.
My internet sucks now - but i'll try and upload a few videos in the next few days of some of my gameplay & commentary to the forum so people can see how I use it. If you'd like to practice, or duel to see me in action please feel free to message me in game @ kornfanxxx.9143
Try it out, thanks for reading my post if you bothered, and let me know what you think!
Here's another valid version using pack runes if aristocracy runes aren't your thing or you don't have access. swap arcane precision for arcane abatement & throw on pack runes your good to go
Edit 2: (PvP Build Ideas I'm toying with as well)
Celestial amulet & aristocraacy runes (D/D)
abuses aristocracy runes for high might uptime, I know celestial amulet got nerfed from +512 to all stats to +460, which results in the
same amount of total stat allocation as any four stat amulet, However! it is the only amulet with toughness/healing power & vitality, &
you can still do moderate power damage, however I've found going for burn bursts were the more reliable way to down players.
Wizard amulet & altruism runes, (D/D)
Altruism provides 300 healing power & 150 concentrations worth or 15% boon duration with the recent update. useful for ele's
who wish to use an amulet that concentrates more on damage, while giving healing power a back seat.
Swashbuckler & altruism build (Sword/Dagger)
this goes on the same concept as the wizard build, but swaps to swashbuckler for power & precision main to keep power damage
consistent while using sword since its ability to crit is lower than daggers.
Final edit: link to a youtube video i threw together over past two days to give people an idea of how i operate the build.
These really aren't my best fights, i was tired in a few, & i was kinda limited to just a few hours of gameplay. but I hate those youtube
videos where guys do nothing but highlight crazy wins, humblebrag much.youtu.be/K0OJUZInTuk