Inkbound

Inkbound

View Stats:
TERRANATURA Nov 25, 2023 @ 8:32pm
Good builds for Weaver?
I've been doing pretty well with a crit build, did decent with a burn build, but I'm wondering if those are optimal & if not what is?

Also just looking for tips in general
Don't always wanna run "the meta" xD
< >
Showing 1-5 of 5 comments
Limdood Nov 25, 2023 @ 11:37pm 
most of the vestige sets are viable to a degree.

Weaver basic binding damage isn't particularly high, so gaining immense amounts of will (through shattered will or future willers or the like) isn't all that useful, compared to, say, chainbreaker or magma miner or mosscloak's base damage...or even Obelisk or Clairvoyant's ability to use their primary binding to gain shield.

Weaver DOES have strong damage, low cooldown bindings, particularly constrict, so ORB builds work quite nicely....in fact, Weaver is one of the best classes to make use of the "clips of extraction" trinket, because the extra orb means another constrict each turn.

Obviously, you'll need damage power to make use of any of this, and crit damage and crit triggers (counterassistance vestige, afterimage binding, etc.) can help a lot.

Basic tips for weaver:
1) weaver uses a lot of movement lining up thread shots to get everything threaded. Getting blink is helpful to let you get out of danger at the end of the turn. If not blink, you'll generally want SOME investment into movement to avoid damage, especially if you use the "pulling constrict" augment to get nicer enemy groups
2) Weaver struggles to do damage without many enemies, especially since your main nuke relies on enemies and is magic damage, and your single target nuke is weaker with enemies and is physical. Weaver often benefits from grabbing a strong, nuke-like binding for main damage dealing...something like Jinx (my personal go-to), or poison vapor or incinerate to ramp up damage on high health targets. It isn't NECESSARY....you can get your basic aspect bindings strong enough to not need the drafted nuke binding, but they're situational (single enemy or multi enemy) whereas something drafted bindings will work in more situations.
3) threaded enemies grant shieldING, not shield. So you don't actually gain the shield unless a threaded enemy survives the turn. You CAN make a defensively oriented weaver, but it takes a lot of augments to ramp up your shield now. That being said, something like defensive constrict is still nice, since it's 3 shield, and with an orb, another 3 shield...every turn..
4) it's really easy to "forget" your forced movement. Always be careful with constrict (with pulling constrict) and stitch, since they move enemies around and can easily accidentally pull AoE enemies onto you that weren't hitting you before.....it's a frustrating way to lose a run.
TERRANATURA Nov 26, 2023 @ 8:04am 
Originally posted by Limdood:
most of the vestige sets are viable to a degree.

Weaver basic binding damage isn't particularly high, so gaining immense amounts of will (through shattered will or future willers or the like) isn't all that useful, compared to, say, chainbreaker or magma miner or mosscloak's base damage...or even Obelisk or Clairvoyant's ability to use their primary binding to gain shield.

Weaver DOES have strong damage, low cooldown bindings, particularly constrict, so ORB builds work quite nicely....in fact, Weaver is one of the best classes to make use of the "clips of extraction" trinket, because the extra orb means another constrict each turn.

Obviously, you'll need damage power to make use of any of this, and crit damage and crit triggers (counterassistance vestige, afterimage binding, etc.) can help a lot.

Basic tips for weaver:
1) weaver uses a lot of movement lining up thread shots to get everything threaded. Getting blink is helpful to let you get out of danger at the end of the turn. If not blink, you'll generally want SOME investment into movement to avoid damage, especially if you use the "pulling constrict" augment to get nicer enemy groups
2) Weaver struggles to do damage without many enemies, especially since your main nuke relies on enemies and is magic damage, and your single target nuke is weaker with enemies and is physical. Weaver often benefits from grabbing a strong, nuke-like binding for main damage dealing...something like Jinx (my personal go-to), or poison vapor or incinerate to ramp up damage on high health targets. It isn't NECESSARY....you can get your basic aspect bindings strong enough to not need the drafted nuke binding, but they're situational (single enemy or multi enemy) whereas something drafted bindings will work in more situations.
3) threaded enemies grant shieldING, not shield. So you don't actually gain the shield unless a threaded enemy survives the turn. You CAN make a defensively oriented weaver, but it takes a lot of augments to ramp up your shield now. That being said, something like defensive constrict is still nice, since it's 3 shield, and with an orb, another 3 shield...every turn..
4) it's really easy to "forget" your forced movement. Always be careful with constrict (with pulling constrict) and stitch, since they move enemies around and can easily accidentally pull AoE enemies onto you that weren't hitting you before.....it's a frustrating way to lose a run.
Thank you for all these tips 👌
I've been liking having blink & invogorate or afterimage, I'll have to try jinx more

I do love that pull
popcar2 Nov 26, 2023 @ 4:33pm 
Surprised nobody mentioned it yet but Weaver is essentially a great catalyst for damage over time. Since your 2nd ability can damage every threaded enemy (which should hopefully be every enemy in the map), any on-hit effects are huge. Poison and burn builds worked pretty well for me. Focus magic damage and keep stacking DoT.
Ug'Thuk Nov 26, 2023 @ 5:46pm 
No idea what anyone else in this thread (lol) has said because that's a lotta words, but weaver's W is so so so good for applying DoTs like poison, FB, burn, bleed
Out of all of those the innate augment support is best for burn/frostbite but honestly poison+burn feels strongest out of all of these because of its synergy with magic damage increases if you're planning on keeping stitch+ relevant, and it's EASY to build around.
The Rope Burn ascension for constrict feels CLUNKY with thread removal (even with draining(?) threads' lifegain), and I will always take Strangulate over it because the lack of punishment for having more threads is OP.

Anyway the most success I have with weaver is going poison+crits via Traitor's Dagger and critical threads, then using constrict as much as I can while keeping my hits per will as high as possible, but honestly weaver is so strong that most things will work if you just cost & cooldown reduce
Ug'Thuk Nov 26, 2023 @ 5:47pm 
Originally posted by Limdood:
most of the vestige sets are viable to a degree.

Weaver basic binding damage isn't particularly high, so gaining immense amounts of will (through shattered will or future willers or the like) isn't all that useful, compared to, say, chainbreaker or magma miner or mosscloak's base damage...or even Obelisk or Clairvoyant's ability to use their primary binding to gain shield.

Weaver DOES have strong damage, low cooldown bindings, particularly constrict, so ORB builds work quite nicely....in fact, Weaver is one of the best classes to make use of the "clips of extraction" trinket, because the extra orb means another constrict each turn.

Obviously, you'll need damage power to make use of any of this, and crit damage and crit triggers (counterassistance vestige, afterimage binding, etc.) can help a lot.

Basic tips for weaver:
1) weaver uses a lot of movement lining up thread shots to get everything threaded. Getting blink is helpful to let you get out of danger at the end of the turn. If not blink, you'll generally want SOME investment into movement to avoid damage, especially if you use the "pulling constrict" augment to get nicer enemy groups
2) Weaver struggles to do damage without many enemies, especially since your main nuke relies on enemies and is magic damage, and your single target nuke is weaker with enemies and is physical. Weaver often benefits from grabbing a strong, nuke-like binding for main damage dealing...something like Jinx (my personal go-to), or poison vapor or incinerate to ramp up damage on high health targets. It isn't NECESSARY....you can get your basic aspect bindings strong enough to not need the drafted nuke binding, but they're situational (single enemy or multi enemy) whereas something drafted bindings will work in more situations.
3) threaded enemies grant shieldING, not shield. So you don't actually gain the shield unless a threaded enemy survives the turn. You CAN make a defensively oriented weaver, but it takes a lot of augments to ramp up your shield now. That being said, something like defensive constrict is still nice, since it's 3 shield, and with an orb, another 3 shield...every turn..
4) it's really easy to "forget" your forced movement. Always be careful with constrict (with pulling constrict) and stitch, since they move enemies around and can easily accidentally pull AoE enemies onto you that weren't hitting you before.....it's a frustrating way to lose a run.
I have never not gone clips on weaver, they are the orb synergy MASTER
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Nov 25, 2023 @ 8:32pm
Posts: 5