Overview
The weaver is the CC class of the creeps with a series of debuffs, slows, and a single target root.
Skills
| Skill | Effect | Cost | Duration | Cooldown |
| Clinging Web |
-15% parry chance, -15% evade chance |
65 |
30s | 15s |
| Entangling Web | +30% attack duration | 65 |
30s | 15s |
| Hatchlings | 154 Common, -483 to max power, summons 3 Hatchlings | 42 |
10s/45s | 2m |
| Latent Poison | -483 to max power, -483 to max power, 10s stun |
106 |
25s/15s/10s | 1m |
| Lie in Wait | Cannot be attacked, +10 stealth level | 50 | 15m | 30s |
| Piercing Attack | 154 Common, 45 Common every 3s | 42 | 9s | 4s |
| Poison Spray | -113 Agility | 65 | 3m | 15s |
| Smothering Web | 5s knockdown | 42 | 5m | |
| Snaring Web | 30s root | 65 | 30s | |
| Tainted Kiss | 99 Common, 60 Common every 3s | 77 | 30s | 6s |
| Trapdoor Sanctuary | Cannot be attacked | 1m | 5m | |
| Web the Earth | 40% hinder for 10s | 50 | 10s | 1m |
Traits
Class Traits
| Trait | Effect | Rating |
| Armour Boost (R1) | +210 Armor | 2/5 |
| Clinging Webs (R5) | -15% Parry and Evade | 4/5 |
| Enhanced Skill: Piercing Attack | +20% Piercing Attack damage | 3/5 |
| Enhanced Skill: Tainted Kiss | +30% Tainted Bite damage | 5/5 |
| Health Boost | +10% Health | 5/5 |
| Regeneration | +2 in-combat morale regeneration | 2/5 |
| Steelweave Webs | 25% web break chance, 45s Clinging/Entangling Web duration | 2/5 |
| Swift Weave | -0.25s induction time | 1/5 |
Recommended Corruption Traits
Balanced: Light mitigation, Tactical Resistance, Physical Resistance, Damage for Power, Stealth Detection Boost
Tactics
[Arachnophob, Elendilmir]
- Spider vs Captain, Guardian, or Champion
- DoT kite them. Their ranged attacks are almost non-existent, so constantly keep Tainted Bite/Kiss on them while staying out of their melee range. Accomplish this by running from them as they run from you, letting your poison DoT do all the work. Keep them stunned and webbed as much as possible, as during these times it is ok to stop running from them and auto attack them. Be especially careful when ghting champs, as they can hamstring you, making kitting rather impossible. It is ok to actually melee captains and Champs while they're stunned, just get out of melee range before the stun wears off. It is not ok to melee stunned guardians as they can just Turn the Tables on you, and stun you. Poisoning them and using TDS to bury yourself is a surefire way to get a a full DoT duration on the Captain/Champ/Guard as most of them will just wait on top of you, although coming out of the ground can be tricky as you will be in melee range and, if it's a champ you're fighting, you could possibly be subjected to a snare
- Spider vs Burgler
- A spider has no chance of winning here, the most that can be had is a draw with the spider chasing the burg away. Use the same tactic when fighting fighting burgs, as if your fighting a hybrid between a champ and a guardian. That is, DoT kite them, don't stun them, keep away from them as they can snare you, and consequently stun you, which most likely will result in your death, and keep them webbed as much as possible. Sooner or later the burg will either HiPS and either try to go for you again, from stealth, or run away using any number of escape abilities. Also, they burglar snare is not quite melee, it can hit a target a small distance away from the burg, so give them a wide berth when fighting them. That said, it is best to just web the burg and run for it, as you will just waste both of your time, unless you or he calls for backup, at which point either you will die when the burg's buddies arrive, or the burg will escape when your friends arrive
Venomous Haze (R3) -10m All Skills Range, -10 Trick Range, -10 Riddle Range, -10 Burning Embers Range, -10 Cracked Earth, -10 Javelin Toss, -10 Max distance of ranged skills - - Duration: 30s, Cost: Power,Max Targets: 4,Radius: 7m, Base Cooldown: 2m