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 |
| Entangling Web | +30% attack duration | 65 |
30s | 15s |
| Hatchlings (R6) |
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 (R2) |
-113 Agility | 65 | 3m | 15s |
| Smothering Web (R3) |
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 (R5) |
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 for 30s |
4/5 |
| Enhanced Skill: Piercing Attack | +20% Piercing Attack damage | 3/5 |
| Enhanced Skill: Tainted Kiss (R2) |
+30% Tainted Bite damage | 5/5 |
| Health Boost | +10% morale | 5/5 |
| Regeneration | +2 in-combat morale regeneration | 2/5 |
| Steelweave Webs (R4) | 25% web break chance, 45s Clinging/Entangling Web duration | 2/5 |
| Swift Weave (R2) |
-0.25s induction time | 1/5 |
Recommended Corruption Traits
Balanced: Light mitigation, Tactical Resistance, Physical Resistance, Damage for Power, Stealth Detection Boost
Survival: Health for Power, Health for Damage, Light Mitigation, Physical Resistance, Tactical Resistance
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
- No spider above rank 5 should lose to a burglar. DoT kite them and keep your distance with your speed. If they do manage to close the distance on you to DiTE, you have several opportunities to escape into range again: 1. If he does not reapply DiTE, you can play around in melee range for awhile until it wears off, then outrun him. 2. He cannot break out of roots, so you can hold him off at a distance until your DiTE wears off. Against two burgs, you should attempt to keep one rooted while you focus on the other. 3. The WtE slow should last longer than DiTE. Kite him through it a few times before it disappears. 4. Of last resort, Trapdoor Sanctuary and wait for DiTE to wear off. If you're afraid of him stunning you when you exit the burrow, pop a Brand. Now that your defenses are taken care of, you should focus on your offfense. DoT kiting will never eventually kill a burg, unless he is being foolish. The rank 6 Hatchlings will be your primary damage source. Make sure to stack two poisons on top of it to ensure that it pops. I go with Tainted Kiss/Latent Poison, since those are most easily applied. You can also attempt to Poison Spray to get the agility debuff. Hatchlings bypasses evade, but not block, so you are capable of piercing TnG with it.
[Vyxe, Elendilmir]
From the raid leader's perspective Weavers offer some root ability and some valuable damage over time against targets trying to flee but to maximize their usefulness, thought must be given to Web the Earth. This is a short duration AoE slow somewhat like a gimped Tar. Because its cooldown is far longer than its duration, it must be used judiciously. There are several possibilities in using Web the Earth to control the battle
- Freep Charge: Use Web the Earth either in front of the charge to slow the Freeps or behind your own lines such that the creeps under attack can kite the freeps through it, slowing them down
- Preventing the Retreat: When you think that the freeps are about to break, get weavers behind their formation in the likely retreat paths. When the retreat occurs, Web the Earth and you'll catch a lot more freeps
- Rearguard Defense: When inside of keeps and holding the rearguard against returning freeps on horses, Web the Earth in a tight corridor can slow down a horse charge which is trying to get upstairs to the CG room, allowing more time for the rearguard to dismount more of them
In keep assaults, weavers are useful in subdueing dangerous melee NPCs by pulling them away from the raid then rooting them for 30 seconds while the raid deals with everything else.

Updated most of my section. RK and minstrel sections will have to wait (desktop monitor blew out just as I got around to purchasing the improved TS with my monthly points so I haven't been able to see how effective I'll be against them).