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Revision of Weaver from Wed, 10/01/2008 - 7:17am

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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.

rainyman
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Joined: 18 Sep 2008
Posts:
Update for Update 5

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).

rainyman
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Joined: 18 Sep 2008
Posts:
One more update before I take

One more update before I take off to SWTOR for good.

yicky
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Joined: 17 Jun 2009
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I deleted my 1v1 weaver

I deleted my 1v1 weaver section as I mainly lead small group and raids.  Being no longer solo,  Rain will have the main setup for this and I'll take care of raid/small group strats

yicky
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Joined: 17 Jun 2009
Posts:
update

ROI updated skills, as well as Raiding and small group strats for weavers

rainyman
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Joined: 18 Sep 2008
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Going to move my stuff down

Going to move my stuff down to the bottom cause it's outdated and I don't have the time to update it. // Feel free to wipe.

Did post a bit of champ strat today here http://forums.lotro.com/showthread.php?428016-Advice-for-R5-weaver though.

Also looks like CJs open up TTT for guards now :(

rainyman
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Joined: 18 Sep 2008
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Got back to ranking my weaver

Got back to ranking my weaver just as Isen is around the corner.  Updated my strats; may have relevance even after Isen.

yicky
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Joined: 17 Jun 2009
Posts:
Nice update.  couple things

Nice update.  couple things tho.  Smothering web does not open TTT on a guard so you can do it at anytime

also the changes to hatchling and debuffs may change your strats a bit,  so be ready to update when pvp starts up again.  most likely we are going to wipe the whole page and start from scratch so be ready to add in your strats at that time.

 

Thanks!

Stickeez
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Joined: 11 Jun 2010
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Something that bears mentioning

Great work on updating this so far Yicky.  Something that needs to be added is that the catch prey debuff prevents its target from dropping combat.  If you can get this onto targets that you want to power drain, you can hold them in combat even while in your burrow (thus severely cutting their power regen) while your toxin ticks away.

This is also great against CBR champs, who will continue to take CBR damage while in combat.  You can force them to toggle CBR off, and it's 10% of their morale to switch it back on.

Another thing to mention against RKs is that they lose attunement when they drop combat.  This means that when you burrow, they will drop down to neutral attunement once they drop combat.  They cannot teir up effectively to heal themsevles unless they are in combat, and their attacks are a LOT less danagerous when they are at low battle attunement.  Using burrow to reset an RK's attunement is a very effective way to disrupt them mid-fight.

Semirage
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New Weaver Skills

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