I generally build Weaver around the same augments for each binding.
For My 1st Ability:
I find that the Lengthy is an absolute must. Positioning is pivotal for Weaver and this helps you get around that problem. As for the other two augments, Hexing is good for increased damage overall. The two epic rarity augments are really better tied towards if you get specific ascensions. Sapping can be good for if you can detach threads with any of your ascensions on each ability, but also just activates by itself when the enemy dies.
Spun is another decent pick if you get the detaching threads ascensions, especially the ability power boost from Tether. It’s not as useful if you get one of the other two ascensions (Weave or Loom) as it just lets you attack a bit more when you’ve already tethered everything in just two uses of your 1 ability.
For My 2nd Ability:
It’s often used as a utility and the occasional single target snipe. The Pulling augment is incredibly useful, not only for yourself, but your allies as well. Just make sure you can communicate before your friends all jump away and end up out of position when you pull them all towards you. The Defensive augment is also superb for sustained shielding per turn if you also get the Quickened augment to reliably gain double that amount of shield per turn on picking up an orb.
For My 3rd Ability:
I focus more on the more epic augments from finishing boss fights and go for whatever shows up, being Critical or Cross. You can pick up the ones like Patchwork for more shield gain, especially if you’ve got Pulling on your 2. Mainly though, I hold out for the Epic augments, since they’re non-unique and you can get multiple of the same one.
If you’re keen on taking Common augments, Frost-Infused on 1 is good for early game, Rope Burn on 2 is a good start towards a decent burn build, Elemental on 3 can be another good early game damage source.
Lengthy on 1 for ease of use, Defensive+Quickened on 2 for a bunch of shield gain (Pulling is also great crowd control), Critical/Cross on 3 for the big hits. Anything else is fine if you can manage to get at least these.
I don’t care much for the base damage increasing ones (except the ones that increase per enemy tethered). The cost discount sounds like it could be good, but keeping in mind that you have to wait the two turns for the cooldown, you’re stuck with using your 1 ability which doesn’t do much damage.
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