Spellbreaker - Daggerbreaker Roamer
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Contents
Overview
A high mobility Spellbreaker roaming build which balances defense and offense.
Skillbar
Skill Variants
- can replace a resistance skill when conditions are not an issue.
Template Code
Specializations
Equipment
Variants
Runes
- - offensive alternative if you can't afford Durability runes or want to squeeze out more damage.
Consumables
Food
Utility
Usage
Elite specialization basics
- (FC) recharges your Burst skills and . Always try to use it when you can refresh their duration, except if you're under heavy pressure in which case you can use FC purely for defensive means.
- Always try to make sure Full Counter goes off: briefly move into hostile AoE spells, tank Mesmer clones or Ranger pets, etc.
- FC is both the best defensive and offensive skill in the build as it blocks, evades, grants Resistance / Stability / Protection, and performs an unblockable AoE damage/CC attack when triggered.
General
- reduces the CD of weapon swapping to 5 seconds, which keeps gameplay rather fast paced with minimal downtime. As a result you won't be auto attacking much unless you're cleaving a downed enemy.
- CCing a target removes a boon and deals damage/grants adrenaline via .
- reflects projectiles and grants
Might whenever you block an attack. To exploit that, try to get hit by as many blockable things as possible over its duration.
- Set up with either or on the Dagger/Shield set. If Hundred Blades wouldn't be worth it (the target breaks stun early) use instead.
- All movement skills remove the Immobilized condition - list of movement skills in the build:
- Greatsword: and . These two skills also provide excellent mobility both in and out of combat.
- Dagger/Shield: , , and the burst skill . The Dagger skills are also excellent gap closers.
- Avoid letting your conditions stack up too high. Swapping weapons with frequently will help cleansing conditions.
- Instead you have various sources of resistance should the amount of conditions overwhelm you.
- The timing of is pivotal. Ensuring that conditions are already applied and adrenaline needed is when it is most effective.
- Hold on to as long as possible to profit from its passive regeneration, but don't hesitate to use it for the
Resistance when you're under heavy condition pressure.
Superspeed from can be used either to disengage or to chase down targets trying to escape. Keep in mind that the 50% speed bonus only really works when you're in combat, as movement speed boosts are capped at 33% while not in combat, same as
Swiftness.
One of the best build around to solo or small group play.
If you don't wanna get frustated by constant ganks by 2-3 people you are forced to play spellbreaker and this build.
I would personally switch to Rousing Resilience and 3 stunbreaks on utility bar:
-Balanced Stance
-Endure Pain
-Featherfoot Grace
This allow you to have a great build against both condis and power.
You will have a better time especially against other warriors, core in particular.
And scourges won't be a problem if you know how to dodge and get out of the red circles and always proc your full counter for resistance.
The sigils in the weapons are mandatory, especially Sigil of Draining is a must have in the dagger/shield set.
Absorption can be instead replaced for Sigil of Cleansing, Intelligence, Leeching, Blood, probably even Agility and that's just personal choice.
Don't run for outnumbers like 1vs2, but counter pressure them and you will see most of the times you will end up winning those battle, never run and let your opponents "freecast" on you without counter pressuring them.
Full Counter is a 99% proc in outnumbered fights, remember that.
Indeed God Roaming Amongst Mere Mortals.