Spellbreaker - DPS Spellbreaker

The community gave this build a rating, making it top-tier: Great

Focused on: Strike damageDps and Boon removal

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire Builds

Overview

A Spellbreaker build for WvW. Combines high personal damage, good personal survivability and extreme boonrip.


Skill Bar

Greatsword
Axe/Axe
Utility


Weapon Variants

Hammer provides significant CC, Boon rip and mobility at the cost of damage from axe/axe

Template Code

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Specializations

Variant
  • on Hammer


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Greatsword
Marauder
Sigil
Sigil
Axe
Marauder
Axe
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

Stats
  • Feel free to use as much Berserker's gear as you can without dying
Runes
  • trades off damage for survivability
Sigils
  • Change Vision/Hydromancy weapon to personal preference
  • - for Hammer
  • - for Hammer


Consumables

    • feast option with additional power and ferocity.


Usage

Priorities

High
  • Spike Damage
Moderate
  • Sustained damage
  • CC - with Hammer
Low
  • Boon rip


Surviving

  • This build has moderate passive defense
  • This build has high mobility skill access
    • Use to move out after spiking
    • can be used for repositioning or gap closing
      • Drop your target if using it defensively
  • This builds has low active defenses
    • gives Stability Stability and makes you immune to critical hits for its duration, but is very important for protecting
    • If you think you're likely to completely die with no chance of being rezzed, use to survive, but if you're likely to be rezzed by an allied or , consider saving the cooldown for instead
Active defense priority
  • - for stunbreaking
  • - for stunbreaking
  • - for Immobilize Immobilize
  • - for Immobilize Immobilize
  • Dodge
  • - general use
  • - general use


Detailed Explanations

Spike damage

    • should be used exclusively to reset the cooldown of
    • To ensure triggers, you can briefly move into hostile enemy ground pressure.
  • Transition out of the combo into either or , depending on if you can land or not
  • If your adrenaline is too low, use to activate


Sustained damage

  • Start fights on Greatsword use at least your combo before swapping to Axe/Axe
  • is situational. You stand still during channel, which means hitting CC'ed, movement impaired and downed foes is the ideal setup for this ability.
    • Making good use of is critical to maximizing damage, look for any chance to get multiple ticks off
      • Delaying your combo for is worth it in low pressure situations where proccing is not guaranteed
    • A stow weapon keybind is very useful to cancel after enemies move out of the way
  • Use for single target damage even when already in melee
  • Stay at the edge of the range of to avoid interrupts
Skill priority
Greatsword
  • - only while on cooldown
  • - save to disengage
Axe/Axe
  • - if lacking quickness
  • - only with >50% adrenaline
  • - general use


CC - for Hammer


  • Use your CC when:
    • Your group calls a spike:
      • Winds -
      • Wells - +
      • Shades -
      • Traps - +
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing
  • Much of your boon rip comes from CC due to the synergies between , and
    • Since you need to actually apply the stun/daze/knockdown to proc your trait/sigil synergies, make sure to target enemy players and watch their boon bar, only prioritizing CCing over boon rip when they run out of Stability Stability
  • Aim to the side of enemy groups instead of center mass to avoid damage. The AoE is large enough to still catch 5 targets.
  • should be used exclusively to reset the cooldown of , only use it on hammer if you will die without using it
    • To ensure triggers, you can briefly move into hostile enemy ground pressure.
  • Be careful with the knockback of , the skill is not worth casting if it will move enemies out of damage
  • is a single target CC and very slow cast, its best use is following up on a player singled out by other CC and unable to avoid it
CC priority



Boon rip

  • Land on the enemy group while your group is in range to follow up with a spike
    • Communicate while casting, let your team know if it gets interrupted and whether it's available or not
    • Make sure is ready every time is and use it immediately before starting the cast to protect it
    • It is worth casting just to get into a better position for , even if it hits no enemies
  • is a great way to proc to give you enough Adrenaline for


Ratings

This build has a rating of 5 stars based on 9 votes.
Log in or register to rate this build.
4 stars
Teeli gave this build 4 stars • October 2020
Can do decent damage output but inconsistent overall. If you are looking at squad efficiency it does not contribute enough damage to be worth taking over Support Spellbreaker, which brings a lot more viability to the squad. If you want to play this build it is very positioning dependant. Often you will not want to be inside your main zerg, but running around on the outside to get a better engage when you have to pop Winds of Disenchantment. If you are inside your own zerg you will not often get a good bubble off due to enemy cc.
4 stars
Pope of Dope gave this build 4 stars • April 2020
Even after last patch, bubble is still strong. This build lacks a few things: you need a hammer, revenge counter is not optimal after patch.
5 stars
Threather gave this build 5 stars • August 2019
Great reliant frontliner that removes massive amount of boons, CC locks enemies and deals considerable amount of damage. I prefer tankier sustain variant with durability runes, bersk stance over featherfoot and like 300 toughness (over vitality) from gear. Only metabuild that can leave the ball and clear arrow carts and solo scourges alone and get out safely. Very necessary for to counter cloud comps. Wins of Disenchantment on enemy will stop them from sustaining through your bomb so very reliant on good timing/positioning on WoD making the build hard for new players. Run energy sigil on Greatsword, ALWAYS, you don't need double severance sigils (GS has no CC anyways and you will be fullcountering mostly on hammer to refresh earthshaker)! Else this build is 4 stars.
5 stars
Kurnian gave this build 5 stars • March 2019
Highly dependent player skill build. Useful for its skipe boonstrip with Winds. Other than that, at the moment, Scourges strip out even more boons due to Devouring Darkness and overall deal more damage in either close range and 900-range. UPDATE 03/08/2019 Due to more supports classes having access to superspeed along with winds changes, (strip pulsing every 0.5s and winds actually following the warrior) SPB now, with coordinated melee pushes has an even greater potential to lock/zone control enemies with WoD while still bringing massive CC from hammer and nice damage with GS.
5 stars
Xivor gave this build 5 stars • September 2018
Surprisingly awesome survivability for its stats, which also put out insane damage. Used mostly for the utility of dropping Winds on the site of the clash, it doubles as a source of heavy CC and continual boon strip through the fight.
5 stars
Chinkeeyong gave this build 5 stars • September 2018
Bubble wins fights, and this build doesn't only bring bubble but threatens heavy CC and high melee damage to complement its amazing active defenses. An excellent frontline build all around.
5 stars
Freya gave this build 5 stars • September 2018
It's a build that has highest success rate of delivering good bubble and it does great damage. For it's stats it has really great survivability.
5 stars
Namer gave this build 5 stars • September 2018
A must-have build for any group in WvW, Warrior remains very effective due to its boon-ripping capabilities, high damage potential and the massive effect of its elite skill. A experienced Spellbreaker will achieve top DPS when engaging in melee as a part of an organized group, and even a rookie player will find it easy to survive in melee while retaining the ability to turn the tide of any fight with a single well-placed Winds of Disenchantment.
5 stars
BruhMois gave this build 5 stars • May 2018
A must have Class/Build for Zerg/GvG fights. Strong sustain and Dps. You cant really go wrong with this build. Easy to play and always welcome in groups.

Comments

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