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Spellbreaker - DPS Spellbreaker

The community gave this build a rating, making it second-tier: Good

Focused on: Strike damageDps and Boon removal

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire Builds

Difficulty:
Hard
This build was last updated on August 29, 2024 and is up to date for the October 8, 2024 patch.

Overview

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


Skill Bar

Greatsword
Hammer
Utility


Variants

Weapons
  • Hammer Axe/Axe significantly better spike damage, but drops most CC and a lot of mobility
  • Spear good DPS option with high range and utility
Utilities
  • Banner of Tactics
  • Endure Pain


Template Code

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Copy Template Code


Specializations

Variant
  • Axe Mastery on Axe/Axe


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
Hammer
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Relics
  • Relic of Speed
  • Relic of the Thief
Stats
  • Feel free to use as much Berserker's gear as you can without dying
Runes
  • Rune of Superior Rune of Durability trades off damage for survivability
Sigils
  • Sigil of Superior Sigil of Energy
  • Sigil of Superior Sigil of Bloodlust


Consumables

    • feast option with additional power and ferocity.


Usage

Priorities

High
  • Winds of Disenchantment
  • Spike Damage
Moderate
  • Sustained damage
  • CC
Low
  • Boon rip


Surviving

  • This build has moderate passive defense
  • This build has high mobility skill access
    • Use Whirlwind Attack to move out after spiking
    • Rush can be used for repositioning or gap closing
      • Drop your target if using it defensively
  • This build has low active defenses
    • Balanced Stance gives Stability Stability and makes you immune to critical hits for its duration, but is very important for protecting Winds of Disenchantment
    • If you think you're likely to completely die with no chance of being rezzed, use Balanced Stance to survive, but if you're likely to be rezzed by an allied Illusion of Life or Signet of Mercy, consider saving the cooldown for Winds of Disenchantment instead
Active defense priority Toggle
  • "Shake It Off!" - for stunbreaking
  • Balanced Stance - for stunbreaking
  • Warrior's Sprint - for Immobilize Immobilize
    • Whirlwind Attack
    • Rush
    • Earthshaker
  • "Shake It Off!" - for Immobilize Immobilize
  • Dodge
  • Defiant Stance
  • Whirlwind Attack - general use
  • Balanced Stance - general use


Detailed Explanations

Spike damage

  • Arcing Slice Full Counter Arcing Slice
    • Full Counter should be used exclusively to reset the cooldown of Arcing Slice
    • To ensure Full Counter triggers, you can briefly move into hostile enemy ground pressure.
  • If your adrenaline is too low, use Break Enchantments to activate Loss Aversion


Sustained damage

  • Hundred Blades 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 Hundred Blades is critical to maximizing damage, look for any chance to get multiple ticks off
      • Delaying your Arcing Slice combo for Hundred Blades is worth it in low pressure situations where proccing Full Counter is not guaranteed
    • A stow weapon keybind is very useful to cancel Hundred Blades after enemies move out of the way
  • Use Rush for single target damage even when already in melee
Skill priority Toggle
Greatsword
  • Arcing Slice
  • Full Counter - only while Arcing Slice on cooldown
  • Hundred Blades
  • Rush
  • Bladetrail
  • Whirlwind Attack - save to disengage
Hammer
  • Fierce Blow
  • Hammer Shock
  • Earthshaker


CC

  • Use your CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
    • 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 Dispelling Force, Sigil of Superior Sigil of Absorption and Enchantment Collapse
    • 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 Earthshaker to the side of enemy groups instead of center mass to avoid damage. The AoE is large enough to still catch 5 targets.
  • Full Counter should be used exclusively to reset the cooldown of Arcing Slice, only use it on hammer if you will die without using it
    • To ensure Full Counter triggers, you can briefly move into hostile enemy ground pressure.
  • Be careful with the knockback of Staggering Blow, the skill is not worth casting if it will move enemies out of damage
  • Backbreaker 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 Toggle
  • Earthshaker - only when enemies lack Stability Stability
  • Staggering Blow - only when enemies lack Stability Stability
  • Backbreaker - only when enemies lack Stability Stability
  • Full Counter - only when enemies lack Stability Stability


Boon rip

  • Land Winds of Disenchantment 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 Balanced Stance is ready every time Winds of Disenchantment is and use it immediately before starting the cast to protect it
    • It is worth casting Whirlwind Attack just to get into a better position for Winds of Disenchantment, even if it hits no enemies
  • Break Enchantments is a great way to proc Loss Aversion to give you enough Adrenaline for Arcing Slice


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Arete gave this build 5 stars • August 2022
Incredibly good, even imbalanced below 25-30 per side scale fights, but difficult to make use of at larges sizes due to being pure melee.

Comments

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