Spellbreaker - DPS Spellbreaker
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Focused on: Strike damage, Dps and Boon removal
Designed for: WvW Zerg
Difficulty:
Hard
Overview
A Spellbreaker build for WvW. Combines high personal damage, good personal survivability and extreme boonrip.
Skill Bar
Weapon 1:
Greatsword
Weapon 2:
Weapon 3:
Hammer
Weapon 4:
Healing skill: Defiant Stance
Utility skill 1: Balanced Stance
Utility skill 2: "Shake It Off!"
Utility skill 3: Break Enchantments
Elite skill: Winds of Disenchantment
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
[&DQIEGzM6PRcpDwAAagAAACcWAACyAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Strength: Bot, Mid, Top
Discipline: Mid, Mid, Bot
- Variant
- Axe Mastery on Axe/Axe
Spellbreaker: Bot, Top, Top
Equipment
Rune: 6 Superior Rune of the Scholar
Infusion 1: 18 Mighty WvW Infusion
Infusion 2:
Relic: Relic of Nourys
Weapon 1:
Greatsword
Weapon 2:
Sigil 1: Superior Sigil of Vision
Sigil 2: Superior Sigil of Hydromancy
Weapon 3:
Hammer
Weapon 4:
Sigil 3: Superior Sigil of Absorption
Sigil 4: Superior Sigil of Nullification
Main stats: Marauder
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
- Superior Rune of Durability trades off damage for survivability
- Sigils
- Superior Sigil of Energy
- Superior Sigil of Bloodlust
Consumables
- Fried Oyster Sandwich
- Peppercorn-Crusted Sous-Vide Steak feast option with additional power and ferocity.
- Superior Sharpening Stone
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 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
- Balanced Stance gives
Active defense priority 
- "Shake It Off!" - for stunbreaking
- Balanced Stance - for stunbreaking
- Warrior's Sprint - for
Immobilize
- Whirlwind Attack
- Rush
- Earthshaker
- "Shake It Off!" - for
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
- Making good use of Hundred Blades is critical to maximizing damage, look for any chance to get multiple ticks off
- Use Rush for single target damage even when already in melee
Skill priority 
- 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
- Your group calls a spike:
- Much of your boon rip comes from CC due to the synergies between Dispelling Force, 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
- 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
- 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 
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
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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