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Spellbreaker - DPS Spellbreaker (GvG)

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Focused on: Strike damageDps and Boon removal

Designed for: WvW GvG

Expansions required: Heart of Thorns buildsPath of Fire Builds

Difficulty:
Hard

Overview

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


Skill Bar

Greatsword
Axe/Axe
Utility


Variants

Weapons

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

Skills


Template Code

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Copy Template Code


Specializations

Variant


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
Relic


Equipment Variants

Stats
  • Feel free to use as much Berserker's gear as you can without dying
Relics
Sigils
  • Sigils can be swapped around to any weapon per personal preference
  • - for Hammer
  • - for Hammer


Consumables

    • feast option with additional power and ferocity.


Usage

Priorities

High
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 Toggle


Detailed Explanations

Spike damage


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
    • 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 Toggle
Greatsword
Axe/Axe


CC - for Hammer

Show Toggle
  • Use your CC when:
  • 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 Toggle


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


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