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Spellbreaker - Greatsword Spellbreaker Roamer

This is a test build. You may comment and rate it.

Focused on: Strike damageControl and Mobility

Designed for: WvW Roaming

Expansions required: Path of Fire BuildsJanthir Wilds builds

Difficulty:
Normal
This build was last updated on March 15, 2025.

Overview

A high damage Power Spellbreaker WvW roaming build with great mobility, featuring the Greatsword. This version of GS Spellbreaker takes the Strength specialization for maximum burst damage while relying on Staff for sustain. Not playing Defense makes it a bit harder to play than other builds.


Skill Bar

Greatsword
Staff
Utility


Skill Variants

Weapons

  • Dagger/Shield over Staff - GS/Dagger is the more traditional way of playing Spellbreaker in WvW, but it's currently being overshadowed by Staff. This is a way higher pressure set with unblockable boon removal and more CC, but your sustain will be considerably lower on it. Going for Defense Defense to make up for the loss of Staff is worth considering.


Template Code

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Specializations

Variants

  • offers even better damage, but as a Warrior you should grab any Resistance Resistance source you can get so blinds don't destroy you. Taking Peak Performance is yet another cut to your Resistance uptime.
  • Take if you want to have a bit more sustain.
  • can make it easier to land your burst.

Variants

  • gives you more condi cleanse but makes it harder to kill some of the high sustain, boon focused builds. Without Dagger's boon removal that could soften up enemies, you rely a lot more on raw damage to overpower other roamers in WvW.


Specialization Variants

Defense Defense over Strength Strength also works. This is a more sustain focused version of the build:


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Dragon
Accessory
Dragon
Accessory
Dragon
Amulet
Demolisher
Ring
Demolisher
Ring
Demolisher
Greatsword
Berserker
Sigil
Sigil
Staff
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Stats

  • You can replace the Dragon Dragon pieces with Marauder Marauder for higher crit chance, improving your consistency but lowering your burst potential slightly.

Runes

Relics

  • - CD reductions give you more of everything, especially sustain.


Consumables

Food options

Utility


Usage

Elite specialization basics

  • (FC) recharges your Burst skills and . Try to use it FC when you can reset their cooldowns, 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 Stability Stability and performs an unblockable AoE damage/CC attack when triggered.
  • Both burst skills and Full Counter cost adrenaline. If you only need a little more till you can use them then can get you there.


General

  • Settings: disable auto targeting, otherwise it'd be impossible to use skills like for disengaging.
  • Playstyle: this build is all about weaving hard hitting skills into chains of block and evade frames while tethering yourself to the target with as often as possible. The combos aren't set in stone, rather you'll need to adapt based on what CDs are available. Minimize melee contact, dodge/block/evade as many things as possible, and spike targets when an opening shows.
  • 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 .
  • Thanks to whenever you Daze Daze or Stun Stun a target you also Immobilize Immobilize them. This is especially useful with which dazes targets and then recharges your burst skills, perfectly setting up your followup.


Burst combo examples

WvW builds don't really have rotations, how you use your skills always depends on the circumstances. These are just a few ideas for sequencing that maximize damage while minimizing your window of vulnerability in melee.

GS to Staff:

  1. from outside melee range.
  2. Dodge towards the target in order to safely get into melee range, or to get rid of Blind Blind by making consume the Blind insead of it causing the next step to miss.
  3. Weapon swap into

CC focused:

  1. for the Immobilize Immobilize and to reset Arcing Slice.
  2. while the Immob lasts.
  3. Weapon swap into

Staff to GS

  1. for Fury Fury
  2. Weapon swap
  3. while the Quickness Quickness from lasts.


Conditon cleansing & general survival

  • Mobility is a major part of your survivability. Both sets have several mobility skills, then there's also (which is especially great because it's also evading attacks while building distance) and even your elite skill. Whenever damage is starting to overwhelm you or you don't have your defensive CDs at the ready, feel free to leave melee range until it's safe again.
  • Almost every Staff skill has some healing attached to it, making this set excellent at recovering your lost HP especially while you're briefly outranging your opponents. It's fine to use your Staff skills including just to heal up, even if you don't hit an enemy.
  • While can cover quite the distance, you don't always want to aim it far even when running away. The healing and boons are only applied upon reaching the destination - on low HP you might even get killed by a ranged build or conditions before the skill could end. The closer you aim it to your feet, the sooner you'll get healed and protected by boons.
  • isn't just an anti-CC skill, it also mitigates direct damage by giving you immunity to critical hits.
  • (SIO) is both a stunbreak and a source of condition removal.
    • You can use it more as a cleansing tool as long as your other stunbreak is not on CD.
  • cleanses 5 conditions and should be used pretty much on CD, assuming you're missing a large chunk of health or need to deal with conditions.
    • In condition matchups you should consider holding onto Mending for longer, especially when SIO is on CD. Use it mainly as a source of cleansing, unless you get dangerously low on health.


Rampage

  • is what you use when you quickly want to burst/CC a target, or desperately need mobility to either chase down someone, or run away from a fight. Bonus points if you manage to attach just before using your elite.
  • CC skills barely do any damage anymore, most of the damage in this form comes from autoattacks and .
  • is a popular opener, allowing you to CC targets from range and then either follow up with for burst damage or to keep the CC chain rolling.


Ratings

This build has a rating of 4 stars based on 1 votes.
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4 stars
Hanz gave this build 4 stars • February 2025
GS fell out of favor lately, and it has a hard time competing for a weapon slot on more defensive builds. As a burst weapon I think it still works well, and this build goes all in on that. Worked out way better than expected, but the low Resistance uptime and lack of cleansing can be a pain sometimes. Defense builds are overall still better, but this is way more fun. It's not unreasonable to expect 10k+ crits here and there while still packing a decent amount of sustain with Staff. If you aren't afraid of a challenge and want to learn Warrior without any of the modern crutches, you'll find this fun and satisfying to master.

Comments

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