Spellbreaker - Magebane Roamer

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

Focused on: Direct damageControl and Mobility

Designed for: WvW Roaming

This build was last updated on August 22, 2022 and is up to date for the August 23, 2022 game patch.

Overview

A high mobility WvW Spellbreaker roaming build with a strong mix of CC, damage and sustain.


Skill Bar

Greatsword
Dagger/Shield
Utility


Skill Bar Variants

Utility

Viable options for the optional slot:

  • - great defensive CD, preemptive damage mitigation and reactive stun break.
  • - stun break and better burst, with a bit of added sustain from synergy.


Template Code

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Specializations


Equipment

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


Runes

  • - more damage.

Sigils

  • - could replace either one of the Greatsword sigils for guaranteed crit on your opening burst each time you swap to GS.


Consumables

Food options

  • - passive damage mitigation and great stats.
  • - a very strong defensive option which improves your already great endurance regen. Even has synergy with Might Might related traits and the Strength line in general.
    • Budget version:

Utility

  • or .


Usage

Elite specialization basics

  • (FC) recharges your Burst skills and . Always try to use it when you can refresh their duration, 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 / Protection Protection, 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.
    • Any burst skill can proc , including .
    • The goal is to maintain the tether as long as possible for the damage boost and synergy.
    • , , and are your main damaging skills, everything else is basically a filler or something that's used to set up burst / survive enemy burst.
  • 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 .
  • All movement skills remove the Immobilized condition - list of movement skills in the build:
    • Greatsword: and . These two skills also provide excellent mobility both in and out of combat.
    • Dagger/Shield: , , and the burst skill . The Dagger skills are also excellent gap closers.
    • Rampage: , , and .
    • Utility:


Conditon cleansing & general survival

  • and will be used to manage condition levels before resorting to mass cleanses.
  • (SIO) is the only stun break in the build, and one that comes with AoE condition removal. This skill has 2 charges: if you're under heavy condition pressure and the aforementioned 2 traits aren't enough, you're free to use one of the charges.
  • Kite, a LOT. You want to run out of harm's way using mobility skills as much as possible before resorting to major defensive CDs.
  • is great if you want to run away from pressure as it can build quite the gap while providing an evade frame.
  • breaks stun and refills some endurance in addition to a bit of healing thanks to .


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.
  • Using before Rampage can enhance your burst significantly.


Related Builds

Strength Dagger (sPvP) - the Conquest PvP version of this WvW Spellbreaker Roaming build.


Ratings

This build has a rating of 4 stars based on 3 votes.
Log in or register to rate this build.
4 stars
Hanz gave this build 4 stars • August 2022
Not as great or oppressive as it once was, but it's definitely playable and if you want to play warrior, this might still be your best option. Mobility's top tier but the rest of the kit is a bit mediocre.
3 stars
Orbuter12345 gave this build 3 stars • June 2022
Unfortunately, Warrior is simply not good right now even in the roaming meta. They are too easily kited and with the new EoD specs, SPB has become a victim of power creep. They still suffer against condi based classes that can survive the burst. Such as Scourge and Harbinger. FC can be countered by Thieves with the blind skill as well. It just seems this class isn't what it used to be unfortunately. You can play easier power classes with less effort. TLDR: Strong Mobility Good CC Decent Cleanse Weak vs CondI Weak vs Blind Weak vs Bunker builds
5 stars
Nebo grey gave this build 5 stars • May 2019
After a few patchs imo this is still the best warrior solo roaming build for wvw with that main hand sword you can kite like a god👌

Comments

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