Spellbreaker - Tetherbreaker

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Legendary.png

Part of the current metagame.

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great.

Focused on: Direct damageMobility.

Designed for:

Overview

A Spellbreaker sPvP build which sacrifices some of the usual sustain for higher burst and better mobility. Its primary role is to be a duelist, but occasionally joining larger fights as you see fit is also on the table.

Skill Bar

GreatswordHealingUtilityElite
Sword/Shield

Specializations

Equipment

Greatsword.png
I.png
Superior Sigil of Agility
9Recharge.png
Superior Sigil of Agility.pngSuperior Sigil of Agility
Gain 5 seconds of swiftness and 1 second of quickness when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Sword.png
Shield.png
II.png
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Battle
9Recharge.png
Superior Sigil of Battle.pngSuperior Sigil of Battle
Gain 2 stacks of might (20 seconds) when you swap to this weapon while in combat. (Cooldown: 9s)
II.png
Superior Rune of Strength
Superior Rune of Strength.pngSuperior Rune of Strength
(1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
Demolisher's Amulet
Demolisher's Amulet.pngDemolisher's Amulet
+1050 Power +1050 Precision +560 Toughness +560 Ferocity

Equipment Changes

Amulet

  • Berserker Amulet Berserker Amulet
    Berserker Amulet.pngBerserker Amulet
    +1200 Power +900 Precision +900 Ferocity
    - a high risk/high reward option that more experienced players may try.

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
    or a damaging dodge can get you there.


General

  • Settings: disable auto targeting, otherwise it'd be impossible to use skills like
    for disengaging.
  • Playstyle: the plan is to proc
    (MT) as often as possible (this is important for both damage and sustain), keep melee contact to the minimum (use your mobility and evasion), and move in only when A) you can outdamage the target and B) when at least some of your defensives like
    is available.
    • Any burst skill can proc
      , including
      .
    • is a rather weak skill that won't see much use bar the very first hit - landing that is enough to proc both MT and the Immobilize Immobilize. After that you're usually better off cancelling the skill with a weapon stow, and following up with something that hits harder.
  • adds a defensive element to Might Might stacking, as each stack is going to heal you and grant endurance.
  • Sustain (especially passive) is rather low, you'll be relying on avoiding damage altogether using blocking, evasion, and mobility skills.
  • 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 and everything is on CD.
  • causes your dodges to deal considerable amount of damage. Besides its obvious use of dealing damage whilst evading attacks, it's also good for clearing Blind Blind by dodging into your enemy before following up with another attack.
  • Your primary damaging skills are
    ,
    , and
    .
    • The rest is a bit more situational.
      gets better the lower the target's health is, and
      can be difficult to land unless the target is stunned or downed.
  • procs
    if it hits, creating a burst window for you to use.


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.
  • After using the first SIO charge, you'll have to decide what your next cleanse is going to be - whatever you choose, something's going to be sacrificed:
    • If you blow
      you'll lose a considerable boost to endurance regen, but will end up with no conditions left, and half a dodge roll's worth of extra endurance.
    • If you blow the 2nd charge of SIO, you'll be left without a stun break, and potentially with a few lingering conditions.
    • Most of the time it's recommended that you exhaust both of the options mentioned above before resorting to the 3rd one: the Resistance Resistance of
      .
  • 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.


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.
  • doesn't heal while
    is active. Therefore you should consider using HS for the Resistance Resistance before entering Rampage, which can be quite beneficial as most Rampage skills have long cast times and effects such as Blind Blind can easily shut it down.

Counters

  • High Condition pressure
  • Burst damage

Top Streamers

Build rating - 5 stars
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3 Ratings
5 stars
JarielFox gave this build 5 stars October 2018

Best war build in this meta. Easy to play, hard to master, very good duelling potential and also good sustained damage.

5 stars
Forgotmypasswordlulz gave this build 5 stars October 2018

Second best warrior build and finally one that's not for monkeys. To me this is what a warrior should be, risky in your face damage and reactive gameplay with insane burst. Very common on the ladder.

4 stars
Hanz gave this build 4 stars September 2018

Good for now, but I may rate it higher after a few additional test runs. I disliked it at first but it just keeps getting buffed and it's a fairly legit choice now. Damage and mobility are S tier, my only problem with it is that overall the meta Spellbreaker is better at the duelist role (although ironically this one may just be able to beat that in 1v1s), and if you want to play a high damage roamer with great mobility then Revenant is a better choice. So it's kind of outclassed in all its main areas, but that doesn't mean this isn't worth playing.

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