Can do decent damage output but inconsistent overall. If you are looking at squad efficiency it does not contribute enough damage to be worth taking over Support Spellbreaker, which brings a lot more viability to the squad.
If you want to play this build it is very positioning dependant. Often you will not want to be inside your main zerg, but running around on the outside to get a better engage when you have to pop Winds of Disenchantment. If you are inside your own zerg you will not often get a good bubble off due to enemy cc.
Even after last patch, bubble is still strong. This build lacks a few things: you need a hammer, revenge counter is not optimal after patch.
Great reliant frontliner that removes massive amount of boons, CC locks enemies and deals considerable amount of damage. I prefer tankier sustain variant with durability runes, bersk stance over featherfoot and like 300 toughness (over vitality) from gear.
Only metabuild that can leave the ball and clear arrow carts and solo scourges alone and get out safely. Very necessary for to counter cloud comps.
Wins of Disenchantment on enemy will stop them from sustaining through your bomb so very reliant on good timing/positioning on WoD making the build hard for new players.
Run energy sigil on Greatsword, ALWAYS, you don't need double severance sigils (GS has no CC anyways and you will be fullcountering mostly on hammer to refresh earthshaker)! Else this build is 4 stars.
Highly dependent player skill build. Useful for its skipe boonstrip with Winds. Other than that, at the moment, Scourges strip out even more boons due to Devouring Darkness and overall deal more damage in either close range and 900-range.
Due to more supports classes having access to superspeed along with winds changes, (strip pulsing every 0.5s and winds actually following the warrior) SPB now, with coordinated melee pushes has an even greater potential to lock/zone control enemies with WoD while still bringing massive CC from hammer and nice damage with GS.
Surprisingly awesome survivability for its stats, which also put out insane damage. Used mostly for the utility of dropping Winds on the site of the clash, it doubles as a source of heavy CC and continual boon strip through the fight.
Bubble wins fights, and this build doesn't only bring bubble but threatens heavy CC and high melee damage to complement its amazing active defenses. An excellent frontline build all around.
It's a build that has highest success rate of delivering good bubble and it does great damage. For it's stats it has really great survivability.
A must-have build for any group in WvW, Warrior remains very effective due to its boon-ripping capabilities, high damage potential and the massive effect of its elite skill. A experienced Spellbreaker will achieve top DPS when engaging in melee as a part of an organized group, and even a rookie player will find it easy to survive in melee while retaining the ability to turn the tide of any fight with a single well-placed Winds of Disenchantment.
A must have Class/Build for Zerg/GvG fights.
Strong sustain and Dps. You cant really go wrong with this build. Easy to play and always welcome in groups.
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