Difference between revisions of "Spellbreaker - Defense Hammerbreaker"
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| specialization = Spellbreaker | | specialization = Spellbreaker | ||
| designed for = Conquest | | designed for = Conquest | ||
− | | rating = | + | | rating = archived |
− | | focus = | + | | focus = strike damage, control, boon removal |
+ | | difficulty = 1 | ||
}} | }} | ||
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==Overview== | ==Overview== | ||
− | A | + | A Spellbreaker PvP build which offers a strong mix of damage and CC, made to teamfight. |
+ | |||
+ | ''Archival note: fell out of use completely, there are way more popular Power Spellbreaker builds out there right now'' | ||
Line 35: | Line 38: | ||
* {{Skill|Banner of Defense}} - extra sustain and some group support. | * {{Skill|Banner of Defense}} - extra sustain and some group support. | ||
+ | |||
+ | * {{Skill|Balanced Stance}} - good against CC and strike damage. | ||
+ | |||
+ | |||
+ | '''Elite''' | ||
+ | * {{Skill|Battle Standard}} - more group support. | ||
Line 47: | Line 56: | ||
{{Specialization|Discipline|mid|bot|bot}} | {{Specialization|Discipline|mid|bot|bot}} | ||
{{Specialization|Spellbreaker|bot|mid|mid}} | {{Specialization|Spellbreaker|bot|mid|mid}} | ||
+ | '''Variants''' | ||
+ | * {{Trait|Guard Counter}} makes the build even more tanky but gives up {{Tooltip|Immobilize}} which is a valuable combo piece that could set up CC chains or bursts. | ||
Line 65: | Line 76: | ||
==Usage== | ==Usage== | ||
− | + | '''Elite specialization basics''' | |
+ | *{{Skill|Full Counter}} (FC) recharges your '''Burst''' skills {{Skill|Arcing Slice}} and {{Skill|Earthshaker}}. 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 one of the best defensive and offensive skills in the build as it blocks, evades, grants {{Tooltip|Stability}}, and performs an unblockable AoE CC attack when triggered. | ||
+ | |||
+ | * Full Counter costs adrenaline just like any other Burst skill. | ||
+ | |||
+ | |||
+ | '''General''' | ||
+ | |||
+ | *'''Settings:''' disable '''auto targeting''', otherwise it'd be impossible to use skills like {{Skill|Rush}} for disengaging. | ||
+ | |||
+ | * {{Trait|Fast Hands}} 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. | ||
+ | |||
+ | * Despite its range, {{Skill|Bull's Charge}} is best used in melee to make it harder to react to. | ||
+ | |||
+ | * CCing a target removes a boon and deals damage/grants adrenaline via {{Trait|Loss Aversion}}. | ||
+ | |||
+ | * {{Trait|Versatile Rage}} grants you half a bar of adrenaline on weapon swap. This might not seem like a lot, but it's quite useful especially in situations where you're under pressure and don't have the adrenaline to activate {{Skill|Full Counter}}. Instead of scrambling to build some a adrenaline a simple weapon swap could get you there. | ||
+ | |||
+ | *All movement skills remove the Immobilized condition - list of movement skills in the build: | ||
+ | ** '''Greatsword:''' {{Skill|Whirlwind Attack}} and {{Skill|Rush}}. These two skills also provide excellent mobility both in and out of combat. | ||
+ | ** '''Hammer:''' {{Skill|Earthshaker}} | ||
+ | ** '''Rampage:''' {{Skill|Kick (Rampage)}}, {{Skill|Dash}}, and {{Skill|Seismic Leap}}. | ||
+ | ** '''Utility:''' {{Skill|Bull's Charge}} | ||
+ | |||
+ | |||
+ | '''Damage''' | ||
+ | * Both sets are capable of doing a lot of damage, but Hammer needs a little more setup than Greatsword as most of its damage is in {{Skill|Fierce Blow}}. | ||
+ | |||
+ | * On GS your best attack skills are {{Skill|Arcing Slice}} and {{Skill|Whirlwind Attack}}. They are both quick skills on short CD. | ||
+ | |||
+ | * {{Skill|Bladetrail}} is more of a filler skill. It's good if you don't want to get into melee (low on health for example) or if you want to remove {{Tooltip|Aegis}} before going in. If it doesn't get blocked the blade will boomerang its way back to you, try to position yourself in a way that it hits the target on its way back too. This could even be used as a source of minor ranged burst damage if the target is just far enough for the blade to pass them right before it starts to return, hitting them twice in 1 second. | ||
+ | |||
+ | * {{Skill|Rush}} is mostly just a mobility tool, the damage on it isn't bad but the pathing of the skill is (not to mention it has a very obvious tell). | ||
+ | |||
+ | * {{Skill|Hundred Blades}} is rather hard to land against moving targets and isn't really a priority. It's good for cleaving downed enemies who are being revived or vs targets sitting in a CC, but Arcing Slice should take priority even then. If the target's getting out of the CC soon it's usually better to land a Whirlwind Attack (or Arcing Slice) on them while you still can rather than getting another strike of HB off. | ||
+ | |||
+ | * The 3 best skills to benefit from {{Sigil|Intelligence}} are {{Skill|Earthshaker}}, {{Skill|Fierce Blow}} and {{Skill|Hammer Shock}}. Fierce Blow hits harder if the target is CC'd, so if you use your skills in this order Earthshaker already sets it up perfectly. Of course any other CC works, even {{Skill|Bull's Charge}}. | ||
+ | ** {{Skill|Hammer Shock}} is the only true ranged skill on this set (not counting Earthshaker which is a melee leap). The Cripple makes it easier to catch up to fleeing targets so it has some value other than just doing great damage. | ||
+ | |||
+ | * {{Trait|No Escape}} procs an {{Tooltip|Immobilize}} whenever you stun or daze a target. This is more relevant on the daze, as dazed targets could still move freely if it wasn't for this trait. | ||
+ | ** No Escape turns {{Skill|Full Counter}} into a great setup tool for burst chains, allowing you to immediately go on the offense even if you were being pressured. {{Skill|Arcing Slice}} and {{Skill|Earthshaker}} are both great followups for the short immob. | ||
+ | |||
+ | * {{Skill|Backbreaker}} is the best CC in the build. It also lasts longer against targets with {{Tooltip|Weakness}} and recharges {{Skill|Fierce Blow}}. Fierce Blow itself inflicts Weakness, so going FB {{to}} BB {{to}} FB is the dream scenario, but sometimes you may want to go straight to BB after an Earthshaker to prevent your enemy from avoiding your Backbreaker as it has quite an obvious and long cast time. | ||
+ | ** Thanks to {{Trait|Cull the Weak}} Earthshaker also applies Weakness, making it an even better combo piece for it. | ||
+ | |||
+ | ''Burst combo examples'' | ||
+ | |||
+ | Hammer to GS: | ||
+ | :# {{Skill|Full Counter}} to proc the Immob from traits | ||
+ | :# {{Skill|Earthshaker}} | ||
+ | :# {{Skill|Backbreaker}} | ||
+ | :# {{Skill|Fierce Blow}} | ||
+ | :# Weapon swap to GS | ||
+ | :# {{Skill|Arcing Slice}} | ||
+ | :# {{Skill|Hundred Blades}} | ||
+ | |||
+ | GS to Hammer: | ||
+ | :# {{Skill|Bull's Charge}} | ||
+ | :# Weapon swap, {{Sigil|Intelligence}} now makes your next 3 attacks crit | ||
+ | :# {{Skill|Fierce Blow}} | ||
+ | :# {{Skill|Backbreaker}} | ||
+ | :# {{Skill|Fierce Blow}} | ||
+ | |||
+ | |||
+ | '''Conditon cleansing & general survival''' | ||
+ | |||
+ | *{{Trait|Brawler's Recovery}} and the {{Trait|Revenge Counter}} empowered {{Skill|Full Counter}} will be used to manage condition levels before resorting to mass cleanses. | ||
+ | |||
+ | *{{Skill|Mending}} 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. | ||
+ | |||
+ | *{{Skill|"Shake It Off!"}} (SIO) is both a stun break and a source of condition removal for you and your team. | ||
+ | |||
+ | *{{Skill|Bull's Charge}} is great if you want to run away from pressure as it can build quite the gap while providing an evade frame. | ||
+ | |||
+ | * {{Skill|Endure Pain}} is the best defensive skill you could have against direct damage but it has to be used preemptively (unless you used it to break stun). Keep in mind that you're still vulnerable to condition damage, CC, and even life steal from skills such as {{Skill|Enchanted Daggers}}! | ||
+ | |||
+ | * Even {{Skill|Earthshaker}} could be used defensively as a ground targeted escape tool. A mobility skill is never a bad thing to have for kiting, and with this you could even jump over gaps in the terrain, forcing some specs to go around or blow CDs. | ||
+ | |||
+ | * {{Skill|Whirlwind Attack}} can be used as a substitue for dodging if you're out of endurance or want to keep the target pressured while evading their attacks. It's also a mobility skill, so you could even try to Whirlwind your way behind a pillar if you suddenly need to get defensive. | ||
+ | |||
+ | |||
+ | '''Rampage''' | ||
+ | |||
+ | *{{Skill|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. | ||
+ | <!--* {{Skill|Healing Signet}} doesn't heal while {{Skill|Rampage}} is active. Therefore you should consider using HS for the {{Tooltip|Resistance}} before entering Rampage, which can be quite beneficial as most Rampage skills have long cast times and effects such as {{Tooltip|Blind}} can easily shut it down.--> | ||
+ | |||
+ | *CC skills barely do any damage anymore, most of the damage in this form comes from autoattacks and {{Skill|Dash}}. | ||
+ | |||
+ | *{{Skill|Throw Boulder}} is a popular opener, allowing you to CC targets from range and then either follow up with {{Skill|Dash}} for burst damage or {{Skill|Seismic Leap}} to keep the CC chain rolling. | ||
==Top Streamers== | ==Top Streamers== | ||
* Twitch: [https://www.twitch.tv/boycerino Boyce] | * Twitch: [https://www.twitch.tv/boycerino Boyce] | ||
+ | |||
+ | * Twitch: [https://www.twitch.tv/kxyba Keyba] | ||
+ | |||
+ | * Twitch: [https://www.twitch.tv/mijooo Mijo] |
Latest revision as of 00:15, 3 August 2023
Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.
Focused on: Strike damage, Control and Boon removal
Designed for: PvP Conquest
Overview
A Spellbreaker PvP build which offers a strong mix of damage and CC, made to teamfight.
Archival note: fell out of use completely, there are way more popular Power Spellbreaker builds out there right now
Skill Bar
Skill Variants
Utility
For the optional slot:
- - mobility, CC, even an evade frame for sustain.
- - extra sustain and some group support.
- - good against CC and strike damage.
Elite
- - more group support.
Template Code
Specializations
Variants
- Immobilize which is a valuable combo piece that could set up CC chains or bursts. makes the build even more tanky but gives up
Equipment
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 one of the best defensive and offensive skills in the build as it blocks, evades, grants Stability, and performs an unblockable AoE CC attack when triggered.
- Full Counter costs adrenaline just like any other Burst skill.
General
- Settings: disable auto targeting, otherwise it'd be impossible to use skills like for disengaging.
- 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.
- Despite its range, is best used in melee to make it harder to react to.
- CCing a target removes a boon and deals damage/grants adrenaline via .
- grants you half a bar of adrenaline on weapon swap. This might not seem like a lot, but it's quite useful especially in situations where you're under pressure and don't have the adrenaline to activate . Instead of scrambling to build some a adrenaline a simple weapon swap could get you there.
- 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.
- Hammer:
- Rampage: , , and .
- Utility:
Damage
- Both sets are capable of doing a lot of damage, but Hammer needs a little more setup than Greatsword as most of its damage is in .
- On GS your best attack skills are and . They are both quick skills on short CD.
- Aegis before going in. If it doesn't get blocked the blade will boomerang its way back to you, try to position yourself in a way that it hits the target on its way back too. This could even be used as a source of minor ranged burst damage if the target is just far enough for the blade to pass them right before it starts to return, hitting them twice in 1 second. is more of a filler skill. It's good if you don't want to get into melee (low on health for example) or if you want to remove
- is mostly just a mobility tool, the damage on it isn't bad but the pathing of the skill is (not to mention it has a very obvious tell).
- is rather hard to land against moving targets and isn't really a priority. It's good for cleaving downed enemies who are being revived or vs targets sitting in a CC, but Arcing Slice should take priority even then. If the target's getting out of the CC soon it's usually better to land a Whirlwind Attack (or Arcing Slice) on them while you still can rather than getting another strike of HB off.
- The 3 best skills to benefit from
- is the only true ranged skill on this set (not counting Earthshaker which is a melee leap). The Cripple makes it easier to catch up to fleeing targets so it has some value other than just doing great damage.
are , and . Fierce Blow hits harder if the target is CC'd, so if you use your skills in this order Earthshaker already sets it up perfectly. Of course any other CC works, even .
- Immobilize whenever you stun or daze a target. This is more relevant on the daze, as dazed targets could still move freely if it wasn't for this trait.
- No Escape turns into a great setup tool for burst chains, allowing you to immediately go on the offense even if you were being pressured. and are both great followups for the short immob.
procs an
- Weakness and recharges . Fierce Blow itself inflicts Weakness, so going FB ⇒ BB ⇒ FB is the dream scenario, but sometimes you may want to go straight to BB after an Earthshaker to prevent your enemy from avoiding your Backbreaker as it has quite an obvious and long cast time.
- Thanks to Earthshaker also applies Weakness, making it an even better combo piece for it.
is the best CC in the build. It also lasts longer against targets with
Burst combo examples
Hammer to GS:
- to proc the Immob from traits
- Weapon swap to GS
GS to Hammer:
- Weapon swap, now makes your next 3 attacks crit
Conditon cleansing & general survival
- and the empowered will be used to manage condition levels before resorting to mass cleanses.
- 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.
- (SIO) is both a stun break and a source of condition removal for you and your team.
- is great if you want to run away from pressure as it can build quite the gap while providing an evade frame.
- is the best defensive skill you could have against direct damage but it has to be used preemptively (unless you used it to break stun). Keep in mind that you're still vulnerable to condition damage, CC, and even life steal from skills such as !
- Even could be used defensively as a ground targeted escape tool. A mobility skill is never a bad thing to have for kiting, and with this you could even jump over gaps in the terrain, forcing some specs to go around or blow CDs.
- can be used as a substitue for dodging if you're out of endurance or want to keep the target pressured while evading their attacks. It's also a mobility skill, so you could even try to Whirlwind your way behind a pillar if you suddenly need to get defensive.
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.
- 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.
Top Streamers
- Twitch: Boyce
- Twitch: Keyba
- Twitch: Mijo
Ratings
Comments
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