Difference between revisions of "Spellbreaker - Duelist Condibreaker"
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| specialization = Spellbreaker | | specialization = Spellbreaker | ||
| designed for = Conquest | | designed for = Conquest | ||
− | | rating = | + | | rating = archived |
| focus = condition damage, control | | focus = condition damage, control | ||
− | | | + | | difficulty = 1 |
}} | }} | ||
Line 11: | Line 11: | ||
==Overview== | ==Overview== | ||
− | A Condition Spellbreaker PvP build made to win 1v1s. | + | A high sustain Condition Spellbreaker PvP build made to win 1v1s. |
+ | |||
+ | '''''Archival note: fell out of use after getting nerfed''''' | ||
Line 39: | Line 41: | ||
{{Specialization|Defense|bot|mid|mid}} | {{Specialization|Defense|bot|mid|mid}} | ||
'''Variants''' | '''Variants''' | ||
− | * {{Trait|Defy Pain}} turns {{Skill|Signet of Rage}} into a defensive | + | * {{Trait|Defy Pain}} turns {{Skill|Signet of Rage}} into a great defensive skill by adding an {{Skill|Endure Pain}} proc on activation. |
{{Specialization|Discipline|top|bot|bot}} | {{Specialization|Discipline|top|bot|bot}} | ||
{{Specialization|Spellbreaker|mid|mid|mid}} | {{Specialization|Spellbreaker|mid|mid|mid}} | ||
'''Variants''' | '''Variants''' | ||
− | * {{Trait|No Escape}} trades some tankiness for | + | * {{Trait|No Escape}} trades some tankiness for a new way to set up burst, allowing you to {{Tooltip|Immobilize}} targets with dazes like {{Skill|Disrupting Stab}}. |
Line 58: | Line 60: | ||
| rune = Balthazar | | rune = Balthazar | ||
| amulet = Rabid | | amulet = Rabid | ||
+ | | relic = Relic of Antitoxin | ||
}} | }} | ||
'''Rune''' | '''Rune''' | ||
* {{Rune|Traveler}} - worse stats in exchange for better mobility. | * {{Rune|Traveler}} - worse stats in exchange for better mobility. | ||
+ | |||
+ | '''Amulet''' | ||
+ | * {{Amulet|Carrion}} - another viable option. | ||
==Usage== | ==Usage== | ||
− | + | '''Elite specialization basics''' | |
+ | |||
+ | *{{Skill|Full Counter}} (FC) recharges your '''Burst''' skills {{Skill|Breaching Strike}} and {{Skill|Combustive Shot}}. 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''' | ||
+ | * Usually it's best to swap weapons every ~5s or so to get the most out of {{Trait|Fast Hands}}. That should be enough time to rotate through most if not all of the skills. | ||
+ | |||
+ | * {{Skill|Aura Slicer}} and {{Skill|Breaching Strike}} are '''leap''' finishers, always try to use them in some kind of combo field. | ||
+ | ** {{Skill|Combustive Shot}} creates a fire field, leap + fire = {{Tooltip|Fire Aura}} for more damage. | ||
+ | ** {{Skill|Banner of Defense}} is a light field, leap + light = {{Tooltip|Light Aura}} for extra sustain. | ||
+ | |||
+ | * Using Burst skills grants passive health regen via {{Trait|Adrenal Health}}. | ||
+ | |||
+ | * Dodging grants {{Tooltip|Resistance}}, allowing you to ignore non-damaging conditions like {{Tooltip|Fear}} and {{Tooltip|Blind}}. | ||
+ | |||
+ | |||
+ | '''Damage''' | ||
+ | * Spam {{Skill|Breaching Strike}} and {{Skill|Combustive Shot}} whenever they're available. | ||
+ | |||
+ | * {{Skill|Fan of Fire}} is a cone attack so it's best used in point-blank range where all 3 arrows are going to hit the target. | ||
+ | |||
+ | * {{Skill|Smoldering Arrow}} is mostly a defensive skill because of the {{Tooltip|Blind}}, but it's also a guaranteed projectile finisher which means using it inside a '''fire''' field applies {{Tooltip|Burning}}. | ||
+ | |||
+ | * {{Skill|Pin Down}} does great damage but also works as a setup skill for other key skills because of the Immob. For example Pin Down into weapon swap for {{Sigil|Doom}} and {{Sigil|Exposure}} procs with an {{Skill|Impale (warrior sword)}} followup can put quite a few conditions on your target. | ||
+ | ** It has a rather obvious animation, sometimes you can use that to bait out dodges by stowing your weapon before the attack goes off. Weapon stowing in general is encouraged because of the skill's high CD, if you see that it's going to be dodged or blocked then there's no point in wasting it. | ||
+ | |||
+ | * {{Skill|Arcing Arrow}} is a bit underwhelming with Rabid Amulet but still has value as a '''blast''' finisher. | ||
+ | |||
+ | * Dagger/Sword is a bit more utility-based than Longbow. Instead of a heavy focus on condition pressure here you'll find boon removal, CC, leap finishers and a block. | ||
+ | |||
+ | * {{Skill|Breaching Strike}} has tremendous value as an unblockable boon rip even if its damage isn't that high. Going Breaching Strike {{to}} Full Counter {{to}} Breaching Strike can remove up to 7 boons (6 from the 2 dagger attacks and 1 from {{Trait|Dispelling Force}}, all of it unblockable). | ||
+ | |||
+ | * {{Skill|Disrupting Stab}} isn't the most dangerous skill in the build but it's still a good interrupt for key skills like heals, and also removes a boon via Dispelling Force synergy. | ||
+ | |||
+ | * {{Skill|Impale (warrior sword)}} is one of the best skills on D/S. The pulsing {{Tooltip|Cripple}} and {{Tooltip|Torment}} are difficult to cleanse, making this skill excellent at applying cover conditions to enemies while keeping them snared. | ||
+ | **The chain skill {{Skill|Rip}} can be difficult to connect, but it's still worth going for right before Impale's about to fall off. | ||
+ | |||
+ | * {{Skill|Riposte}} applies a ton of {{Tooltip|Bleeding}} when used offensively. This and Impale are the strongest skills on this set in terms of raw damage output, but quite often it's used more as a defensive skills while kiting. | ||
+ | |||
+ | |||
+ | '''Sustain''' | ||
+ | * {{Skill|Mending}} should almost always be used whenever it's available as long as you're missing a large enough chunk of health, but if you're facing a condition build and all of your cleanses are on CD then you might want to hold onto it for a bit so you don't get caught offguard with a condi burst. The 5 cleanses make this your best skill against conditions. | ||
+ | |||
+ | * {{Skill|"Shake It Off!"}} (SIO) is the second best cleanse in the build and also a stun break. This skill affects nearby allies too and can be used to support them if you can afford it. | ||
+ | |||
+ | * {{Skill|Riposte}} is an excellent defensive skill that can block way more than just one attack as long as you're not facing the target or you're outside melee range. | ||
+ | |||
+ | * {{Trait|Cleansing Ire}} and {{Trait|Brawler's Recovery}} make it easier to manage incoming conditions so you can save your bigger CDs for later. Cleansing Ire works best with Longbow's {{Skill|Combustive Shot}} - while other burst skills only cleanse if they hit an enemy target, CS only needs to hit the '''ground''' for the trait to proc. However if the projectile is destroyed by something like a {{Skill|Swirling Winds}} then the trait won't proc. | ||
+ | ** This interaction makes Longbow great at dealing with conditions even while you're kiting and nobody's near you. | ||
+ | ** {{Skill|Full Counter}} is a Burst skills and therefore also works with Cleansing Ire. | ||
+ | |||
+ | * You can never go wrong with {{Skill|Full Counter}} while under pressure. It blocks attacks, CCs enemies to prevent followup bursts, cleanses conditions, grants useful boons like {{Tooltip|Protection}} and {{Tooltip|Stability}} (the Stability could even secure a {{Skill|Mending}} cast). | ||
+ | |||
+ | * {{Skill|Banner of Defense}} should be used as often as possible while under pressure. Even at or near max HP the barrier and {{Tooltip|Aegis}} can be useful. Its range is quite large so try to support nearby allies with it too. For a few seconds the banner also works as a light field for your finishers. Using {{Skill|Arcing Arrow}} for example removes 1 condition from you and nearby allies when used in the field. | ||
+ | |||
+ | |||
+ | ==Top Streamers== | ||
+ | * Twitch: [https://www.twitch.tv/kxyba Keyba] | ||
+ | |||
+ | |||
+ | ==Related Builds== | ||
+ | * [[Build:Spellbreaker_-_Condibreaker_Roamer|Spellbreaker - Condibreaker Roamer]] - WvW version of the build. |
Latest revision as of 21:08, 23 September 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: Condition damage and Control
Designed for: PvP Conquest
Difficulty:
Easy
Overview
A high sustain Condition Spellbreaker PvP build made to win 1v1s.
Archival note: fell out of use after getting nerfed
Skill Bar
Dagger/Sword
Longbow
Utility
Template Code
[&DQIWKzM9PSqnAKcAagAAAK0BAABxAAAAnAAAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- turns into a great defensive skill by adding an proc on activation.
Variants
- Immobilize targets with dazes like . trades some tankiness for a new way to set up burst, allowing you to
Equipment
Dagger
Sword
Sigil
Sigil
Longbow
Sigil
Sigil
Rune
Amulet
Relic
Rune
- - worse stats in exchange for better mobility.
Amulet
- - another viable option.
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
- Usually it's best to swap weapons every ~5s or so to get the most out of . That should be enough time to rotate through most if not all of the skills.
- Fire Aura for more damage. creates a fire field, leap + fire =
- Light Aura for extra sustain. is a light field, leap + light =
and are leap finishers, always try to use them in some kind of combo field.
- Using Burst skills grants passive health regen via .
- Dodging grants Resistance, allowing you to ignore non-damaging conditions like Fear and Blind.
Damage
- Spam and whenever they're available.
- is a cone attack so it's best used in point-blank range where all 3 arrows are going to hit the target.
- Blind, but it's also a guaranteed projectile finisher which means using it inside a fire field applies Burning. is mostly a defensive skill because of the
- It has a rather obvious animation, sometimes you can use that to bait out dodges by stowing your weapon before the attack goes off. Weapon stowing in general is encouraged because of the skill's high CD, if you see that it's going to be dodged or blocked then there's no point in wasting it.
does great damage but also works as a setup skill for other key skills because of the Immob. For example Pin Down into weapon swap for and procs with an followup can put quite a few conditions on your target.
- is a bit underwhelming with Rabid Amulet but still has value as a blast finisher.
- Dagger/Sword is a bit more utility-based than Longbow. Instead of a heavy focus on condition pressure here you'll find boon removal, CC, leap finishers and a block.
- ⇒ Full Counter ⇒ Breaching Strike can remove up to 7 boons (6 from the 2 dagger attacks and 1 from , all of it unblockable). has tremendous value as an unblockable boon rip even if its damage isn't that high. Going Breaching Strike
- isn't the most dangerous skill in the build but it's still a good interrupt for key skills like heals, and also removes a boon via Dispelling Force synergy.
- Cripple and Torment are difficult to cleanse, making this skill excellent at applying cover conditions to enemies while keeping them snared.
- The chain skill can be difficult to connect, but it's still worth going for right before Impale's about to fall off.
is one of the best skills on D/S. The pulsing
- Bleeding when used offensively. This and Impale are the strongest skills on this set in terms of raw damage output, but quite often it's used more as a defensive skills while kiting. applies a ton of
Sustain
- should almost always be used whenever it's available as long as you're missing a large enough chunk of health, but if you're facing a condition build and all of your cleanses are on CD then you might want to hold onto it for a bit so you don't get caught offguard with a condi burst. The 5 cleanses make this your best skill against conditions.
- (SIO) is the second best cleanse in the build and also a stun break. This skill affects nearby allies too and can be used to support them if you can afford it.
- is an excellent defensive skill that can block way more than just one attack as long as you're not facing the target or you're outside melee range.
- This interaction makes Longbow great at dealing with conditions even while you're kiting and nobody's near you.
- is a Burst skills and therefore also works with Cleansing Ire.
and make it easier to manage incoming conditions so you can save your bigger CDs for later. Cleansing Ire works best with Longbow's - while other burst skills only cleanse if they hit an enemy target, CS only needs to hit the ground for the trait to proc. However if the projectile is destroyed by something like a then the trait won't proc.
- You can never go wrong with Protection and Stability (the Stability could even secure a cast). while under pressure. It blocks attacks, CCs enemies to prevent followup bursts, cleanses conditions, grants useful boons like
- Aegis can be useful. Its range is quite large so try to support nearby allies with it too. For a few seconds the banner also works as a light field for your finishers. Using for example removes 1 condition from you and nearby allies when used in the field. should be used as often as possible while under pressure. Even at or near max HP the barrier and
Top Streamers
- Twitch: Keyba
Related Builds
- Spellbreaker - Condibreaker Roamer - WvW version of the build.
Ratings
If you think it sucks go L2P. Most defensive build within warrior, while berserker has better burst spellbreaker has enough damage to win most fights too and it's better against Chrono and other block heavy builds. I like both and the difference between them is not 3 stars.
Yeah...just play berserker, it has higher sustain, damage, escape, everything Spellbreaker does, Berserker does better now
Sucks...very low dmg and subpar sustain. Can't really duel anymore after the nerfs
Not good for 5V5,but Ranked ok .For this season,a less damage and ez to counter.
Earned meta statues after the November mAT. Strong and versatile duelist with great sustain and decent damage.
Comments
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