Difference between revisions of "Spellbreaker - Magebane Roamer"
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| rating = good | | rating = good | ||
| difficulty = 1 | | difficulty = 1 | ||
+ | | xpac = PoF | ||
}} | }} | ||
− | |||
− | |||
==Overview== | ==Overview== | ||
− | A highly mobile power WvW Spellbreaker roaming build with a | + | A highly mobile power WvW Spellbreaker roaming build with a nice mix of CC, damage and sustain. |
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| utility1 = "Shake It Off!" | | utility1 = "Shake It Off!" | ||
| utility2 = Bull's Charge | | utility2 = Bull's Charge | ||
− | | utility3 = | + | | utility3 = Endure Pain |
| elite = Rampage | | elite = Rampage | ||
}} | }} | ||
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===Skill Bar Variants=== | ===Skill Bar Variants=== | ||
− | ''' | + | '''Weapons''' |
− | + | * Off-hand ''Sword'' over ''Shield'' - more damage in exchange for less CC and a worse block (but on lower CD). | |
− | |||
− | * | ||
− | |||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQIWKzM+PTenAKcAagBqAK0ArQBxAHEAfAGcAAAAAAAAAAAAAAAAAAAAAAADMgAvAFoAAA==] |
}} | }} | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization| | + | {{Specialization|Defense|bot|mid|mid}} |
{{Specialization|Discipline|Mid|Bot|Bot}} | {{Specialization|Discipline|Mid|Bot|Bot}} | ||
{{Specialization|Spellbreaker|bot|top|bot}} | {{Specialization|Spellbreaker|bot|top|bot}} | ||
+ | ''Variants'' | ||
+ | * {{Trait|Guard Counter}} could make the build more tanky, but losing the {{Tooltip|Immobilize}} makes it harder to burst targets. | ||
+ | |||
+ | |||
+ | ===Specialization Variants=== | ||
+ | {{Tooltip|Strength}} over {{Tooltip|Defense}} also works. This is seen as less viable, but skilled players can make it work and it offers higher damage: | ||
+ | {{Specialization|Strength|bot|mid|top|variant=y}} | ||
+ | ''Variants'' | ||
+ | * Take {{Trait|Might Makes Right}} if you want to have a bit more sustain. | ||
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| weight = Heavy | | weight = Heavy | ||
| stats = Marauder | | stats = Marauder | ||
− | | rune = Superior Rune of | + | | rune = Superior Rune of the Reaper |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Greatsword | | weapon1 = Greatsword | ||
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| accessory2 = Berserker | | accessory2 = Berserker | ||
| backpiece = Berserker | | backpiece = Berserker | ||
− | | relic = Relic of | + | | relic = Relic of the Daredevil |
}} | }} | ||
===Equipment Variants=== | ===Equipment Variants=== | ||
'''Runes''' | '''Runes''' | ||
− | * {{Rune|Superior Rune of | + | * {{Rune|Superior Rune of the Pack}} - it's like Reaper but a bit less tanky in exchange for offering higher boon duration. |
+ | |||
+ | * {{Rune|Superior Rune of the Scholar}} - higher damage. | ||
+ | |||
+ | * {{Rune|Superior Rune of the Brawler}} - better sustain without sacrificing much damage. | ||
'''Sigils''' | '''Sigils''' | ||
− | * {{Sigil|Superior Sigil of Vision}} - could replace either one of the Greatsword sigils for guaranteed crit on your opening burst each time you swap to GS. | + | * {{Sigil|Superior Sigil of Vision}} - could replace either one of the Greatsword sigils for guaranteed crit on your opening burst each time you swap to GS. Has a bit of anti-synergy with Relic of the Daredevil however. |
'''Relics''' | '''Relics''' | ||
− | + | * {{Relic|Relic of Isgarren}} - higher burst potential. | |
− | |||
− | * {{Relic|Relic of Isgarren}} - | ||
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* {{Food|Peppercorn-Crusted Sous-Vide Steak}} - passive damage mitigation and great stats. | * {{Food|Peppercorn-Crusted Sous-Vide Steak}} - passive damage mitigation and great stats. | ||
− | * {{Food|Bowl of Orrian Truffle and Meat Stew}} - a very strong defensive option which improves your | + | * {{Food|Bowl of Orrian Truffle and Meat Stew}} - a very strong defensive option which improves your endurance regen and adds a bit more damage. Even has synergy with dodge related traits. |
** Budget version: {{Food|Bowl of Meat and Winter Vegetable Stew}} | ** Budget version: {{Food|Bowl of Meat and Winter Vegetable Stew}} | ||
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* Always try to make sure Full Counter goes off: briefly move into hostile AoE spells, tank Mesmer clones or Ranger pets, etc. | * 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 {{Tooltip|Stability}} | + | * FC is both the best defensive and offensive skill in the build as it blocks, evades, grants {{Tooltip|Stability}} 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 {{Trait|Versatile Rage}} can get you there. | * Both burst skills and Full Counter cost adrenaline. If you only need a little more till you can use them then {{Trait|Versatile Rage}} can get you there. | ||
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* CCing a target removes a boon and deals damage/grants adrenaline via {{Trait|Loss Aversion}}. | * CCing a target removes a boon and deals damage/grants adrenaline via {{Trait|Loss Aversion}}. | ||
+ | |||
+ | * Thanks to {{Trait|No Escape}} whenever you {{Tooltip|Daze}} or {{Tooltip|Stun}} a target you also {{Tooltip|Immobilize}} them. This is especially useful with {{Skill|Full Counter}} which dazes targets and then recharges your burst skills, perfectly setting up your followup. | ||
* All movement skills remove the Immobilized condition - list of movement skills in the build: | * All movement skills remove the Immobilized condition - list of movement skills in the build: | ||
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* 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. | * 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. | ||
+ | |||
+ | * Your best defense is a good offense - landing burst skills cleanses conditions and heals you over time via {{Trait|Adrenal Health}} and {{Trait|Cleansing Ire}}. | ||
+ | ** {{Skill|Full Counter}} counts for these too. | ||
* {{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|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|Frenzy}} breaks stun and refills some endurance in addition to a bit of healing thanks to {{Trait|Might Makes Right}}.--> | |
− | * {{Skill|Frenzy}} breaks stun and refills some endurance in addition to a bit of healing thanks to {{Trait|Might Makes Right}}. | ||
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* {{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. | * {{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. | ||
− | + | <!--* Using {{Skill|Frenzy}} before Rampage can enhance your burst significantly.--> | |
− | * Using {{Skill|Frenzy}} before Rampage can enhance your burst significantly. | ||
==Related Builds== | ==Related Builds== | ||
[[Build:Spellbreaker_-_Strength_Dagger|Strength Dagger (sPvP)]] - the Conquest PvP version of this WvW Spellbreaker Roaming build. | [[Build:Spellbreaker_-_Strength_Dagger|Strength Dagger (sPvP)]] - the Conquest PvP version of this WvW Spellbreaker Roaming build. |
Latest revision as of 07:49, 9 July 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage, Control and Mobility
Designed for: WvW Roaming
Difficulty:
Easy
This build was last updated on July 09, 2024 and is up to date for the October 8, 2024 patch.
Overview
A highly mobile power WvW Spellbreaker roaming build with a nice mix of CC, damage and sustain.
Skill Bar
Greatsword
Dagger/Shield
Utility
Skill Bar Variants
Weapons
- Off-hand Sword over Shield - more damage in exchange for less CC and a worse block (but on lower CD).
Template Code
[&DQIWKzM+PTenAKcAagBqAK0ArQBxAHEAfAGcAAAAAAAAAAAAAAAAAAAAAAADMgAvAFoAAA==]
Specializations
Variants
- Immobilize makes it harder to burst targets. could make the build more tanky, but losing the
Specialization Variants
Strength over Defense also works. This is seen as less viable, but skilled players can make it work and it offers higher damage:
Variants
- Take if you want to have a bit more sustain.
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Berserker
Berserker
Accessory
Berserker
Berserker
Accessory
Berserker
Berserker
Amulet
Berserker
Berserker
Ring
Berserker
Berserker
Ring
Berserker
Berserker
Greatsword
Marauder
Marauder
Sigil
Sigil
Dagger
Marauder
Marauder
Shield
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
Runes
- - it's like Reaper but a bit less tanky in exchange for offering higher boon duration.
- - higher damage.
- - better sustain without sacrificing much damage.
Sigils
- - could replace either one of the Greatsword sigils for guaranteed crit on your opening burst each time you swap to GS. Has a bit of anti-synergy with Relic of the Daredevil however.
Relics
- - higher burst potential.
Consumables
Food options
- - passive damage mitigation and great stats.
- - a very strong defensive option which improves your endurance regen and adds a bit more damage. Even has synergy with dodge related traits.
- 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 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
- 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.
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.
- 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 .
- Thanks to Daze or Stun a target you also Immobilize them. This is especially useful with which dazes targets and then recharges your burst skills, perfectly setting up your followup. whenever you
- 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.
- Your best defense is a good offense - landing burst skills cleanses conditions and heals you over time via
- counts for these too.
and .
- 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. 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.
Related Builds
Strength Dagger (sPvP) - the Conquest PvP version of this WvW Spellbreaker Roaming build.
Ratings
After the 12-Sep-2023 nerf to Breaching Strike, the viability of running this build dropped tremendously. Personally, I find this build unplayable now. (sadge)
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.
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
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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