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Difference between revisions of "Spellbreaker - DPS Spellbreaker (GvG)"

 
(13 intermediate revisions by 3 users not shown)
Line 4: Line 4:
 
| designed for = wvw gvg
 
| designed for = wvw gvg
 
| focus = Strike Damage, DPS, Boon Removal
 
| focus = Strike Damage, DPS, Boon Removal
| rating = great
+
| rating = archived
 
| xpac = hot, pof
 
| xpac = hot, pof
| meta = y
+
| difficulty = 3
 
}}
 
}}
  
Line 33: Line 33:
  
 
;Skills
 
;Skills
* {{Skill|Stomp}} {{to}} {{Skill|"Shake It Off!"}}
+
* {{Skill|Stomp}} {{to}} {{Skill|"On My Mark!"}}, {{Skill|Endure Pain}} or {{Skill|Banner of Tactics}}
 +
* {{Skill|Sight beyond Sight}} - for revealing
  
  
Line 56: Line 57:
 
| rune = Superior Rune of the Scholar
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| rune-qt = 6
 +
| relic = Relic of Nourys
 
| weapon1 = Greatsword
 
| weapon1 = Greatsword
 
| weapon2 =  
 
| weapon2 =  
Line 62: Line 64:
 
| weapon3 = Axe
 
| weapon3 = Axe
 
| weapon4 = Axe
 
| weapon4 = Axe
| sigil3 = Superior Sigil of Force
+
| sigil3 = Superior Sigil of Nullification
 
| sigil4 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Energy
 
| infusion1 = Mighty WvW Infusion
 
| infusion1 = Mighty WvW Infusion
Line 73: Line 75:
 
* Feel free to use as much '''Berserker's''' gear as you can without dying
 
* Feel free to use as much '''Berserker's''' gear as you can without dying
  
;Runes
+
;Relics
* {{Rune|Superior Rune of Durability}} trades off damage for survivability
+
* {{Relic|Relic of Speed}}
 +
* {{Relic|Relic of Isgarren}}
  
 
;Sigils
 
;Sigils
 +
* Sigils can be swapped around to any weapon per personal preference
 
* {{Sigil|Superior Sigil of Absorption}} - for '''Hammer'''
 
* {{Sigil|Superior Sigil of Absorption}} - for '''Hammer'''
 
* {{Sigil|Superior Sigil of Nullification}} - for '''Hammer'''
 
* {{Sigil|Superior Sigil of Nullification}} - for '''Hammer'''
Line 109: Line 113:
 
** If you think you're likely to completely die with no chance of being rezzed, use {{Skill|Balanced Stance}} to survive, but if you're likely to be rezzed by an allied {{Skill|Illusion of Life}} or {{Skill|Signet of Mercy}}, consider saving the cooldown for {{Skill|Winds of Disenchantment}} instead
 
** If you think you're likely to completely die with no chance of being rezzed, use {{Skill|Balanced Stance}} to survive, but if you're likely to be rezzed by an allied {{Skill|Illusion of Life}} or {{Skill|Signet of Mercy}}, consider saving the cooldown for {{Skill|Winds of Disenchantment}} instead
  
{{Collapsible
+
{{Collapse start|Active defense priority}}
|width=85
 
|;Active defense priority
 
|
 
 
* {{Skill|"Shake It Off!"}} - for stunbreaking (if applicable)
 
* {{Skill|"Shake It Off!"}} - for stunbreaking (if applicable)
 
* {{Skill|Balanced Stance}} - for stunbreaking
 
* {{Skill|Balanced Stance}} - for stunbreaking
Line 124: Line 125:
 
* {{skill|Whirlwind Attack}} - general use
 
* {{skill|Whirlwind Attack}} - general use
 
* {{Skill|Balanced Stance}} - general use
 
* {{Skill|Balanced Stance}} - general use
}}
+
{{Collapse end}}
  
  
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* Stay at the edge of the range of {{Skill|Whirling Axe}} to avoid interrupts
 
* Stay at the edge of the range of {{Skill|Whirling Axe}} to avoid interrupts
  
{{Collapsible
+
{{Collapse start|Skill priority}}
|width=85
 
|;Skill priority
 
|
 
 
;Greatsword
 
;Greatsword
 
* {{Skill|Arcing Slice}}
 
* {{Skill|Arcing Slice}}
Line 164: Line 162:
 
* {{Skill|Cyclone Axe}}
 
* {{Skill|Cyclone Axe}}
 
* {{Skill|Throw Axe}}
 
* {{Skill|Throw Axe}}
}}
+
{{Collapse end}}
  
  
 
====CC - for Hammer====
 
====CC - for Hammer====
{{Collapsible
+
{{Collapse start|Show}}
|width=85
 
|
 
|
 
 
* Use your CC when:
 
* Use your CC when:
 
** Your group calls a spike:
 
** Your group calls a spike:
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* {{Skill|Backbreaker}} is a single target CC and very slow cast, its best use is following up on a player singled out by other CC and unable to avoid it
 
* {{Skill|Backbreaker}} is a single target CC and very slow cast, its best use is following up on a player singled out by other CC and unable to avoid it
  
{{Collapsible
+
{{Collapse start|CC priority}}
|width=85
 
|;CC priority
 
|
 
 
* {{Skill|Earthshaker}} - only when enemies lack {{Tooltip|Stability}}
 
* {{Skill|Earthshaker}} - only when enemies lack {{Tooltip|Stability}}
 
* {{Skill|Full Counter}} - only when enemies lack {{Tooltip|Stability}}
 
* {{Skill|Full Counter}} - only when enemies lack {{Tooltip|Stability}}
 
* {{Skill|Staggering Blow}} - only when enemies lack {{Tooltip|Stability}}
 
* {{Skill|Staggering Blow}} - only when enemies lack {{Tooltip|Stability}}
 
* {{Skill|Backbreaker}} - only when enemies lack {{Tooltip|Stability}}
 
* {{Skill|Backbreaker}} - only when enemies lack {{Tooltip|Stability}}
}}
+
{{Collapse end}}
}}
+
{{Collapse end}}
  
  

Latest revision as of 00:49, 28 August 2024

Under construction.webp 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 damageDps and Boon removal

Designed for: WvW GvG

Expansions required: Heart of Thorns buildsPath of Fire Builds

Difficulty:
Hard

Overview

A Spellbreaker build for WvW. Combines high personal damage, good personal survivability and extreme boonrip.


Skill Bar

Greatsword
Axe/Axe
Utility


Variants

Weapons

Hammer provides significant CC, Boon rip and mobility at the cost of damage from axe/axe

Skills
  • Stomp "On My Mark!", Endure Pain or Banner of Tactics
  • Sight beyond Sight - for revealing


Template Code

[&DQIEGzM6PRcpDwAAagAAACcWAACyAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variant
  • Burst Mastery on Hammer


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Greatsword
Marauder
Sigil
Sigil
Axe
Marauder
Axe
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Stats
  • Feel free to use as much Berserker's gear as you can without dying
Relics
  • Relic of Speed
  • Relic of Isgarren
Sigils
  • Sigils can be swapped around to any weapon per personal preference
  • Sigil of Superior Sigil of Absorption - for Hammer
  • Sigil of Superior Sigil of Nullification - for Hammer


Consumables

    • feast option with additional power and ferocity.


Usage

Priorities

High
  • Winds of Disenchantment
  • Spike Damage
Moderate
  • Sustained damage
  • CC - with Hammer
Low
  • Boon rip


Surviving

  • This build has moderate passive defense
  • This build has high mobility skill access
    • Use Whirlwind Attack to move out after spiking
    • Rush can be used for repositioning or gap closing
      • Drop your target if using it defensively
  • This builds has low active defenses
    • Balanced Stance gives Stability Stability and makes you immune to critical hits for its duration, but is very important for protecting Winds of Disenchantment
    • If you think you're likely to completely die with no chance of being rezzed, use Balanced Stance to survive, but if you're likely to be rezzed by an allied Illusion of Life or Signet of Mercy, consider saving the cooldown for Winds of Disenchantment instead
Active defense priority Toggle
  • "Shake It Off!" - for stunbreaking (if applicable)
  • Balanced Stance - for stunbreaking
  • Warrior's Sprint - for Immobilize Immobilize
    • Whirlwind Attack
    • Rush
    • Eviscerate
  • "Shake It Off!" - for Immobilize Immobilize
  • Dodge
  • Defiant Stance
  • Whirlwind Attack - general use
  • Balanced Stance - general use


Detailed Explanations

Spike damage

  • Arcing Slice Full Counter Arcing Slice
    • Full Counter should be used exclusively to reset the cooldown of Arcing Slice
    • To ensure Full Counter triggers, you can briefly move into hostile enemy ground pressure.
  • Transition out of the Arcing Slice combo into either Hundred Blades or Whirling Axe, depending on if you can land Hundred Blades or not
  • If your adrenaline is too low, use Break Enchantments to activate Loss Aversion


Sustained damage

  • Start fights on Greatsword use at least your Arcing Slice combo before swapping to Axe/Axe
  • Hundred Blades is situational. You stand still during channel, which means hitting CC'ed, movement impaired and downed foes is the ideal setup for this ability.
    • Making good use of Hundred Blades is critical to maximizing damage, look for any chance to get multiple ticks off
      • Delaying your Arcing Slice combo for Hundred Blades is worth it in low pressure situations where proccing Full Counter is not guaranteed
    • A stow weapon keybind is very useful to cancel Hundred Blades after enemies move out of the way
  • Use Rush for single target damage even when already in melee
  • Stay at the edge of the range of Whirling Axe to avoid interrupts
Skill priority Toggle
Greatsword
  • Arcing Slice
  • Full Counter - only while Arcing Slice on cooldown
  • Hundred Blades
  • Rush
  • Bladetrail
  • Whirlwind Attack - save to disengage
Axe/Axe
  • Dual Strike - if lacking quickness
  • Whirling Axe
  • Eviscerate - only with >50% adrenaline
  • Dual Strike - general use
  • Cyclone Axe
  • Throw Axe


CC - for Hammer

Show Toggle
  • Use your CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing
  • Much of your boon rip comes from CC due to the synergies between Dispelling Force, Sigil of Superior Sigil of Absorption and Enchantment Collapse
    • Since you need to actually apply the stun/daze/knockdown to proc your trait/sigil synergies, make sure to target enemy players and watch their boon bar, only prioritizing CCing over boon rip when they run out of Stability Stability
  • Aim Earthshaker to the side of enemy groups instead of center mass to avoid damage. The AoE is large enough to still catch 5 targets.
  • Full Counter should be used exclusively to reset the cooldown of Arcing Slice, only use it on hammer if you will die without using it
    • To ensure Full Counter triggers, you can briefly move into hostile enemy ground pressure.
  • Be careful with the knockback of Staggering Blow, the skill is not worth casting if it will move enemies out of damage
  • Backbreaker is a single target CC and very slow cast, its best use is following up on a player singled out by other CC and unable to avoid it
CC priority Toggle
  • Earthshaker - only when enemies lack Stability Stability
  • Full Counter - only when enemies lack Stability Stability
  • Staggering Blow - only when enemies lack Stability Stability
  • Backbreaker - only when enemies lack Stability Stability


Boon rip

  • Land Winds of Disenchantment on the enemy group while your group is in range to follow up with a spike
    • Communicate while casting, let your team know if it gets interrupted and whether it's available or not
    • Make sure Balanced Stance is ready every time Winds of Disenchantment is and use it immediately before starting the cast to protect it
    • It is worth casting Whirlwind Attack just to get into a better position for Winds of Disenchantment, even if it hits no enemies
  • Break Enchantments is a great way to proc Loss Aversion to give you enough Adrenaline for Arcing Slice


Ratings

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