Difference between revisions of "Spellbreaker - DPS Spellbreaker"
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{{Build | {{Build | ||
| profession = Warrior | | profession = Warrior | ||
Line 5: | Line 4: | ||
| designed for = wvw zerg | | designed for = wvw zerg | ||
| focus = Strike Damage, DPS, Boon Removal | | focus = Strike Damage, DPS, Boon Removal | ||
− | | rating = | + | | rating = good |
− | | | + | | xpac = hot, pof |
+ | | difficulty = 3 | ||
}} | }} | ||
Line 19: | Line 19: | ||
| weapon1 = greatsword | | weapon1 = greatsword | ||
| weapon2 = | | weapon2 = | ||
− | | weapon3 = | + | | weapon3 = hammer |
− | | weapon4 = | + | | weapon4 = |
| healing = Defiant Stance | | healing = Defiant Stance | ||
| utility1 = Balanced Stance | | utility1 = Balanced Stance | ||
− | | utility2 = | + | | utility2 = "Shake It Off!" |
| utility3 = Break Enchantments | | utility3 = Break Enchantments | ||
| elite = Winds of Disenchantment}} | | elite = Winds of Disenchantment}} | ||
− | === | + | ===Variants=== |
− | * | + | ;Weapons |
− | ** {{Skill| | + | * '''Hammer''' {{to}} '''Axe/Axe''' significantly better spike damage, but drops most CC and a lot of mobility |
+ | * '''Spear''' good DPS option with high range and utility | ||
+ | |||
+ | ;Utilities | ||
+ | * {{Skill|Banner of Tactics}} | ||
+ | * {{Skill|Endure Pain}} | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQIEGzM6PRcpDwAAagAAACcWAACyAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
Line 42: | Line 47: | ||
{{Specialization|Strength|bot|mid|top}} | {{Specialization|Strength|bot|mid|top}} | ||
{{Specialization|Discipline|mid|mid|bot}} | {{Specialization|Discipline|mid|mid|bot}} | ||
+ | ;Variant | ||
+ | * {{Trait|Axe Mastery}} on '''Axe/Axe''' | ||
{{Specialization|Spellbreaker|bot|top|top}} | {{Specialization|Spellbreaker|bot|top|top}} | ||
Line 49: | Line 56: | ||
| weight = Heavy | | weight = Heavy | ||
| stats = Marauder | | stats = Marauder | ||
− | | rune = Superior Rune of | + | | rune = Superior Rune of the Scholar |
| rune-qt = 6 | | rune-qt = 6 | ||
+ | | relic = Relic of Nourys | ||
| weapon1 = Greatsword | | weapon1 = Greatsword | ||
| weapon2 = | | weapon2 = | ||
− | | sigil1 = Superior Sigil of | + | | sigil1 = Superior Sigil of Vision |
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Hydromancy |
− | | weapon3 = | + | | weapon3 = Hammer |
− | | weapon4 = | + | | weapon4 = |
− | | sigil3 = Superior Sigil of | + | | sigil3 = Superior Sigil of Absorption |
− | | sigil4 = Superior Sigil of | + | | sigil4 = Superior Sigil of Nullification |
+ | | infusion1 = Mighty WvW Infusion | ||
+ | | infusion1-qt = 18 | ||
}} | }} | ||
+ | |||
+ | |||
+ | ===Equipment Variants=== | ||
+ | ;Relics | ||
+ | * {{Relic|Relic of Speed}} | ||
+ | * {{Relic|Relic of the Thief}} | ||
+ | |||
+ | ;Stats | ||
+ | * Feel free to use as much '''Berserker's''' gear as you can without dying | ||
+ | |||
+ | ;Runes | ||
+ | * {{Rune|Superior Rune of Durability}} trades off damage for survivability | ||
+ | |||
+ | ;Sigils | ||
+ | * {{Sigil|Superior Sigil of Energy}} | ||
+ | * {{Sigil|Superior Sigil of Bloodlust}} | ||
===Consumables=== | ===Consumables=== | ||
* {{Food|Fried Oyster Sandwich}} | * {{Food|Fried Oyster Sandwich}} | ||
− | **{{Food|Peppercorn-Crusted Sous-Vide Steak}} feast option with additional power and ferocity. | + | ** {{Food|Peppercorn-Crusted Sous-Vide Steak}} feast option with additional power and ferocity. |
− | * {{Utility| | + | * {{Utility|Superior Sharpening Stone}} |
+ | |||
+ | |||
+ | ==Usage== | ||
+ | ===Priorities=== | ||
+ | ;High | ||
+ | * {{Skill|Winds of Disenchantment}} | ||
+ | * Spike Damage | ||
+ | ;Moderate | ||
+ | * Sustained damage | ||
+ | * CC | ||
+ | ;Low | ||
+ | * Boon rip | ||
+ | |||
+ | |||
+ | ====Surviving==== | ||
+ | * This build has moderate passive defense | ||
+ | * This build has high mobility skill access | ||
+ | ** Use {{Skill|Whirlwind Attack}} to move out after spiking | ||
+ | ** {{skill|Rush}} can be used for repositioning or gap closing | ||
+ | *** Drop your target if using it defensively | ||
+ | * This build has low active defenses | ||
+ | ** {{Skill|Balanced Stance}} gives {{Tooltip|Stability}} and makes you immune to critical hits for its duration, but is very important for protecting {{Skill|Winds of Disenchantment}} | ||
+ | ** 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 | ||
+ | |||
+ | {{Collapse start|Active defense priority}} | ||
+ | * {{Skill|"Shake It Off!"}} - for stunbreaking | ||
+ | * {{Skill|Balanced Stance}} - for stunbreaking | ||
+ | * {{Trait|Warrior's Sprint}} - for {{Tooltip|Immobilize}} | ||
+ | ** {{Skill|Whirlwind Attack}} | ||
+ | ** {{Skill|Rush}} | ||
+ | ** {{Skill|Earthshaker}} | ||
+ | * {{Skill|"Shake It Off!"}} - for {{Tooltip|Immobilize}} | ||
+ | * '''Dodge''' | ||
+ | * {{Skill|Defiant Stance}} | ||
+ | * {{skill|Whirlwind Attack}} - general use | ||
+ | * {{Skill|Balanced Stance}} - general use | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ===Detailed Explanations=== | ||
+ | ====Spike damage==== | ||
+ | * {{Skill|Arcing Slice}} {{to}} {{Skill|Full Counter}} {{to}} {{Skill|Arcing Slice}} | ||
+ | ** {{Skill|Full Counter}} should be used exclusively to reset the cooldown of {{Skill|Arcing Slice}} | ||
+ | ** To ensure {{skill|Full Counter}} triggers, you can briefly move into hostile enemy ground pressure. | ||
+ | * If your adrenaline is too low, use {{Skill|Break Enchantments}} to activate {{Trait|Loss Aversion}} | ||
+ | |||
+ | ====Sustained damage==== | ||
+ | * {{Skill|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 {{Skill|Hundred Blades}} is critical to maximizing damage, look for any chance to get multiple ticks off | ||
+ | *** Delaying your {{Skill|Arcing Slice}} combo for {{Skill|Hundred Blades}} is worth it in low pressure situations where proccing {{Skill|Full Counter}} is not guaranteed | ||
+ | ** A stow weapon keybind is very useful to cancel {{Skill|Hundred Blades}} after enemies move out of the way | ||
+ | * Use {{Skill|Rush}} for single target damage even when already in melee | ||
− | + | {{Collapse start|Skill priority}} | |
− | + | ;Greatsword | |
− | * {{Skill|Full Counter}} | + | * {{Skill|Arcing Slice}} |
− | * | + | * {{Skill|Full Counter}} - only while {{Skill|Arcing Slice}} on cooldown |
− | * | + | * {{Skill|Hundred Blades}} |
+ | * {{Skill|Rush}} | ||
+ | * {{skill|Bladetrail}} | ||
+ | * {{Skill|Whirlwind Attack}} - save to disengage | ||
− | + | ;Hammer | |
− | * | + | * {{Skill|Fierce Blow}} |
− | + | * {{Skill|Hammer Shock}} | |
− | * {{ | + | * {{Skill|Earthshaker}} |
− | * | + | {{Collapse end}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ====CC==== | |
− | * {{ | + | * Use your CC when: |
− | ** | + | ** Your group calls a spike: |
− | + | *** Winds - {{Skill|Winds of Disenchantment}} | |
− | * {{Skill| | + | *** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}} |
− | * | + | *** Shades - {{Skill|Desert Shroud}} |
− | + | *** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}} | |
− | * | + | ** On top of enemy downs (while alive players are on top of them) |
− | * {{skill| | + | ** Enemy groups moving defensively while your group is pushing |
− | + | * Much of your boon rip comes from CC due to the synergies between {{trait|Dispelling Force}}, {{Sigil|Superior Sigil of Absorption}} and {{trait|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 {{Tooltip|Stability}} | ||
+ | * Aim {{Skill|Earthshaker}} to the side of enemy groups instead of center mass to avoid damage. The AoE is large enough to still catch 5 targets. | ||
+ | * {{Skill|Full Counter}} should be used exclusively to reset the cooldown of {{Skill|Arcing Slice}}, only use it on hammer if you will die without using it | ||
+ | ** To ensure {{skill|Full Counter}} triggers, you can briefly move into hostile enemy ground pressure. | ||
+ | * Be careful with the knockback of {{Skill|Staggering Blow}}, the skill is not worth casting if it will move enemies out of damage | ||
+ | * {{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 | ||
− | + | {{Collapse start|CC priority}} | |
− | * {{Skill| | + | * {{Skill|Earthshaker}} - only when enemies lack {{Tooltip|Stability}} |
− | + | * {{Skill|Staggering Blow}} - only when enemies lack {{Tooltip|Stability}} | |
− | * {{Skill| | + | * {{Skill|Backbreaker}} - only when enemies lack {{Tooltip|Stability}} |
− | + | * {{Skill|Full Counter}} - only when enemies lack {{Tooltip|Stability}} | |
− | * {{Skill| | + | {{Collapse end}} |
− | |||
− | == | + | ====Boon rip==== |
− | * {{ | + | * Land {{Skill|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 {{Skill|Balanced Stance}} is ready every time {{Skill|Winds of Disenchantment}} is and use it immediately before starting the cast to protect it |
− | * {{ | + | ** It is worth casting {{Skill|Whirlwind Attack}} just to get into a better position for {{Skill|Winds of Disenchantment}}, even if it hits no enemies |
+ | * {{Skill|Break Enchantments}} is a great way to proc {{Trait|Loss Aversion}} to give you enough '''Adrenaline''' for {{Skill|Arcing Slice}} |
Latest revision as of 16:36, 29 August 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage, Dps and Boon removal
Designed for: WvW Zerg
Difficulty:
Hard
This build was last updated on August 29, 2024 and is up to date for the October 8, 2024 patch.
Overview
A Spellbreaker build for WvW. Combines high personal damage, good personal survivability and extreme boonrip.
Skill Bar
Greatsword
Hammer
Utility
Variants
- Weapons
- Hammer ⇒ Axe/Axe significantly better spike damage, but drops most CC and a lot of mobility
- Spear good DPS option with high range and utility
- Utilities
Template Code
[&DQIEGzM6PRcpDwAAagAAACcWAACyAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variant
- on Axe/Axe
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Greatsword
Marauder
Marauder
Sigil
Sigil
Hammer
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Relics
- Stats
- Feel free to use as much Berserker's gear as you can without dying
- Runes
- trades off damage for survivability
- Sigils
Consumables
-
- feast option with additional power and ferocity.
Usage
Priorities
- High
- Spike Damage
- Moderate
- Sustained damage
- CC
- Low
- Boon rip
Surviving
- This build has moderate passive defense
- This build has high mobility skill access
- Use to move out after spiking
- Drop your target if using it defensively
can be used for repositioning or gap closing
- This build has low active defenses
- Stability and makes you immune to critical hits for its duration, but is very important for protecting gives
- If you think you're likely to completely die with no chance of being rezzed, use to survive, but if you're likely to be rezzed by an allied or , consider saving the cooldown for instead
Active defense priority
- - for stunbreaking
- - for stunbreaking
- Immobilize
- Immobilize - for
- Dodge
- - general use
- - general use
Detailed Explanations
Spike damage
- ⇒ ⇒
- should be used exclusively to reset the cooldown of
- To ensure triggers, you can briefly move into hostile enemy ground pressure.
- If your adrenaline is too low, use to activate
Sustained damage
- Making good use of
- Delaying your combo for is worth it in low pressure situations where proccing is not guaranteed
is critical to maximizing damage, look for any chance to get multiple ticks off
- A stow weapon keybind is very useful to cancel after enemies move out of the way
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
- Use for single target damage even when already in melee
Skill priority
- Greatsword
- - only while on cooldown
- - save to disengage
- Hammer
CC
- Use your CC when:
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
- Your group calls a spike:
- Much of your boon rip comes from CC due to the synergies between
- 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
, and
- Aim to the side of enemy groups instead of center mass to avoid damage. The AoE is large enough to still catch 5 targets.
- To ensure triggers, you can briefly move into hostile enemy ground pressure.
should be used exclusively to reset the cooldown of , only use it on hammer if you will die without using it
- Be careful with the knockback of , the skill is not worth casting if it will move enemies out of damage
- 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
Boon rip
- Land
- Communicate while casting, let your team know if it gets interrupted and whether it's available or not
- Make sure is ready every time is and use it immediately before starting the cast to protect it
- It is worth casting just to get into a better position for , even if it hits no enemies
on the enemy group while your group is in range to follow up with a spike
- is a great way to proc to give you enough Adrenaline for
Ratings
Incredibly good, even imbalanced below 25-30 per side scale fights, but difficult to make use of at larges sizes due to being pure melee.
Comments
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