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Difference between revisions of "Spellbreaker - DPS Spellbreaker"

(moved out of meta, cleaned up page in general)
 
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{{SEO|description=A high burst damage Spellbreaker WvW build with excellent boon removal and crowd control.}}
 
 
{{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 = great
+
| rating = good
 +
| xpac = hot, pof
 +
| difficulty = 3
 
}}
 
}}
  
Line 18: Line 19:
 
| weapon1 = greatsword
 
| weapon1 = greatsword
 
| weapon2 =  
 
| weapon2 =  
| weapon3 = axe
+
| weapon3 = hammer
| weapon4 = axe
+
| weapon4 =  
 
| healing = Defiant Stance
 
| healing = Defiant Stance
 
| utility1 = Balanced Stance
 
| utility1 = Balanced Stance
Line 27: Line 28:
  
  
===Weapon Variants===
+
===Variants===
* '''Hammmer''' provides significant CC, Boon rip and mobility at the cost of damage from sword/axe
+
;Weapons
 +
* '''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=]
 
}}
 
}}
  
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{{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}}
  
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| weight = Heavy
 
| weight = Heavy
 
| stats = Marauder
 
| stats = Marauder
| rune = Superior Rune of Durability
+
| 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 Force
+
| sigil1 = Superior Sigil of Vision
 
| sigil2 = Superior Sigil of Hydromancy
 
| sigil2 = Superior Sigil of Hydromancy
| weapon3 = Axe
+
| weapon3 = Hammer
| weapon4 = Axe
+
| weapon4 =  
| sigil3 = Superior Sigil of Force
+
| sigil3 = Superior Sigil of Absorption
| sigil4 = Superior Sigil of Energy
+
| sigil4 = Superior Sigil of Nullification
 
| infusion1 = Mighty WvW Infusion
 
| infusion1 = Mighty WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
Line 63: Line 73:
  
 
===Equipment Variants===
 
===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
 
* Feel free to use as much '''Berserker's''' gear as you can without dying
* {{Rune|Superior Rune of the Scholar}} trades off survivability for damage
+
 
 +
;Runes
 +
* {{Rune|Superior Rune of Durability}} trades off damage for survivability
 +
 
 +
;Sigils
 +
* {{Sigil|Superior Sigil of Energy}}
 +
* {{Sigil|Superior Sigil of Bloodlust}}
 +
 
  
 
===Consumables===
 
===Consumables===
Line 72: Line 94:
  
  
==Usage==
+
==Usage==
'''Elite specialization basics'''
+
===Priorities===
* {{Skill|Full Counter}} (FC) recharges your '''Burst''' skills. Use it immediately after a burst skill refresh the cooldown.
+
;High
** FC is primarily an offensive skill. Avoid using it defensively unless you will die without using it
+
* {{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.
 
** 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}}
  
'''General'''
 
* Avoid autoattacking, when weapon skills are ready - make use of {{Trait|Fast Hands}}
 
* Adrenaline generation revolves around constantly weapon swapping, to proc {{trait|Versatile Rage}}, and connecting your CCs and Burst skills to proc {{trait|Loss Aversion}} and {{trait|Burst Mastery}}.
 
* {{trait|Warrior's Sprint}} removes {{tooltip|Immobilize}} when using a movement skill - list of movement skills in the build: {{skill|Whirlwind Attack}}, {{skill|Rush}} and {{Skill|Eviscerate}}
 
* Save {{skill|Balanced Stance}} to cover your {{Skill|Winds of Disenchantment}} cast.
 
 
'''Boon Removal'''
 
* {{Skill|Winds of Disenchantment}} (Commonly called Winds or Bubble) is the most important skill in the build, it is very important to land on the enemy group
 
** Land {{Skill|Winds of Disenchantment}} on the enemy group while your group is in range to follow up with a spike
 
** Avoid overlapping with other friendly {{Skill|Winds of Disenchantment}}
 
** Communicate while casting, let your team know if it gets interrupted and whether it's available or not
 
* {{skill|Break Enchantments}} is your best opener due to adrenaline gain from {{trait|Loss Aversion}}
 
** Land it when your group is spiking enemies to remove {{Tooltip|Stability}} and trap them in damage
 
  
'''Greatsword'''
+
====Sustained damage====
* Your primary combo is {{Skill|Arcing Slice}}, {{Skill|Full Counter}}, {{Skill|Arcing Slice}}
 
* {{skill|Greatsword Swing}} won't see much use, because once out of cooldowns, you should swap weapon sets. Still, it's decent for cleave and to fill downtime.
 
 
* {{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.
 
* {{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
 
** 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
 
** A stow weapon keybind is very useful to cancel {{Skill|Hundred Blades}} after enemies move out of the way
** Try to use your burst skills before {{Skill|Hundred Blades}} for maximum DPS and also to refill adrenaline
+
* Use {{Skill|Rush}} for single target damage even when already in melee
* {{Skill|Whirlwind Attack}} deals substantial damage and an evade frame.
+
 
** With Axe/Axe it should be used defensively to move out after spiking
+
{{Collapse start|Skill priority}}
* Use {{skill|Bladetrail}} for filler damage
+
;Greatsword
* {{skill|Rush}} can be used for repositioning or gap closing or for good single target damage
+
* {{Skill|Arcing Slice}}
** Don't have any foe targeted if using it for mobility
+
* {{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}}
 +
*** 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)
 +
** 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
  
'''Axe/Axe'''
+
{{Collapse start|CC priority}}
* {{Skill|Whirling Axe}} is a massive damage spike, but be aware that dodge rolling will cancel the cast
+
* {{Skill|Earthshaker}} - only when enemies lack {{Tooltip|Stability}}
** {{Skill|Dual Strike}} can give you quickness before whirling, letting you spin to win faster
+
* {{Skill|Staggering Blow}} - only when enemies lack {{Tooltip|Stability}}
* {{Skill|Cyclone Axe}} is a good small damage spike. Use this straight after swapping to the weapon for boons and a small spike
+
* {{Skill|Backbreaker}} - only when enemies lack {{Tooltip|Stability}}
* {{Skill|Throw Axe}} is a strong single target execute that can be used at range
+
* {{Skill|Full Counter}} - only when enemies lack {{Tooltip|Stability}}
* {{Skill|Eviscerate}} is worth casting, but do not use {{Skill|Full Counter}} to reset it, as arcing slice is more valuable
+
{{Collapse end}}
** Try not to full counter on Axe at all, it should be saved for use with greatsword
+
 
 +
 
 +
====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 damageDps and Boon removal

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire Builds

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
  • Banner of Tactics
  • Endure Pain


Template Code

[&DQIEGzM6PRcpDwAAagAAACcWAACyAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variant
  • Axe Mastery on Axe/Axe


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
Hammer
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Relics
  • Relic of Speed
  • Relic of the Thief
Stats
  • Feel free to use as much Berserker's gear as you can without dying
Runes
  • Rune of Superior Rune of Durability trades off damage for survivability
Sigils
  • Sigil of Superior Sigil of Energy
  • Sigil of Superior Sigil of Bloodlust


Consumables

    • feast option with additional power and ferocity.


Usage

Priorities

High
  • 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 Whirlwind Attack to move out after spiking
    • Rush can be used for repositioning or gap closing
      • Drop your target if using it defensively
  • This build 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
  • Balanced Stance - for stunbreaking
  • Warrior's Sprint - for Immobilize Immobilize
    • Whirlwind Attack
    • Rush
    • Earthshaker
  • "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.
  • If your adrenaline is too low, use Break Enchantments to activate Loss Aversion


Sustained damage

  • 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
Skill priority Toggle
Greatsword
  • Arcing Slice
  • Full Counter - only while Arcing Slice on cooldown
  • Hundred Blades
  • Rush
  • Bladetrail
  • Whirlwind Attack - save to disengage
Hammer
  • Fierce Blow
  • Hammer Shock
  • Earthshaker


CC

  • 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
  • Staggering Blow - only when enemies lack Stability Stability
  • Backbreaker - only when enemies lack Stability Stability
  • Full Counter - 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

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Arete gave this build 5 stars • August 2022
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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