Difference between revisions of "Spellbreaker - Spear DPS"
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Line 4: | Line 4: | ||
| designed for = wvw zerg | | designed for = wvw zerg | ||
| focus = Strike Damage, DPS, Boon Removal | | focus = Strike Damage, DPS, Boon Removal | ||
− | | rating = | + | | rating = great |
| xpac = hot, pof | | xpac = hot, pof | ||
| difficulty = 3 | | difficulty = 3 | ||
Line 23: | Line 23: | ||
| healing = Defiant Stance | | healing = Defiant Stance | ||
| utility1 = Balanced Stance | | utility1 = Balanced Stance | ||
− | | utility2 = | + | | utility2 = Signet of Might |
| utility3 = Break Enchantments | | utility3 = Break Enchantments | ||
| elite = Winds of Disenchantment}} | | elite = Winds of Disenchantment}} | ||
Line 30: | Line 30: | ||
===Variants=== | ===Variants=== | ||
;Weapons | ;Weapons | ||
− | * ''' | + | * '''Greatsword''' {{to}} '''Staff''' good DPS option with high range and utility |
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [] | + | code = [&DQIEGzM6PRUpDwAAqQAAACcWAACyAAAA7gAAAAAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
Line 42: | Line 42: | ||
{{Specialization|Strength|bot|mid|top}} | {{Specialization|Strength|bot|mid|top}} | ||
{{Specialization|Discipline|mid|mid|bot}} | {{Specialization|Discipline|mid|mid|bot}} | ||
− | {{Specialization|Spellbreaker| | + | {{Specialization|Spellbreaker|top|top|top}} |
Line 78: | Line 78: | ||
− | ==Usage== | + | ==Usage== |
+ | ===Priorities=== | ||
+ | ;High | ||
+ | * {{Skill|Winds of Disenchantment}} | ||
+ | * Spike Damage | ||
+ | ;Moderate | ||
+ | * Sustained damage | ||
+ | ;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|Balanced Stance}} - for stunbreaking | ||
+ | * {{Trait|Warrior's Sprint}} - for {{Tooltip|Immobilize}} | ||
+ | ** {{Skill|Whirlwind Attack}} | ||
+ | ** {{Skill|Rush}} | ||
+ | * '''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}} | ||
+ | * For ranged spikes use {{Skill|Maiming Spear}} {{to}} {{Skill|Harrier's Toss}} so both skills land at the same time | ||
+ | * Use {{Skill|Spearmarshal's Support}} immediately before using either of your '''Burst''' skills since the 1 second fuse time will let you combine the burst | ||
+ | |||
+ | |||
+ | ====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 | ||
+ | * Use {{Skill|Signet of Might}} to make {{Skill|Disrupting Throw}} unblockable and only cast {{Skill|Disrupting Throw}} with {{Skill|Signet of Might}} | ||
+ | ** Avoid casting {{Skill|Signet of Might}} while {{Skill|Spearmarshal's Support}} is pulsing as it will eat the charges | ||
+ | |||
+ | {{Collapse start|Skill priority}} | ||
+ | ;Greatsword | ||
+ | * {{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 | ||
+ | |||
+ | ;Spear | ||
+ | * {{Skill|Harrier's Toss}} | ||
+ | * {{Skill|Maiming Spear}} | ||
+ | * {{Skill|Spearmarshal's Support}} | ||
+ | * {{Skill|Signet of Might}} + {{Skill|Disrupting Throw}} | ||
+ | {{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}} or {{Skill|Harrier's Toss}} |
Latest revision as of 02:59, 30 August 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage, Dps and Boon removal
Designed for: WvW Zerg
Difficulty:
Hard
This build was last updated on August 30, 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
Spear
Utility
Variants
- Weapons
- Greatsword ⇒ Staff good DPS option with high range and utility
Template Code
[&DQIEGzM6PRUpDwAAqQAAACcWAACyAAAA7gAAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
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
Spear
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Variants
- Stats
- Feel free to use as much Berserker's gear as you can without dying
- Sigils
Consumables
Usage
Priorities
- High
- Spike Damage
- Moderate
- Sustained damage
- 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
- Immobilize
- 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
- For ranged spikes use ⇒ so both skills land at the same time
- Use immediately before using either of your Burst skills since the 1 second fuse time will let you combine the burst
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
- Use
- Avoid casting while is pulsing as it will eat the charges
to make unblockable and only cast with
Skill priority
- Greatsword
- - only while on cooldown
- - save to disengage
- Spear
- +
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 or
Ratings
Comments
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