Difference between revisions of "Spellbreaker - Spearbreaker Roamer"
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==Usage== | ==Usage== | ||
− | + | ||
+ | '''Elite specialization basics''' | ||
+ | |||
+ | *{{Skill|Full Counter}} (FC) recharges your '''Burst''' skills {{Skill|Path to Victory}} and {{Skill|Harrier's Toss}}. 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, cast it in the middle of an enemy's attack animation, etc. | ||
+ | |||
+ | *FC is both one of the best defensive and offensive skill in the build as it blocks, evades, grants {{Tooltip|Stability}}, and performs an unblockable AoE CC attack when triggered. | ||
+ | |||
+ | *Both burst skills and Full Counter cost adrenaline. If you only need a little more until you can use them then {{Trait|Versatile Rage}} with a weapon swap can get you there. | ||
+ | |||
+ | |||
+ | '''General''' | ||
+ | |||
+ | *'''Settings:''' disable '''auto targeting''', otherwise it'd be impossible to use skills like {{Skill|Bull's Charge}} for disengaging. For more tips check out our [[Guide:Tips_for_Settings|settings guide]]. | ||
+ | |||
+ | *'''Playstyle''': this build is all about weaving hard hitting skills into chains of block and evade frames while tethering yourself to the target with {{Trait|Magebane Tether}} 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 whenever you can't outdamage your opponent, dodge/block/evade as many things as possible, and spike targets when an opening shows. | ||
+ | |||
+ | * Any burst skill can proc {{Trait|Magebane Tether}}, including {{Skill|Full Counter}}. | ||
+ | |||
+ | * Staff is your defensive set, the only truly dangerous ability with good damage here is {{Skill|Path to Victory}}. | ||
+ | |||
+ | * While Spear is the more offensive set, it's also fairly high on sustain thanks to multiple evade frames and CC skills. | ||
+ | |||
+ | * {{Trait|Fast Hands}} 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. | ||
+ | |||
+ | *Despite its range {{Skill|Bull's Charge}} is best used in melee to make it harder to react to. | ||
+ | |||
+ | *CCing a target removes a boon and deals damage/grants adrenaline via {{Trait|Loss Aversion}}. | ||
+ | |||
+ | *All movement skills remove the {{Tooltip|Immobilize}}d condition - list of movement skills in the build: | ||
+ | ** '''Staff:''' {{Skill|Valiant Leap}} and {{Skill|Line Breaker}}. | ||
+ | ** '''Spear:''' {{Skill|Spear Swipe}}. | ||
+ | ** '''Rampage:''' {{Skill|Kick (Rampage)}}, {{Skill|Dash}}, and {{Skill|Seismic Leap}}. | ||
+ | ** '''Utility:''' {{Skill|Bull's Charge}} | ||
+ | <!--* {{Trait|No Escape}} briefly roots enemies in place after you CC them. This turns skills like {{Skill|Full Counter}} and {{Skill|Disrupting Stab}} into great setup tools for your hard hitting abilities such as {{Skill|Breaching Strike}} or {{Skill|Impale (warrior sword)}}.--> | ||
+ | |||
+ | |||
+ | '''Survival''' | ||
+ | * Almost every single Staff skill has some healing attached to it. | ||
+ | |||
+ | * Spear is great at evading attacks. {{Skill|Harrier's Toss}} {{to}} {{Skill|Full Counter}} {{to}} {{Skill|Harrier's Toss}} {{to}} {{Skill|Spear Swipe}} gives you 4 evade frames in a row while doing damage and CC. | ||
+ | |||
+ | *{{Trait|Brawler's Recovery}}, {{Sigil|Superior Sigil of Cleansing}}, {{Trait|Cleansing Ire}} and {{Trait|Warrior's Sprint}} will be used to manage condition levels before resorting to mass cleanses. | ||
+ | |||
+ | * Burst skills cleanse conditions whenever they strike thanks to {{Trait|Cleansing Ire}}. | ||
+ | ** Getting {{Tooltip|Blind}}ed could make your Burst skill miss and thus the condition cleansing won't happen which is rather awkward. Dodge rolling however grants {{Tooltip|Resistance}} via {{Trait|Resilient Roll}} which renders {{Tooltip|Blind}} ineffective, increasing the chance of a successful Cleansing Ire proc. | ||
+ | |||
+ | * {{Skill|Balanced Stance}} isn't just an anti-CC skill, it also mitigates direct damage by giving you immunity to critical hits. | ||
+ | |||
+ | * {{Skill|Defiant Stance}} can bail you out against any type of damage you're facing, but it's more of a last resort option. | ||
+ | ** Try not to overlap it with {{Skill|Balanced Stance}}, as the damage reduction from DS can result in less healing, and overlapping 2 damage mitigation tools in general is just a waste of CDs. Granted you can't actually use Defiant Stance while stunned, so if Balanced Stance is your only available stunbreak then using both is better than dying. | ||
+ | |||
+ | * {{Trait|Adrenal Health}} provides a steady stream of healing as long as you're landing those Burst skills (F1-F2). | ||
+ | |||
+ | *{{Skill|"Shake It Off!"}} (SIO) is both a stunbreak and a source of condition removal for you and your team. | ||
+ | |||
+ | *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. | ||
+ | |||
+ | * {{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. | ||
+ | |||
+ | |||
+ | '''Rampage''' | ||
+ | |||
+ | *{{Skill|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 {{Trait|Magebane Tether}} just before using your elite. | ||
+ | |||
+ | *CC skills barely do any damage anymore, most of the damage in this form comes from autoattacks and {{Skill|Dash}}. | ||
+ | |||
+ | *{{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. | ||
==Related Builds== | ==Related Builds== | ||
* [[Build:Spellbreaker_-_Defense_Spearbreaker|Spellbreaker - Defense Spearbreaker]] - sPvP version of the build. | * [[Build:Spellbreaker_-_Defense_Spearbreaker|Spellbreaker - Defense Spearbreaker]] - sPvP version of the build. |
Revision as of 09:31, 15 September 2024
This is a test build. You may comment and rate it.
Focused on: Strike damage, Control and Sustain
Designed for: WvW Roaming
Difficulty:
Easy
This build was last updated on September 15, 2024.
Overview
A high damage, high sustain Power Spellbreaker build for WvW roaming built around the recently introduced Warrior Spear.
Skill Bar
Spear
Dagger/Shield
Utility
Template Code
[&DQIWKzM+PTanAHAAagAAAK0AAACyAAAAfAEAAAAAAAAAAAAAAAAAAAAAAAACCQEyAAA=]
Specializations
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:
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
Spear
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.
Relics
- - more consistency on your hard hitting skills.
- - 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, cast it in the middle of an enemy's attack animation, etc.
- FC is both one of the best defensive and offensive skill in the build as it blocks, evades, grants Stability, and performs an unblockable AoE CC attack when triggered.
- Both burst skills and Full Counter cost adrenaline. If you only need a little more until you can use them then with a weapon swap can get you there.
General
- Settings: disable auto targeting, otherwise it'd be impossible to use skills like settings guide. for disengaging. For more tips check out our
- Playstyle: this build is all about weaving hard hitting skills into chains of block and evade frames while tethering yourself to the target with 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 whenever you can't outdamage your opponent, dodge/block/evade as many things as possible, and spike targets when an opening shows.
- Any burst skill can proc , including .
- Staff is your defensive set, the only truly dangerous ability with good damage here is .
- While Spear is the more offensive set, it's also fairly high on sustain thanks to multiple evade frames and CC skills.
- 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.
- Despite its range is best used in melee to make it harder to react to.
- CCing a target removes a boon and deals damage/grants adrenaline via .
- All movement skills remove the Immobilized condition - list of movement skills in the build:
- Staff: and .
- Spear: .
- Rampage: , , and .
- Utility:
Survival
- Almost every single Staff skill has some healing attached to it.
- Spear is great at evading attacks. ⇒ ⇒ ⇒ gives you 4 evade frames in a row while doing damage and CC.
- , , and will be used to manage condition levels before resorting to mass cleanses.
- Burst skills cleanse conditions whenever they strike thanks to
- Getting Blinded could make your Burst skill miss and thus the condition cleansing won't happen which is rather awkward. Dodge rolling however grants Resistance via which renders Blind ineffective, increasing the chance of a successful Cleansing Ire proc.
.
- isn't just an anti-CC skill, it also mitigates direct damage by giving you immunity to critical hits.
- Try not to overlap it with , as the damage reduction from DS can result in less healing, and overlapping 2 damage mitigation tools in general is just a waste of CDs. Granted you can't actually use Defiant Stance while stunned, so if Balanced Stance is your only available stunbreak then using both is better than dying.
can bail you out against any type of damage you're facing, but it's more of a last resort option.
- provides a steady stream of healing as long as you're landing those Burst skills (F1-F2).
- (SIO) is both a stunbreak and a source of condition removal for you and your team.
- 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.
- 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
- Spellbreaker - Defense Spearbreaker - sPvP version of the build.
Ratings
Comments
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