Difference between revisions of "Spellbreaker - Spearbreaker Roamer"
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQIWKzM6PTanAKcAagBqAK0AcQCyALIAfAGcAAAAAAAAAAAAAAAAAAAAAAACMgBZAAA=] |
}} | }} | ||
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{{Specialization|Defense|bot|mid|mid}} | {{Specialization|Defense|bot|mid|mid}} | ||
'''Variants''' | '''Variants''' | ||
− | * {{Trait|Shield Master}} could be useful against ranged enemies. Whether you've picked Staff, Shield or offhand Sword, this trait will get you some value against projectile users. | + | * {{Trait|Shield Master}} could be useful against ranged enemies.<!--Whether you've picked Staff, Shield or offhand Sword, this trait will get you some value against projectile users.--> |
− | {{Specialization|Discipline|Mid| | + | {{Specialization|Discipline|Mid|Mid|Bot}} |
− | |||
− | |||
{{Specialization|Spellbreaker|mid|top|bot}} | {{Specialization|Spellbreaker|mid|top|bot}} | ||
'''Variants''' | '''Variants''' | ||
* {{Trait|No Escape}} makes it easier to set up bursts, but costs quite a bit of your sustain. | * {{Trait|No Escape}} makes it easier to set up bursts, but costs quite a bit of your sustain. | ||
− | + | <!--===Specialization Variants=== | |
− | |||
− | ===Specialization Variants=== | ||
{{Tooltip|Strength}} over {{Tooltip|Defense}} also works. This is seen as less viable, but skilled players can make it work and it offers higher damage: | {{Tooltip|Strength}} over {{Tooltip|Defense}} also works. This is seen as less viable, but skilled players can make it work and it offers higher damage: | ||
− | {{Specialization|Strength|mid|mid|mid|variant=y}} | + | {{Specialization|Strength|mid|mid|mid|variant=y}}--> |
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{{PvE equipment | {{PvE equipment | ||
| weight = Heavy | | weight = Heavy | ||
− | | stats = | + | | stats = Dragon |
| rune = Superior Rune of the Pack | | rune = Superior Rune of the Pack | ||
| rune-qt = 6 | | rune-qt = 6 | ||
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| weapon3 = Staff | | weapon3 = Staff | ||
| weapon4 = | | weapon4 = | ||
− | | sigil1 = Superior Sigil of | + | | sigil1 = Superior Sigil of Cleansing |
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Energy |
− | | sigil3 = Superior Sigil of | + | | sigil3 = Superior Sigil of Vision |
− | | sigil4 = Superior Sigil of | + | | sigil4 = Superior Sigil of Hydromancy |
| infusion1 = Mighty WvW Infusion | | infusion1 = Mighty WvW Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
− | | weapon1-stats = | + | | weapon1-stats = Dragon |
− | | | + | | weapon3-stats = Dragon |
| amulet = Demolisher | | amulet = Demolisher | ||
| ring1 = Demolisher | | ring1 = Demolisher | ||
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| accessory2 = Demolisher | | accessory2 = Demolisher | ||
| backpiece = Demolisher | | backpiece = Demolisher | ||
− | | relic = Relic of | + | | relic = Relic of Rivers |
}} | }} | ||
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===Equipment Variants=== | ===Equipment Variants=== | ||
'''Relics''' | '''Relics''' | ||
− | * {{Relic|Relic of | + | * {{Relic|Relic of the Stormsinger}} - strong damage proc. |
* {{Relic|Relic of the Daredevil}} - more consistency on your hard hitting skills. | * {{Relic|Relic of the Daredevil}} - more consistency on your hard hitting skills. | ||
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'''Runes''' | '''Runes''' | ||
− | * {{Rune|Superior Rune of the | + | * {{Rune|Superior Rune of the Deadeye}} - higher damage, if you don't care about boon duration. |
* {{Rune|Superior Rune of the Brawler}} - better sustain without sacrificing much damage. | * {{Rune|Superior Rune of the Brawler}} - better sustain without sacrificing much damage. | ||
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==Usage== | ==Usage== | ||
− | |||
'''Elite specialization basics''' | '''Elite specialization basics''' | ||
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* Any burst skill can proc {{Trait|Magebane Tether}}, including {{Skill|Full Counter}}. | * Any burst skill can proc {{Trait|Magebane Tether}}, including {{Skill|Full Counter}}. | ||
− | * Staff | + | * Staff isn't just your defensive set, but also one that can be used to secure a kill. While only {{Skill|Path to Victory}} and {{Skill|Valiant Leap}} are real threats here, sometimes this is all you need to get a kill once you've got a target down to low HP with your Spear. |
− | + | ** {{Sigil|Superior Sigil of Vision}} and {{Sigil|Superior Sigil of Hydromancy}} were selected to help you burst targets right after weapon swapping. | |
− | * | ||
+ | * It's possible to benefit from Staff's {{Sigil|Superior Sigil of Vision}} even on Spear! Simply cast {{Skill|Spearmarshal's Support}} or {{Skill|Maiming Spear}} right before swapping to to Staff. The skills should now land while the Vision proc is active. | ||
* {{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. | * {{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. | + | * 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}}. | *CCing a target removes a boon and deals damage/grants adrenaline via {{Trait|Loss Aversion}}. | ||
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*All movement skills remove the {{Tooltip|Immobilize}}d condition - list of movement skills in the build: | *All movement skills remove the {{Tooltip|Immobilize}}d condition - list of movement skills in the build: | ||
** '''Staff:''' {{Skill|Valiant Leap}} and {{Skill|Line Breaker}}. | ** '''Staff:''' {{Skill|Valiant Leap}} and {{Skill|Line Breaker}}. | ||
− | |||
** '''Spear:''' {{Skill|Spear Swipe}}. | ** '''Spear:''' {{Skill|Spear Swipe}}. | ||
** '''Rampage:''' {{Skill|Kick (Rampage)}}, {{Skill|Dash}}, and {{Skill|Seismic Leap}}. | ** '''Rampage:''' {{Skill|Kick (Rampage)}}, {{Skill|Dash}}, and {{Skill|Seismic Leap}}. | ||
** '''Utility:''' {{Skill|Bull's Charge}} | ** '''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)}}. | + | |
+ | * ''If taken'' {{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)}}. | ||
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* Almost every single Staff skill has some healing attached to it. | * Almost every single Staff skill has some healing attached to it. | ||
− | * | + | * {{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}}. | * Burst skills cleanse conditions whenever they strike thanks to {{Trait|Cleansing Ire}}. | ||
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* {{Skill|Balanced Stance}} isn't just an anti-CC skill, it also mitigates direct damage by giving you immunity to critical hits. | * {{Skill|Balanced Stance}} isn't just an anti-CC skill, it also mitigates direct damage by giving you immunity to critical hits. | ||
− | * | + | * {{Skill|Mending}} cleanses 5 conditions and should be used pretty much on CD, assuming you're missing a large chunk of health or need to deal with conditions. |
− | |||
− | |||
− | |||
* {{Trait|Adrenal Health}} provides a steady stream of healing as long as you're landing those Burst skills (F1-F2). | * {{Trait|Adrenal Health}} provides a steady stream of healing as long as you're landing those Burst skills (F1-F2). | ||
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*{{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. | *{{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 15:32, 20 February 2025
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 February 20, 2025.
Overview
A high damage, high sustain Power Spellbreaker build for WvW roaming built around the recently introduced Warrior Spear.
Skill Bar
Spear
Staff
Utility
Template Code
[&DQIWKzM6PTanAKcAagBqAK0AcQCyALIAfAGcAAAAAAAAAAAAAAAAAAAAAAACMgBZAAA=]
Specializations
Variants
- could be useful against ranged enemies.
Variants
- makes it easier to set up bursts, but costs quite a bit of your sustain.
Equipment
Head
Dragon
Shoulders
Dragon
Chest
Dragon
Hands
Dragon
Legs
Dragon
Feet
Dragon
Backpiece
Demolisher
Accessory
Demolisher
Accessory
Demolisher
Amulet
Demolisher
Ring
Demolisher
Ring
Demolisher
Spear
Dragon
Sigil
Sigil
Staff
Dragon
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
Equipment Variants
Relics
- - strong damage proc.
- - more consistency on your hard hitting skills.
- - higher burst potential.
Runes
- - higher damage, if you don't care about boon duration.
- - better sustain without sacrificing much damage.
Consumables
Food options
- Budget version:
- a very strong defensive option which improves your endurance regen and adds a bit more damage. Highly recommended due to relic and trait synergy.
- - passive damage mitigation and great stats.
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 isn't just your defensive set, but also one that can be used to secure a kill. While only
- and were selected to help you burst targets right after weapon swapping.
and are real threats here, sometimes this is all you need to get a kill once you've got a target down to low HP with your Spear.
- It's possible to benefit from Staff's even on Spear! Simply cast or right before swapping to to Staff. The skills should now land while the Vision proc is active.
- 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:
- If taken briefly roots enemies in place after you CC them. This turns skills like and into great setup tools for your hard hitting abilities such as or .
Survival
- Almost every single Staff skill has some healing attached to it.
- , 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.
.
- Getting
- isn't just an anti-CC skill, it also mitigates direct damage by giving you immunity to critical hits.
- cleanses 5 conditions and should be used pretty much on CD, assuming you're missing a large chunk of health or need to deal with conditions.
- 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

I prefer Staff with Dagger, but this Spear build is a close second. Doesn't have the boon removal of the other build, but it can bruteforce its way to victory using Destruction of the Empowered on Discipline. Has a solid amount of everything - damage, CC, mobility, healing.
Comments
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