Difference between revisions of "Spellbreaker - DPS Spellbreaker"
m (→Spike damage) |
m (→Usage) |
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====Boon rip==== | ====Boon rip==== | ||
− | * {{Skill|Break Enchantments}} | + | * Use {{Skill|Break Enchantments}} 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) |
Revision as of 00:52, 3 March 2022
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:
TBD
This build was last updated on March 03, 2022 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
Axe/Axe
Utility
Weapon Variants
Hammmer provides significant CC, Boon rip and mobility at the cost of damage from axe/axe
Template Code
[&DQIEGzM6PRcpDwAAagAAACcWAACyAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
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
Axe
Marauder
Marauder
Axe
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Equipment Variants
- Stats
- Feel free to use as much Berserker's gear as you can without dying
- Runes
- trades off damage for survivability
Consumables
-
- feast option with additional power and ferocity.
Usage
Priorities
- High
- Spike Damage
- Moderate
- Sustained damage
- CC - with Hammer
- 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
- Use Immobilize by using a movement skill
- This builds 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
Detailed Explanations
Winds of Disenchantment
- Land on the enemy group while your group is in range to follow up with a spike
- Avoid overlapping with other friendly
- Communicate while casting, let your team know if it gets interrupted and whether it's available or not
(Commonly called Winds or Bubble) is the most important skill in the build, it is very important to land on the enemy group
- 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
Spike damage
- ⇒ ⇒
- should be used exclusively to reset the cooldown of
- To ensure triggers, you can briefly move into hostile enemy ground pressure.
- Transition out of the combo into either or , depending on if you can land or not
- If your adrenaline is too low, use to activate
Sustained damage
- Start fights on Greatsword use at least your combo before swapping to Axe/Axe
- Making good use of
- Delaying your combo for is worth it in low pressure situations where proccing is not garunteed
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
- Stay at the edge of the range of to avoid interrupts
|
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
- Make use of to proc when you need a CC with a range higher than your other, melee range CCs
- 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
Boon rip
- Use
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
when:
- Your group calls a spike:
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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