Difference between revisions of "Spellbreaker - Strength Dagger"
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{{Build | {{Build | ||
| profession = Warrior | | profession = Warrior | ||
| specialization = Spellbreaker | | specialization = Spellbreaker | ||
| designed for = Conquest | | designed for = Conquest | ||
− | | rating = | + | | rating = archived |
| focus = direct damage, boon removal, mobility | | focus = direct damage, boon removal, mobility | ||
}} | }} | ||
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==Overview== | ==Overview== | ||
− | A duelist Spellbreaker PvP build | + | A duelist Power Spellbreaker PvP build with a good mix of defense and offense. |
+ | |||
+ | ''Archival note: fell out of use, got overshadowed by the Defense variant'' | ||
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* {{Skill|Frenzy}} - a versatile skill which heals and restores some endurance through trait synergy, breaks stun, and even adds some extra burst. | * {{Skill|Frenzy}} - a versatile skill which heals and restores some endurance through trait synergy, breaks stun, and even adds some extra burst. | ||
− | * {{Skill|Stomp}} - bit of a niche skill, not very popular right now but it's a short CD stun break with AoE CC, {{Trait|Peak Performance}} synergy, and even some {{ | + | * {{Skill|Stomp}} - bit of a niche skill, not very popular right now but it's a short CD stun break with AoE CC, {{Trait|Peak Performance}} synergy, and even some {{Tooltip|Stability}} which could be used to make {{Skill|Mending}} harder to interrupt. This CC also works on downed enemies which is great for disrupting skills like {{Skill|Signet of Mercy}} or just denying rez attempt in general even if the enemy has {{Tooltip|Stability}} by knocking the downed enemy away from them. |
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{{Specialization|Discipline|mid|bot|bot}} | {{Specialization|Discipline|mid|bot|bot}} | ||
{{Specialization|Spellbreaker|bot|top|bot}} | {{Specialization|Spellbreaker|bot|top|bot}} | ||
+ | |||
+ | |||
+ | ===Specialization Variants=== | ||
+ | If you want higher sustain trade Strength for Defense: | ||
+ | {{Specialization|Defense|bot|mid|mid|variant=yes}} | ||
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===Equipment Variants=== | ===Equipment Variants=== | ||
'''Amulet''' | '''Amulet''' | ||
− | * {{Amulet | + | * {{Amulet|Demolisher}} - a more tanky option. |
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'''Elite specialization basics''' | '''Elite specialization basics''' | ||
− | {{Skill|Full Counter}} (FC) recharges your '''Burst''' skills {{Skill|Arcing Slice}} and {{Skill|Breaching Strike}}. 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. | + | *{{Skill|Full Counter}} (FC) recharges your '''Burst''' skills {{Skill|Arcing Slice}} and {{Skill|Breaching Strike}}. 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, etc. | + | *Always try to make sure Full Counter goes off: briefly move into hostile AoE spells, tank Mesmer clones or Ranger pets, etc. |
− | FC is both one of the best defensive and offensive skill in the build as it blocks, evades, grants {{ | + | *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 | + | *Both burst skills and Full Counter cost adrenaline. If you only need a little more until you can use them then {{Trait|Versatile Rage}} can get you there. |
'''General''' | '''General''' | ||
− | '''Settings:''' disable '''auto targeting''', otherwise it'd be impossible to use skills like {{Skill|Rush}} for disengaging. | + | *'''Settings:''' disable '''auto targeting''', otherwise it'd be impossible to use skills like {{Skill|Rush}} for disengaging. |
− | '''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, dodge/block/evade as many things as possible, and spike targets when an opening shows. | + | *'''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, dodge/block/evade as many things as possible, and spike targets when an opening shows. |
− | * Example: {{Skill|Bladetrail}} from outside melee range {{to}} dodge to your target {{to}} {{Skill|Arcing Slice}} {{to}} {{Skill|Whirlwind Attack}} | + | ** Example: {{Skill|Bladetrail}} from outside melee range {{to}} dodge to your target {{to}} {{Skill|Arcing Slice}} {{to}} {{Skill|Whirlwind Attack}} |
− | * Any burst skill can proc {{Trait|Magebane Tether}}, including {{Skill|Full Counter}}. | + | ** Any burst skill can proc {{Trait|Magebane Tether}}, including {{Skill|Full Counter}}. |
− | * The goal is to maintain the tether as long as possible for the damage boost and {{Trait|Might Makes Right}} synergy. | + | ** The goal is to maintain the tether as long as possible for the damage boost and {{Trait|Might Makes Right}} synergy. |
− | * {{Skill|Whirlwind Attack}}, {{Skill|Arcing Slice}}, and {{Skill|Breaching Strike}} are your main damaging skills, everything else is basically a filler or something that's used to set up burst / survive enemy burst. | + | ** {{Skill|Whirlwind Attack}}, {{Skill|Arcing Slice}}, and {{Skill|Breaching Strike}} are your main damaging skills, everything else is basically a filler or something that's used to set up burst / survive enemy burst. |
− | {{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}}. |
− | <!--* Hold on to {{Skill|Healing Signet}} as long as possible, but don't hesitate to use it for the {{ | + | <!--* Hold on to {{Skill|Healing Signet}} as long as possible, but don't hesitate to use it for the {{Tooltip|Resistance}} when you're under heavy condition pressure. Boon removal however is rather dangerous as it gets rid of the Resistance which means you sacrificed your heal for nothing, so against specs like Scourges it's advised to disengage or use some blocks to make sure that it stays on and you get to live.--> |
− | All movement skills remove the Immobilized condition - list of movement skills in the build: | + | *All movement skills remove the Immobilized condition - list of movement skills in the build: |
− | * '''Greatsword:''' {{Skill|Whirlwind Attack}} and {{Skill|Rush}}. These two skills also provide excellent mobility both in and out of combat. | + | ** '''Greatsword:''' {{Skill|Whirlwind Attack}} and {{Skill|Rush}}. These two skills also provide excellent mobility both in and out of combat. |
− | * '''Dagger/Shield:''' {{Skill|Aura Slicer}}, {{Skill|Shield Bash}}, and the burst skill {{Skill|Breaching Strike}}. The Dagger skills are also excellent gap closers. | + | ** '''Dagger/Shield:''' {{Skill|Aura Slicer}}, {{Skill|Shield Bash}}, and the burst skill {{Skill|Breaching Strike}}. The Dagger skills are also excellent gap closers. |
− | * '''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|Arcing Slice}} or {{Skill|Breaching Strike}}. | ||
− | |||
− | + | '''Conditon cleansing & general survival''' | |
− | {{ | + | *{{Trait|Brawler's Recovery}} and {{Trait|Warrior's Sprint}} will be used to manage condition levels before resorting to mass cleanses. |
− | {{Skill| | + | *{{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. |
− | + | *{{Skill|"Shake It Off!"}} (SIO) is both a stun break 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. | |
− | ''If taken'' {{Skill|Endure Pain}} is the best defensive skill you could have against direct damage but it has to be used preemptively (unless you used it to break stun). Keep in mind that you're still vulnerable to condition damage, CC, and even life steal from skills such as {{Skill|Enchanted Daggers}}! | + | *''If taken'' {{Skill|Frenzy}} breaks stun and refills some endurance in addition to a bit of healing thanks to {{Trait|Might Makes Right}}. |
+ | |||
+ | *''If taken'' {{Skill|Endure Pain}} is the best defensive skill you could have against direct damage but it has to be used preemptively (unless you used it to break stun). Keep in mind that you're still vulnerable to condition damage, CC, and even life steal from skills such as {{Skill|Enchanted Daggers}}! | ||
'''Rampage''' | '''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. | + | *{{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. |
− | <!--* {{Skill|Healing Signet}} doesn't heal while {{Skill|Rampage}} is active. Therefore you should consider using HS for the {{ | + | <!--* {{Skill|Healing Signet}} doesn't heal while {{Skill|Rampage}} is active. Therefore you should consider using HS for the {{Tooltip|Resistance}} before entering Rampage, which can be quite beneficial as most Rampage skills have long cast times and effects such as {{Tooltip|Blind}} can easily shut it down.--> |
− | CC skills barely do any damage anymore, most of the damage in this form comes from autoattacks and {{Skill|Dash}}. | + | *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. | + | *{{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. |
− | Using {{Skill|Frenzy}} before Rampage can enhance your burst significantly. | + | *Using {{Skill|Frenzy}} before Rampage can enhance your burst significantly. |
==Top Streamers== | ==Top Streamers== | ||
+ | * Twitch: [https://www.twitch.tv/boycerino Boyce] | ||
+ | |||
* Twitch: [https://www.twitch.tv/irajaxx Ajaxx] | * Twitch: [https://www.twitch.tv/irajaxx Ajaxx] | ||
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− | |||
* Twitch: [https://www.twitch.tv/tramadex Tramadex] | * Twitch: [https://www.twitch.tv/tramadex Tramadex] |
Latest revision as of 22:53, 16 February 2023
Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.
Focused on: Direct damage, Boon removal and Mobility
Designed for: PvP Conquest
Difficulty:
TBD
Overview
A duelist Power Spellbreaker PvP build with a good mix of defense and offense.
Archival note: fell out of use, got overshadowed by the Defense variant
Skill Bar
Greatsword
Dagger/Shield
Utility
Slot Changes
Utility
For the optional slot:
- - a great defensive option against both burst damage and CC. Currently the most popular option.
- - a versatile skill which heals and restores some endurance through trait synergy, breaks stun, and even adds some extra burst.
- Stability which could be used to make harder to interrupt. This CC also works on downed enemies which is great for disrupting skills like or just denying rez attempt in general even if the enemy has Stability by knocking the downed enemy away from them. - bit of a niche skill, not very popular right now but it's a short CD stun break with AoE CC, synergy, and even some
Template Code
[&DQIEKzM+PTdwAHAAagAAAK0AAABpAAAAfAEAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Specialization Variants
If you want higher sustain trade Strength for Defense:
Equipment
Greatsword
Sigil
Sigil
Dagger
Shield
Sigil
Sigil
Rune
Amulet
Equipment Variants
Amulet
- - a more tanky option.
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, 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 can get you there.
General
- Settings: disable auto targeting, otherwise it'd be impossible to use skills like for disengaging.
- Playstyle: this build is all about weaving hard hitting skills into chains of block and evade frames while tethering yourself to the target with
- Example: ⇒ dodge to your target ⇒ ⇒ from outside melee range
- Any burst skill can proc , including .
- The goal is to maintain the tether as long as possible for the damage boost and synergy.
- , , and are your main damaging skills, everything else is basically a filler or something that's used to set up burst / survive enemy burst.
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, dodge/block/evade as many things as possible, and spike targets when an opening shows.
- 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:
- Greatsword: and . These two skills also provide excellent mobility both in and out of combat.
- Dagger/Shield: , , and the burst skill . The Dagger skills are also excellent gap closers.
- Rampage: , , and .
- Utility:
- 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 .
Conditon cleansing & general survival
- and will be used to manage condition levels before resorting to mass cleanses.
- 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.
- (SIO) is both a stun break 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.
- If taken breaks stun and refills some endurance in addition to a bit of healing thanks to .
- If taken is the best defensive skill you could have against direct damage but it has to be used preemptively (unless you used it to break stun). Keep in mind that you're still vulnerable to condition damage, CC, and even life steal from skills such as !
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.
- Using before Rampage can enhance your burst significantly.
Top Streamers
- Twitch: Boyce
- Twitch: Ajaxx
- Twitch: Tramadex
Related Builds
- Magebane Roamer - the WvW Roaming version of the build.
Ratings
Thought this build is usable before I actually gave it a try. Comparing to the defense build, not only the sustain is not as good, the adrenaline gain is also a problem. If I can make up the sustain by healing myself more frequently due to the shorter physical cooldown, the build lacks a way of gaining adrenaline, which is pretty important to spellbreaker since you wanna spam your burst spell to gain advantages.
I play it because i looove the concept, and its my main spec, but it's outshined by almost every other class/spec in the game. You are average/low duelist, low/average teamfighter, average roamer, and very low dps. It is still fun to chain CC ennemies, but since the nerf of CC damage, you wont do anything else. So yeah play it for fun.
Garbo, don't play unless just for fun in unranked. Full counter is gutted and tether is all it has going for it. Condi destroys it, as does sustain. Weakness/blind spam shuts it down in every way, and with Resistance post nerf it's just beating a dead horse. rip
Strong, high apm war, not the top tier but definitely good. Lot of parry / dodge, lot of cc, good damage, decent Condi cleanse
Warrior was heavily nerfed, can't keep up with the current meta. Not unplayable but certainly not top tier.
August update: still having trouble finding its place in ATs, it's more of a tech optionagaisnt stuff like Prot Holo, but I think people don't give this build enough credit in ranked. It's really not that bad, Warrior's just always been in this weird spot in PvP where it's either super oppressive or borderline irrelevant.
If your goal isn't to win the monthly tournament or finish top 1 in ranked, don't be discouraged.
I experienced this build and is very effective but now i want to change and use defense along with spellbreaker, which specialisation will adapt better with defense and spellbreaker? Discipline or strength, or if you have something to add other possible changes that I am not seeing, but actually want to keep defense and spellbreaker and just want something that fits the best possible.
wouldnt say it's meta now, as side noder, fire weaver and symbalbrand shits over spellbreaker and for team fight it is simply not that strong
Really good build is sadly extremely underpowered in AT’s because spellbreaker utilization is most effective when against players who do not understand basics of rotation and you punish them hard by taking out numbered fights and win/stall. But a positive note is that you don’t have to run dagger, axe and sword do work just dagger has the highest potential when used in practice but axe does make you hit harder you just have less control with axe when compared to dagger
Really excellent variant of tetherbreaker, I found that because of the bonus sustain, I would sustain longer than I normally did with the original tetherbreaker and therefor contribute more to team fights / last longer in duels.
I'll use this build for days and it's my fav. I'll ive 5 stars. One add: you can use hammer instead of GS for more control points.
GS -> Roamer
Hammer -> Standing in point
Comments
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