Difference between revisions of "Spellbreaker - DPS Spellbreaker (GvG)"
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| designed for = wvw gvg | | designed for = wvw gvg | ||
| focus = Strike Damage, DPS, Boon Removal | | focus = Strike Damage, DPS, Boon Removal | ||
− | | rating = | + | | rating = archived |
| xpac = hot, pof | | xpac = hot, pof | ||
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| difficulty = 3 | | difficulty = 3 | ||
}} | }} |
Latest revision as of 00:49, 28 August 2024
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: Strike damage, Dps and Boon removal
Designed for: WvW GvG
Difficulty:
Hard
Overview
A Spellbreaker build for WvW. Combines high personal damage, good personal survivability and extreme boonrip.
Skill Bar
Greatsword
Axe/Axe
Utility
Variants
- Weapons
Hammer provides significant CC, Boon rip and mobility at the cost of damage from axe/axe
- Skills
- ⇒ , or
- - for revealing
Template Code
[&DQIEGzM6PRcpDwAAagAAACcWAACyAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variant
- on Hammer
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
Relic
Equipment Variants
- Stats
- Feel free to use as much Berserker's gear as you can without dying
- Relics
- Sigils
- Sigils can be swapped around to any weapon per personal preference
- - for Hammer
- - for Hammer
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
- 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
Active defense priority
- - for stunbreaking (if applicable)
- - for stunbreaking
- Immobilize
- Immobilize - for
- 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.
- 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 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
- Stay at the edge of the range of to avoid interrupts
Skill priority
- Greatsword
- - only while on cooldown
- - save to disengage
- Axe/Axe
- - if lacking quickness
- - only with >50% adrenaline
- - general use
CC - for Hammer
Show
- 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
- 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
CC priority
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
Ratings
Comments
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