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Difference between revisions of "Spellbreaker - DPS Spellbreaker"

(moved out of meta, cleaned up page in general)
Line 6: Line 6:
 
| focus = Strike Damage, DPS, Boon Removal
 
| focus = Strike Damage, DPS, Boon Removal
 
| rating = great
 
| rating = great
| meta = y
 
 
}}
 
}}
  
Line 19: Line 18:
 
| weapon1 = greatsword
 
| weapon1 = greatsword
 
| weapon2 =  
 
| weapon2 =  
| weapon3 = sword
+
| weapon3 = axe
 
| weapon4 = axe
 
| weapon4 = axe
 
| healing = Defiant Stance
 
| healing = Defiant Stance
 
| utility1 = Balanced Stance
 
| utility1 = Balanced Stance
| utility2 = Berserker Stance
+
| utility2 = "Shake It Off!"
 
| utility3 = Break Enchantments
 
| utility3 = Break Enchantments
 
| elite = Winds of Disenchantment}}
 
| elite = Winds of Disenchantment}}
  
  
===Skill Variants===
+
===Weapon Variants===
** {{Skill|"Shake It Off!"}} for more access to stunbreaks and AoE cleanse.
+
* '''Hammmer''' provides significant CC, Boon rip and mobility at the cost of damage from sword/axe
** {{Skill|Endure Pain}} over {{Skill|Berserker Stance}} if conditions are not an issue.
 
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQIEGzM6PSUpDwAAsgAAAKsAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
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code = [---]
 
}}
 
}}
  
Line 54: Line 52:
 
| weapon2 =  
 
| weapon2 =  
 
| sigil1 = Superior Sigil of Force
 
| sigil1 = Superior Sigil of Force
| sigil2 = Superior Sigil of Absorption
+
| sigil2 = Superior Sigil of Hydromancy
| weapon3 = Sword
+
| weapon3 = Axe
 
| weapon4 = Axe
 
| weapon4 = Axe
 
| sigil3 = Superior Sigil of Force
 
| sigil3 = Superior Sigil of Force
 
| sigil4 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Energy
 +
| infusion1 = Mighty WvW Infusion
 +
| infusion1-qt = 18
 
}}
 
}}
  
 +
 +
===Equipment Variants===
 +
* Feel free to use as much '''Berserker's''' gear as you can without dying
 +
* {{Rune|Superior Rune of the Scholar}} trades off survivability for damage
  
 
===Consumables===
 
===Consumables===
 
* {{Food|Fried Oyster Sandwich}}
 
* {{Food|Fried Oyster Sandwich}}
**{{Food|Peppercorn-Crusted Sous-Vide Steak}} feast option with additional power and ferocity.
+
** {{Food|Peppercorn-Crusted Sous-Vide Steak}} feast option with additional power and ferocity.
* {{Utility|Furious Sharpening Stone}}
+
* {{Utility|Superior Sharpening Stone}}
  
  
 
==Usage==
 
==Usage==
 
'''Elite specialization basics'''
 
'''Elite specialization basics'''
* {{Skill|Full Counter}} (FC) recharges your '''Burst''' skills. Always try to use it when you can refresh their cooldown. If you're under heavy pressure you can use full counter as a last resort, but focus primarily on using it for burst.
+
* {{Skill|Full Counter}} (FC) recharges your '''Burst''' skills. Use it immediately after a burst skill refresh the cooldown.  
* To ensure {{skill|Full Counter}} triggers, briefly move into hostile enemy ground pressure. It shouldn't be hard to proc, unless the enemy is retreating or disengaging.
+
** FC is primarily an offensive skill. Avoid using it defensively unless you will die without using it
* FC is both a defensive and an offensive skill in the build as it blocks, evades, grants {{tooltip|Stability}}, {{tooltip|Resistance}}, and performs an unblockable AoE damage/CC attack when triggered.
+
** To ensure {{skill|Full Counter}} triggers, you can briefly move into hostile enemy ground pressure.
  
 
'''General'''
 
'''General'''
* This build focuses on close range damage dealing, heavy crowd control and boon removal.
+
* Avoid autoattacking, when weapon skills are ready - make use of {{Trait|Fast Hands}}
 
* Adrenaline generation revolves around constantly weapon swapping, to proc {{trait|Versatile Rage}}, and connecting your CCs and Burst skills to proc {{trait|Loss Aversion}} and {{trait|Burst Mastery}}.  
 
* Adrenaline generation revolves around constantly weapon swapping, to proc {{trait|Versatile Rage}}, and connecting your CCs and Burst skills to proc {{trait|Loss Aversion}} and {{trait|Burst Mastery}}.  
* {{Trait|Fast Hands}} keeps gameplay rather fast paced with minimal downtime.
+
* {{trait|Warrior's Sprint}} removes {{tooltip|Immobilize}} when using a movement skill - list of movement skills in the build: {{skill|Whirlwind Attack}}, {{skill|Rush}} and {{Skill|Eviscerate}}
* {{trait|Warrior's Sprint}} removes {{tooltip|Immobilize}} when using a movement skill - list of movement skills in the build: {{skill|Whirlwind Attack}}, {{skill|Rush}} and {{Skill|Eviscerate}}.
+
* Save {{skill|Balanced Stance}} to cover your {{Skill|Winds of Disenchantment}} cast.
* {{skill|Balanced Stance}} will be saved for Winds.
 
  
 
'''Boon Removal'''
 
'''Boon Removal'''
* Unlike Scourges, your boon removal skills don't turn the enemy boons into conditions, which, at a first glance, would look bad simply because you are somehow "stealing" potential boon corrupts from your scourges and, therefore, softing the condi pressure on your foes. However, in the current meta, the fact that condition '''convert''' is still relevant, due stuff like {{trait|Purity of Purpose}} means that only ripping their boons, thus not giving then substrate to convert and reapply boons, can be way more valuable to win a fight.
+
* {{Skill|Winds of Disenchantment}} (Commonly called Winds or Bubble) is the most important skill in the build, it is very important to land on the enemy group
* {{Skill|Winds of Disenchantment}} (WoD) is a channel skill that moves with the Spellbreaker, applies an effect which prevents enemies to get boons and also removes boons. It's the most important skill in the build, and should always be communicated whenever casting it, if it gets interrupted and whether it's available or not.
+
** Land {{Skill|Winds of Disenchantment}} on the enemy group while your group is in range to follow up with a spike
** This skill moves with your character. Be mindful not to accidentally cancel it with dodge rolls or skills as it must be channelled.
+
** Avoid overlapping with other friendly {{Skill|Winds of Disenchantment}}
* WoD can be used both offensively and defensively as long as coordinated it with your team pressure. Wells, shades and overall damage must be landed alongside WoD AoE to get enabled and enhanced. Using WoD without any relevant friendly follow up is discouraged and brings no teamplay value.
+
** Communicate while casting, let your team know if it gets interrupted and whether it's available or not
* The bubble covers a big area, so you don't have to be on top of the enemy all the time, you could lock then through the edges.
+
* {{skill|Break Enchantments}} is your best opener due to adrenaline gain from {{trait|Loss Aversion}}
* Overlapping multiple WoDs for a stronger boonrip spike might be interesting on all-in and triple way scenarios, yet pacing it is the safest choice in general.
+
** Land it when your group is spiking enemies to remove {{Tooltip|Stability}} and trap them in damage
* {{skill|Break Enchantments}} will be 100% your opener whenever you get in melee range, for the huge adrenaline it provides thanks again {{trait|Loss Aversion}}, and the damage boost with {{trait|Attacker's Insight}}. Besides that, it will be used on engages and re-engages for the spike boonrip it provides.
 
  
 
'''Greatsword'''
 
'''Greatsword'''
* {{skill|Arcing Slice}} will be spammed off cooldown for massive damage. Since it grants {{tooltip|Fury}}, expect to get corrupted and {{tooltip|Blind}}, thought you can easily cover it, by having {{tooltip|Resistance}} or throwing another skill in the mix, before casting your next burst skill.
+
* Your primary combo is {{Skill|Arcing Slice}}, {{Skill|Full Counter}}, {{Skill|Arcing Slice}}
** our primary damage spike is {{Skill|Arcing Slice}}, {{Skill|Full Counter}}, {{Skill|Arcing Slice}} for a quick and painful spike.
 
 
* {{skill|Greatsword Swing}} won't see much use, because once out of cooldowns, you should swap weapon sets. Still, it's decent for cleave and to fill downtime.
 
* {{skill|Greatsword Swing}} won't see much use, because once out of cooldowns, you should swap weapon sets. Still, it's decent for cleave and to fill downtime.
* {{Skill|Hundred Blades}} is situational. You stand still during channel, which means hitting CC'ed, movement impaired and downed foes is the ideal setup for this ability. However, you could still go for it anytime and still make good use, as long as the animation is canceled once enemies leave the AoE.
+
* {{Skill|Hundred Blades}} is situational. You stand still during channel, which means hitting CC'ed, movement impaired and downed foes is the ideal setup for this ability.
** Try to use your burst skills before {{Skill|Hundred Blades}} for maximum DPS and also to refill adrenaline.
+
** Making good use of {{Skill|Hundred Blades}} is critical to maximizing damage, look for any chance to get multiple ticks off
* {{Skill|Whirlwind Attack}} deals substantial damage and an evade frame. Should NOT be used only for its mobility function.
+
** A stow weapon keybind is very useful to cancel {{Skill|Hundred Blades}} after enemies move out of the way
* Use {{skill|Bladetrail}} for filler damage.
+
** Try to use your burst skills before {{Skill|Hundred Blades}} for maximum DPS and also to refill adrenaline
* {{skill|Rush}} will be used mostly for repositioning or gap closing, fastly covering a large distance. Also usable for good single target damage.
+
* {{Skill|Whirlwind Attack}} deals substantial damage and an evade frame.
** Don't have any foe targeted if using it for mobility.
+
** With Axe/Axe it should be used defensively to move out after spiking
 +
* Use {{skill|Bladetrail}} for filler damage
 +
* {{skill|Rush}} can be used for repositioning or gap closing or for good single target damage
 +
** Don't have any foe targeted if using it for mobility
  
 
'''Axe/Axe'''
 
'''Axe/Axe'''
* {{Skill|Whirling Axe}} is a massive damage spike, but be aware that dodge rolling will cancel the cast.
+
* {{Skill|Whirling Axe}} is a massive damage spike, but be aware that dodge rolling will cancel the cast
** {{Skill|Dual Strike}} can give you quickness before whirling, letting you spin to win faster.
+
** {{Skill|Dual Strike}} can give you quickness before whirling, letting you spin to win faster  
* {{Skill|Cyclone Axe}} is a good small damage spike. Use this straight after swapping to the weapon for boons and a small spike.
+
* {{Skill|Cyclone Axe}} is a good small damage spike. Use this straight after swapping to the weapon for boons and a small spike
* {{Skill|Throw Axe}} is a strong single target execute that can be used at range.
+
* {{Skill|Throw Axe}} is a strong single target execute that can be used at range
* {{Skill|Eviscerate}} is worth casting, but do not use your {{Skill|Full Counter}} to reset it, as arcing slice is more valuable.
+
* {{Skill|Eviscerate}} is worth casting, but do not use {{Skill|Full Counter}} to reset it, as arcing slice is more valuable
** In general, try not to full counter on Axe at all, as we want to save it for F1-F2-F1 combos with greatsword.
+
** Try not to full counter on Axe at all, it should be saved for use with greatsword
 
 
 
 
==Videos==
 
* {{YouTube|xotDBsJr84g|[rQm] Lapiy}}
 
* {{YouTube|5M8WmKnglDQ|[tF] Inkk}}
 
* {{YouTube|BReCtPIpldU|[LAYS] Nephistos}}
 
* {{YouTube|DveHQjaw_S4|[tS] Astray}}
 

Revision as of 07:25, 21 February 2022

The community gave this build a rating, making it top-tier: Great

Focused on: Strike damageDps and Boon removal

Designed for: WvW Zerg

Difficulty:
TBD
This build was last updated on February 21, 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 sword/axe


Template Code

[---]
Copy Template Code


Specializations


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Greatsword
Marauder
Sigil
Sigil
Axe
Marauder
Axe
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

  • Feel free to use as much Berserker's gear as you can without dying
  • Rune of Superior Rune of the Scholar trades off survivability for damage

Consumables

    • feast option with additional power and ferocity.


Usage

Elite specialization basics

  • Full Counter (FC) recharges your Burst skills. Use it immediately after a burst skill refresh the cooldown.
    • FC is primarily an offensive skill. Avoid using it defensively unless you will die without using it
    • To ensure Full Counter triggers, you can briefly move into hostile enemy ground pressure.

General

  • Avoid autoattacking, when weapon skills are ready - make use of Fast Hands
  • Adrenaline generation revolves around constantly weapon swapping, to proc Versatile Rage, and connecting your CCs and Burst skills to proc Loss Aversion and Burst Mastery.
  • Warrior's Sprint removes Immobilize Immobilize when using a movement skill - list of movement skills in the build: Whirlwind Attack, Rush and Eviscerate
  • Save Balanced Stance to cover your Winds of Disenchantment cast.

Boon Removal

  • Winds of Disenchantment (Commonly called Winds or Bubble) is the most important skill in the build, it is very important to land on the enemy group
    • Land Winds of Disenchantment on the enemy group while your group is in range to follow up with a spike
    • Avoid overlapping with other friendly Winds of Disenchantment
    • Communicate while casting, let your team know if it gets interrupted and whether it's available or not
  • Break Enchantments is your best opener due to adrenaline gain from Loss Aversion
    • Land it when your group is spiking enemies to remove Stability Stability and trap them in damage

Greatsword

  • Your primary combo is Arcing Slice, Full Counter, Arcing Slice
  • Greatsword Swing won't see much use, because once out of cooldowns, you should swap weapon sets. Still, it's decent for cleave and to fill downtime.
  • Hundred Blades 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 Hundred Blades is critical to maximizing damage, look for any chance to get multiple ticks off
    • A stow weapon keybind is very useful to cancel Hundred Blades after enemies move out of the way
    • Try to use your burst skills before Hundred Blades for maximum DPS and also to refill adrenaline
  • Whirlwind Attack deals substantial damage and an evade frame.
    • With Axe/Axe it should be used defensively to move out after spiking
  • Use Bladetrail for filler damage
  • Rush can be used for repositioning or gap closing or for good single target damage
    • Don't have any foe targeted if using it for mobility

Axe/Axe

  • Whirling Axe is a massive damage spike, but be aware that dodge rolling will cancel the cast
    • Dual Strike can give you quickness before whirling, letting you spin to win faster
  • Cyclone Axe is a good small damage spike. Use this straight after swapping to the weapon for boons and a small spike
  • Throw Axe is a strong single target execute that can be used at range
  • Eviscerate is worth casting, but do not use Full Counter to reset it, as arcing slice is more valuable
    • Try not to full counter on Axe at all, it should be saved for use with greatsword


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Arete gave this build 5 stars • August 2022
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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