Difference between revisions of "Spellbreaker - Strength Quickness Spellbreaker"
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Revision as of 08:03, 12 August 2024
This is a test build. You may comment and rate it.
Focused on: Burst damage, Boon removal and Mobility
Designed for: PvP Conquest
Difficulty:
Easy
This build was last updated on August 12, 2024.
Overview
A more glassy duelist/teamfighter Power Spellbreaker build made to quickly burst down cc'd targets and use mobility to its advantage.
Skill Bar
Greatsword
Staff
Utility
Slot Changes
Utility
- over - Both of these skills can be used to mitigate strike damage and break stuns. Balanced Stance is a bit weaker as a damage mitigation tool but helps way more against CC.
- If wearing you could swap Superspeed and much needed Resistance. Another option would be . Note that you might want to consider if using either of these. for for a low cd stunbreak that grants
- You can swap for for more regular healing. In teamfights this skill can more easily be interrupted.
Weapons
- Staff provides utility and additional control options at range, making it a versatile choice for both defensive and offensive plays. It's mobility adds to it's kiting potential.
- Greatsword is for damage, bursts and even more mobility to help with both disengaging and engaging opponents.
Template Code
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Specializations
Specialization Variants
can be taken instead of for better condition cleanse at the expense of damage.
can be taken for more damage output, which synergizes with . is another good option for added
Equipment
Greatsword
Sigil
Sigil
Staff
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Amulets
- amulet provides more toughness and survivability at the expense of damage.
Relics
- - Helps in condition matchups with good synergy from , if you decide to take that trait.
- - Improves crit consistency and allows for potential sigil changes. Great if you prefer a more reliable burst.
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 skills 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 settings guide. for disengaging. For more tips check out our
- Playstyle: This build is all about cc'ing opponents into massive bursts using Quickness is useful both for damaging and mobility, as it increases movemnt speed. You will want to move around in and out of fights as much as possible to both survive and deal damage. .
- Your most important damaging combo will be ⇒ and ⇒ . Remember to set up these combos and time them well in order to effectively burst targets.
- Quickness, whicn increase damage output and speed. , when the opponent is cc'd by it, and , when the opponent is pulled, also activates . These setups help you maintain
- 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.
- Example: ⇒ dodge to your target ⇒ ⇒
- Any burst skill can proc , including .
from outside melee range
- Example: ⇒ dodge to your target ⇒ ⇒
- 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.
- 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 .
Condition cleansing & general survival
- and will be used to manage condition levels before resorting to mass cleanses.
- absorbs all incoming damage for a few seconds and converts it to healing when the duration ends. Use it strategically when expecting a big spike in damage, especially if outnumbered.
- Resolution. has a block duration with a flip over skill that heals you and allies and grants
- Other Staff skills, like , , and have defensive boons and healing as well.
- Resistance which can help negate conditions like Blind, Chill, Slow, Weakness, and Immobilize. grants
- (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 some evade frames.
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 auto-attacks 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.
Ratings
Works fine, flows well, has some weaknesses but nothing major. Staff adds a nice bit of extra survivability to a more offensive Strength build.
This is actually a very solid build. While it's still niche at times, it has moments that make it shine against even the most broken specs. A version was played in the Eu MAT finals for a reason. My only complaint is it still feels glassy compared to defense, due to limited condi mitigation and not as much Resistance.
Comments
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