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Difference between revisions of "Spellbreaker - DPS Spellbreaker"

(xpac)
(reworked usage)
Line 29: Line 29:
  
 
===Weapon Variants===
 
===Weapon Variants===
'''Hammmer''' provides significant CC, Boon rip and mobility at the cost of damage from sword/axe
+
'''Hammmer''' provides significant CC, Boon rip and mobility at the cost of damage from axe/axe
  
  
Line 48: Line 48:
 
| weight = Heavy
 
| weight = Heavy
 
| stats = Marauder
 
| stats = Marauder
| rune = Superior Rune of Durability
+
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| rune-qt = 6
 
| weapon1 = Greatsword
 
| weapon1 = Greatsword
Line 64: Line 64:
  
 
===Equipment Variants===
 
===Equipment Variants===
 +
;Stats
 
* Feel free to use as much '''Berserker's''' gear as you can without dying
 
* 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
+
 
 +
;Runes
 +
* {{Rune|Superior Rune of Durability}} trades off damage for survivability
  
  
Line 74: Line 77:
  
  
==Usage==
+
==Usage==
'''Elite specialization basics'''
+
===Priorities===
* {{Skill|Full Counter}} recharges your '''Burst''' skills. Use it immediately after a burst skill refresh the cooldown.
+
;High
** FC is primarily an offensive skill. Avoid using it defensively unless you will die without using it
+
* {{Skill|Winds of Disenchantment}}
** To ensure {{skill|Full Counter}} triggers, you can briefly move into hostile enemy ground pressure.
+
* 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 {{Skill|Whirlwind Attack}} to move out after spiking
 +
** {{skill|Rush}} can be used for repositioning or gap closing
 +
*** Drop your target if using it defensively
 +
** Use {{trait|Warrior's Sprint}} to remove {{tooltip|Immobilize}} by using a movement skill
 +
*** {{skill|Whirlwind Attack}}
 +
*** {{skill|Rush}}
 +
*** {{Skill|Eviscerate}}
 +
* This builds has low active defenses
 +
** {{Skill|Balanced Stance}} gives {{Tooltip|Stability}} and makes you immune to critical hits for its duration, but is very important for protecting {{Skill|Winds of Disenchantment}}
 +
** If you think you're likely to completely die with no chance of being rezzed, use {{Skill|Balanced Stance}} to survive, but if you're likely to be rezzed by an allied {{Skill|Illusion of Life}} or {{Skill|Signet of Mercy}}, consider saving the cooldown for {{Skill|Winds of Disenchantment}} instead
  
'''General'''
 
* 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}}.
 
* {{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.
 
  
'''Boon Removal'''
+
===Detailed Explanations===
 +
====Winds of Disenchantment====
 
* {{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}} (Commonly called Winds or Bubble) is the most important skill in the build, it is very important to land on the enemy group
 
** Land {{Skill|Winds of Disenchantment}} on the enemy group while your group is in range to follow up with a spike
 
** Land {{Skill|Winds of Disenchantment}} on the enemy group while your group is in range to follow up with a spike
 
** Avoid overlapping with other friendly {{Skill|Winds of Disenchantment}}
 
** Avoid overlapping with other friendly {{Skill|Winds of Disenchantment}}
 
** Communicate while casting, let your team know if it gets interrupted and whether it's available or not
 
** Communicate while casting, let your team know if it gets interrupted and whether it's available or not
* {{skill|Break Enchantments}} is your best opener due to adrenaline gain from {{trait|Loss Aversion}}
+
* Make sure {{Skill|Balanced Stance}} is ready every time {{Skill|Winds of Disenchantment}} is and use it immediately before starting the cast to protect it
** Land it when your group is spiking enemies to remove {{Tooltip|Stability}} and trap them in damage
+
* It is worth casting {{Skill|Earthshaker}} and/or {{Skill|Savage Leap}} just to get into a better position for {{Skill|Winds of Disenchantment}}, even if they hit no enemies
  
'''Greatsword'''
+
 
* Your primary combo is {{Skill|Arcing Slice}}, {{Skill|Full Counter}}, {{Skill|Arcing Slice}}
+
====Spike damage====
* {{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|Arcing Slice}} {{to}} {{Skill|Full Counter}} {{to}} {{Skill|Arcing Slice}}
 +
** {{Skill|Full Counter}} should be used exclusively to reset the cooldown of {{Skill|Arcing Slice}}
 +
** To ensure {{skill|Full Counter}} triggers, you can briefly move into hostile enemy ground pressure.
 +
* Transition out of the {{Skill|Arcing Slice}} combo into either {{Skill|Hundred Blades}} or {{Skill|Whirling Axe}}, depending on if you can land {{Skill|Hundred Blades}} or not
 +
 
 +
 
 +
====Sustained damage====
 +
* Start fights on '''Greatsword''' use at least your {{Skill|Arcing Slice}} combo before swapping to '''Axe/Axe'''
 
* {{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.
 
* {{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.
 
** Making good use of {{Skill|Hundred Blades}} is critical to maximizing damage, look for any chance to get multiple ticks off
 
** Making good use of {{Skill|Hundred Blades}} is critical to maximizing damage, look for any chance to get multiple ticks off
 +
*** Delaying your {{Skill|Arcing Slice}} combo for {{Skill|Hundred Blades}} is worth it in low pressure situations where proccing {{Skill|Full Counter}} is not garunteed
 
** A stow weapon keybind is very useful to cancel {{Skill|Hundred Blades}} after enemies move out of the way
 
** A stow weapon keybind is very useful to cancel {{Skill|Hundred Blades}} after enemies move out of the way
** Try to use your burst skills before {{Skill|Hundred Blades}} for maximum DPS and also to refill adrenaline
+
* Use {{Skill|Rush}} for single target damage even when already in melee
* {{Skill|Whirlwind Attack}} deals substantial damage and an evade frame.
+
* Stay at the edge of the range of {{Skill|Whirling Axe}} to avoid interrupts
** With Axe/Axe it should be used defensively to move out after spiking
+
 
* Use {{skill|Bladetrail}} for filler damage
+
{{Collapsible
* {{skill|Rush}} can be used for repositioning or gap closing or for good single target damage
+
|width=85
** Don't have any foe targeted if using it for mobility
+
|;Skill priority
 +
|
 +
;Greatsword
 +
* {{Skill|Arcing Slice}}
 +
* {{Skill|Full Counter}} - only while {{Skill|Arcing Slice}} on cooldown
 +
* {{Skill|Hundred Blades}}
 +
* {{Skill|Rush}}
 +
* {{skill|Bladetrail}}
 +
* {{Skill|Whirlwind Attack}} - save to disengage
 +
 
 +
;Axe/Axe
 +
* {{Skill|Dual Strike}} - if lacking quickness
 +
* {{Skill|Whirling Axe}}
 +
* {{Skill|Eviscerate}} - only with >50% adrenaline
 +
* {{Skill|Dual Strike}} - general use
 +
* {{Skill|Cyclone Axe}}
 +
* {{Skill|Throw Axe}}
 +
}}
 +
 
 +
 
 +
====CC====
 +
* Use your CC 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)
 +
** Enemy groups moving defensively while your group is pushing
 +
* Much of your boon rip comes from CC due to the synergies between {{trait|Dispelling Force}}, {{Sigil|Superior Sigil of Absorption}} and {{trait|Enchantment Collapse}}
 +
** 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 {{Tooltip|Stability}}
 +
* Aim {{Skill|Earthshaker}} to the side of enemy groups instead of center mass to avoid damage. The AoE is large enough to still catch 5 targets.
 +
* {{Skill|Full Counter}} should be used exclusively to reset the cooldown of {{Skill|Arcing Slice}}, only use it on hammer if you will die without using it
 +
** To ensure {{skill|Full Counter}} triggers, you can briefly move into hostile enemy ground pressure.
 +
* Make use of {{Skill|Hammer Shock}} to proc {{Trait|Leg Specialist}} when you need a CC with a range higher than your other, melee range CCs
 +
* Be careful with the knockback of {{Skill|Staggering Blow}}, the skill is not worth casting if it will move enemies out of damage
 +
* {{Skill|Backbreaker}} 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
 +
 
 +
{{Collapsible
 +
|width=85
 +
|;CC priority
 +
|
 +
* {{Skill|Hammer Shock}} - while enemies have {{Tooltip|Stability}} (procs {{Trait|Leg Specialist}})
 +
* {{Skill|Earthshaker}} - only when enemies lack {{Tooltip|Stability}}
 +
* {{Skill|Full Counter}} - only when enemies lack {{Tooltip|Stability}}
 +
* {{Skill|Staggering Blow}} - only when enemies lack {{Tooltip|Stability}}
 +
* {{Skill|Backbreaker}} - only when enemies lack {{Tooltip|Stability}}
 +
* '''Sword Autoattacks''' - {{Trait|Leg Specialist}}
 +
}}
 +
 
  
'''Axe/Axe'''
+
====Boon rip====
* {{Skill|Whirling Axe}} is a massive damage spike, but be aware that dodge rolling will cancel the cast
+
* {{Skill|Break Enchantments}} is a great way to proc {{Trait|Loss Aversion}} to give you enough '''Adrenaline''' for {{Skill|Earthshaker}}
** {{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|Throw Axe}} is a strong single target execute that can be used at range
 
* {{Skill|Eviscerate}} is worth casting, but do not use {{Skill|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
 

Revision as of 00:49, 3 March 2022

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

Focused on: Strike damageDps and Boon removal

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire Builds

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=]
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

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


Consumables

    • feast option with additional power and ferocity.


Usage

Priorities

High
  • Winds of Disenchantment
  • 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 Whirlwind Attack to move out after spiking
    • Rush can be used for repositioning or gap closing
      • Drop your target if using it defensively
    • Use Warrior's Sprint to remove Immobilize Immobilize by using a movement skill
      • Whirlwind Attack
      • Rush
      • Eviscerate
  • This builds has low active defenses
    • Balanced Stance gives Stability Stability and makes you immune to critical hits for its duration, but is very important for protecting Winds of Disenchantment
    • If you think you're likely to completely die with no chance of being rezzed, use Balanced Stance to survive, but if you're likely to be rezzed by an allied Illusion of Life or Signet of Mercy, consider saving the cooldown for Winds of Disenchantment instead


Detailed Explanations

Winds of Disenchantment

  • 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
  • Make sure Balanced Stance is ready every time Winds of Disenchantment is and use it immediately before starting the cast to protect it
  • It is worth casting Earthshaker and/or Savage Leap just to get into a better position for Winds of Disenchantment, even if they hit no enemies


Spike damage

  • Arcing Slice Full Counter Arcing Slice
    • Full Counter should be used exclusively to reset the cooldown of Arcing Slice
    • To ensure Full Counter triggers, you can briefly move into hostile enemy ground pressure.
  • Transition out of the Arcing Slice combo into either Hundred Blades or Whirling Axe, depending on if you can land Hundred Blades or not


Sustained damage

  • Start fights on Greatsword use at least your Arcing Slice combo before swapping to Axe/Axe
  • 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
      • Delaying your Arcing Slice combo for Hundred Blades is worth it in low pressure situations where proccing Full Counter is not garunteed
    • A stow weapon keybind is very useful to cancel Hundred Blades after enemies move out of the way
  • Use Rush for single target damage even when already in melee
  • Stay at the edge of the range of Whirling Axe to avoid interrupts
Skill priority
Greatsword
  • Arcing Slice
  • Full Counter - only while Arcing Slice on cooldown
  • Hundred Blades
  • Rush
  • Bladetrail
  • Whirlwind Attack - save to disengage
Axe/Axe
  • Dual Strike - if lacking quickness
  • Whirling Axe
  • Eviscerate - only with >50% adrenaline
  • Dual Strike - general use
  • Cyclone Axe
  • Throw Axe


CC

  • Use your CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing
  • Much of your boon rip comes from CC due to the synergies between Dispelling Force, Sigil of Superior Sigil of Absorption and Enchantment Collapse
    • 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 Stability
  • Aim Earthshaker to the side of enemy groups instead of center mass to avoid damage. The AoE is large enough to still catch 5 targets.
  • Full Counter should be used exclusively to reset the cooldown of Arcing Slice, only use it on hammer if you will die without using it
    • To ensure Full Counter triggers, you can briefly move into hostile enemy ground pressure.
  • Make use of Hammer Shock to proc Leg Specialist when you need a CC with a range higher than your other, melee range CCs
  • Be careful with the knockback of Staggering Blow, the skill is not worth casting if it will move enemies out of damage
  • Backbreaker 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
  • Hammer Shock - while enemies have Stability Stability (procs Leg Specialist)
  • Earthshaker - only when enemies lack Stability Stability
  • Full Counter - only when enemies lack Stability Stability
  • Staggering Blow - only when enemies lack Stability Stability
  • Backbreaker - only when enemies lack Stability Stability
  • Sword Autoattacks - Leg Specialist


Boon rip

  • Break Enchantments is a great way to proc Loss Aversion to give you enough Adrenaline for Earthshaker


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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