Spellbreaker - Power Greatsword DPS
The community gave this build a rating, making it top-tier: Great
Focused on: Direct damage
Designed for: Raids and Fractals
Difficulty:
TBD
This build was last updated on July 04, 2023 and is up to date for the October 8, 2024 patch.
Overview
A Spellbreaker build using Greatsword. Compared to the Hammer build, this misses out on survivability, CC, boonrip and sustained damage, but has better burst and the Tactics line means it can offer some incidental Might to your subgroup.
Skill Bar
Greatsword
Dagger/Axe
Utility
Template Code
[&DQIEHws1PT2nAKcArQCtAK8ArwCpAKkAnRadFgAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Equipment
Head
Berserker
Berserker
Shoulders
Berserker
Berserker
Chest
Berserker
Berserker
Hands
Berserker
Berserker
Legs
Berserker
Berserker
Feet
Berserker
Berserker
Backpiece
Berserker
Berserker
Accessory
Berserker
Berserker
Accessory
Berserker
Berserker
Amulet
Berserker
Berserker
Ring
Berserker
Berserker
Ring
Berserker
Berserker
Greatsword
Berserker
Berserker
Sigil
Sigil
Dagger
Berserker
Berserker
Axe
Berserker
Berserker
Sigil
Sigil
Rune
x6
x6
Infusion
x17
x17
Infusion
x1
x1
- This setup is optimised around maximising damage during your burst and so assumes five stacks of and no precision from . Other setups may be more DPS in practise.
Consumables
Food
- or ascended versions
Utility
Usage
Start on Greatsword
Opener
- to trigger
- - grants a stack of each pulse even if the target has no boons
- to trigger and
- for the ferocity buff and to immediately gain adrenaline - as we have extra stacks of Attacker's Insight from Winds of Disenchantment we won't miss crit chance, and the signet comes off cooldown just as our stacks begin to expire
- Weapon Swap
Dagger/Axe section
- - this is interchangeable with Dual Strike, but as it is a priority skill we use it first to prevent us interrupting Dual Strike
- ⇒ ⇒ x3
- Weapon Swap
Greatsword section
- - Make sure the final hit goes through
- ⇒ ⇒ x2
- Weapon Swap
- Return to start of Dagger/Axe section
General Tips
Ratings
Sadly outclassed by the hammer build, greatsword offers better burst and the option to support your team with the tactics traitline, but buffs to other classes have left this one languishing.
This may not be meta, but it's still truly a really good build. I've been playing it for a long time and it's still enjoyable and effective.
I don't give it 5 stars due the fact that some skills can sometimes be a bit risky. It turns more evident when doing part of the rotation on a small arena.
Another minor issue would be the fact that disrupting stab is really easy to cancel. It may not be much but it reduces the output damage.
Not sure why this build is being hindered by ratings from 4 years ago. It's a solid DPS build now. No qualms about using it.
A decent power DPS build with good CC, but this build's poor burst and reliance on well-timed Full Counters make it inferior to the best power classes. I wouldn't recommend it unless you really enjoy playing Spellbreaker.
Updated the M/A+A/D rotation due to the 6s Peak Performance change. Not 100% perfect but a good indicator of the rotation you should aim for. One thing that isn't included for example is to try and stow the axe auto chain.
Updating the rating to 4/5 based on the new rating score of "viable build, good in all situations and well made guide". This build isn't optimal anywhere, but it is a viable power build to run if you enjoy playing it. The main issue with the build is that it's burst is very low for being a power build.
A very good build with great damage and fairly easy rotations and great inherent survivability to boot, and good CC as well, though it's missing the Greatsword/ Mace+Axe variant which is basically the Greatsword variant without relying on Full Counter but relying on Mace for Attacker's Insight instead. Whirling Axe and/or Hundred Blades are very good for when you need to burst something down quickly, making this a decent choice for fractals.
My only issue is the lack of a good ranged weapon for Power Warrior - this can make some encounters a bit harder, while you should generally be in melee range melee-only specs are punished notably more by things like boss-centred AoE such as in Volcanic, where as specs with range, even if it's only 300, have a much easier time doing damage when they have to get out of that AoE to avoid damage, though this shouldn't discourage anyone from trying.
Comments
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