Spellbreaker - Greatsword Spellbreaker Roamer
This is a test build. You may comment and rate it.
Focused on: Strike damage, Control and Mobility
Designed for: WvW Roaming
Overview
A high damage Power Spellbreaker WvW roaming build with great mobility, featuring the Greatsword. This version of GS Spellbreaker takes the Strength specialization for maximum burst damage while relying on Staff for sustain. Not playing Defense makes it a bit harder to play than other builds.
Skill Bar
Skill Variants
Weapons
- Dagger/Shield over Staff - GS/Dagger is the more traditional way of playing Spellbreaker in WvW, but it's currently being overshadowed by Staff. This is a way higher pressure set with unblockable boon removal and more CC, but your sustain will be considerably lower on it. Going for
Defense to make up for the loss of Staff is worth considering.
Template Code
Specializations
Variants
Resistance source you can get so blinds don't destroy you. Taking Peak Performance is yet another cut to your Resistance uptime.
offers even better damage, but as a Warrior you should grab any - Take if you want to have a bit more sustain.
- can make it easier to land your burst.
Variants
- gives you more condi cleanse but makes it harder to kill some of the high sustain, boon focused builds. Without Dagger's boon removal that could soften up enemies, you rely a lot more on raw damage to overpower other roamers in WvW.
Specialization Variants
Defense over
Strength also works. This is a more sustain focused version of the build:
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Dragon
Dragon
Dragon
Demolisher
Demolisher
Demolisher
Berserker
Berserker
x6
x18
Equipment Variants
Stats
- You can replace the
Dragon pieces with
Marauder for higher crit chance, improving your consistency but lowering your burst potential slightly.
Runes
- - mix of defense and offense.
- - higher crit chance, lower burst potential.
- - better sustain without sacrificing much damage.
Relics
- - CD reductions give you more of everything, especially sustain.
- - passive damage boost that's easy to maintain.
Consumables
Food options
- - passive damage mitigation and great stats.
- Budget version:
- a very strong defensive option which improves your endurance regen and adds a bit more damage. Even has synergy with dodge related traits.
Utility
- or .
Usage
Elite specialization basics
- (FC) recharges your Burst skills and . Try to use it FC when you can reset their cooldowns, 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 the best defensive and offensive skill in the build as it blocks, evades, grants
Stability and performs an unblockable AoE damage/CC attack when triggered.
- Both burst skills and Full Counter cost adrenaline. If you only need a little more till you can use them then can get you there.
General
- Settings: disable auto targeting, otherwise it'd be impossible to use skills like
- For more tips check out our settings guide.
for disengaging.
- Playstyle: this build is all about weaving hard hitting skills into chains of block and evade frames while tethering yourself to the target with
- Any burst skill can proc , including .
- , , and are your main damaging skills, everything else is basically a filler or something that's used to set up burst / survive enemy burst.
as often as possible. The combos aren't set in stone, rather you'll need to adapt based on what CDs are available. Minimize melee contact, 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.
- CCing a target removes a boon and deals damage/grants adrenaline via .
- Thanks to
Daze or
Stun a target you also
Immobilize them. This is especially useful with which dazes targets and then recharges your burst skills, perfectly setting up your followup.
whenever you
- All movement skills remove the Immobilized condition - list of movement skills in the build:
- Greatsword: and . These two skills also provide excellent mobility both in and out of combat.
- Staff: and .
- If taken Dagger/Shield: , , and the burst skill . The Dagger skills are also excellent gap closers.
- Rampage: , , and .
- Utility:
Burst combo examples
WvW builds don't really have rotations, how you use your skills always depends on the circumstances. These are just a few ideas for sequencing that maximize damage while minimizing your window of vulnerability in melee.
GS to Staff:
- from outside melee range.
- Dodge towards the target in order to safely get into melee range, or to get rid of
Blind by making consume the Blind insead of it causing the next step to miss.
- Weapon swap into
CC focused:
Immobilize and to reset Arcing Slice.
for the - while the Immob lasts.
- Weapon swap into
Staff to GS
Conditon cleansing & general survival
- Mobility is a major part of your survivability. Both sets have several mobility skills, then there's also (which is especially great because it's also evading attacks while building distance) and even your elite skill. Whenever damage is starting to overwhelm you or you don't have your defensive CDs at the ready, feel free to leave melee range until it's safe again.
- Almost every Staff skill has some healing attached to it, making this set excellent at recovering your lost HP especially while you're briefly outranging your opponents. It's fine to use your Staff skills including just to heal up, even if you don't hit an enemy.
- While can cover quite the distance, you don't always want to aim it far even when running away. The healing and boons are only applied upon reaching the destination - on low HP you might even get killed by a ranged build or conditions before the skill could end. The closer you aim it to your feet, the sooner you'll get healed and protected by boons.
- isn't just an anti-CC skill, it also mitigates direct damage by giving you immunity to critical hits.
- You can use it more as a cleansing tool as long as your other stunbreak is not on CD.
(SIO) is both a stunbreak and a source of condition removal.
- In condition matchups you should consider holding onto Mending for longer, especially when SIO is on CD. Use it mainly as a source of cleansing, unless you get dangerously low on health.
cleanses 5 conditions and should be used pretty much on CD, assuming you're missing a large chunk of health or need to deal with conditions.
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 autoattacks 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.
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