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Spellbreaker - DPS Spellbreaker

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. 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 19, 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
Sword/Axe
Utility


Skill Variants

    • "Shake It Off!" for more access to stunbreaks and AoE cleanse.
    • Endure Pain over Berserker Stance if conditions are not an issue.


Template Code

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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
Sword
Marauder
Axe
Marauder
Sigil
Sigil
Rune
x6



Consumables

    • feast option with additional power and ferocity.


Usage

Elite specialization basics

  • 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.
  • To ensure 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 both a defensive and an offensive skill in the build as it blocks, evades, grants Stability Stability, Resistance Resistance, and performs an unblockable AoE damage/CC attack when triggered.

General

  • This build focuses on close range damage dealing, heavy crowd control and boon removal.
  • 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.
  • Fast Hands keeps gameplay rather fast paced with minimal downtime.
  • Warrior's Sprint removes Immobilize Immobilize when using a movement skill - list of movement skills in the build: Whirlwind Attack, Rush and Eviscerate.
  • Balanced Stance will be saved for Winds.

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 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.
  • 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.
    • This skill moves with your character. Be mindful not to accidentally cancel it with dodge rolls or skills as it must be channelled.
  • 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.
  • 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.
  • 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.
  • Break Enchantments will be 100% your opener whenever you get in melee range, for the huge adrenaline it provides thanks again Loss Aversion, and the damage boost with Attacker's Insight. Besides that, it will be used on engages and re-engages for the spike boonrip it provides.

Greatsword

  • Arcing Slice will be spammed off cooldown for massive damage. Since it grants Fury Fury, expect to get corrupted and Blind Blind, thought you can easily cover it, by having Resistance Resistance or throwing another skill in the mix, before casting your next burst skill.
    • our primary damage spike is Arcing Slice, Full Counter, Arcing Slice for a quick and painful spike.
  • 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. 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.
    • 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. Should NOT be used only for its mobility function.
  • Use Bladetrail for filler damage.
  • Rush will be used mostly for repositioning or gap closing, fastly covering a large distance. Also usable 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 your 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.


Videos


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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