Spellbreaker - DPS Spellbreaker
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage, Dps and Boon removal
Designed for: WvW Zerg
Difficulty:
TBD
This build was last updated on February 23, 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 sword/axe
Template Code
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Specializations
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Greatsword
Marauder
Marauder
Sigil
Sigil
Axe
Marauder
Marauder
Axe
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Equipment Variants
- Feel free to use as much Berserker's gear as you can without dying
- trades off survivability for damage
Consumables
-
- feast option with additional power and ferocity.
Usage
Elite specialization basics
- FC is primarily an offensive skill. Avoid using it defensively unless you will die without using it
- To ensure triggers, you can briefly move into hostile enemy ground pressure.
recharges your Burst skills. Use it immediately after a burst skill refresh the cooldown.
General
- Avoid autoattacking, when weapon skills are ready - make use of
- Adrenaline generation revolves around constantly weapon swapping, to proc , and connecting your CCs and Burst skills to proc and .
- Immobilize when using a movement skill - list of movement skills in the build: , and removes
- Save to cover your cast.
Boon Removal
- Land on the enemy group while your group is in range to follow up with a spike
- Avoid overlapping with other friendly
- Communicate while casting, let your team know if it gets interrupted and whether it's available or not
(Commonly called Winds or Bubble) is the most important skill in the build, it is very important to land on the enemy group
- Land it when your group is spiking enemies to remove Stability and trap them in damage
is your best opener due to adrenaline gain from
Greatsword
- Your primary combo is , ,
- 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.
- Making good use of is critical to maximizing damage, look for any chance to get multiple ticks off
- A stow weapon keybind is very useful to cancel after enemies move out of the way
- Try to use your burst skills before for maximum DPS and also to refill adrenaline
is situational. You stand still during channel, which means hitting CC'ed, movement impaired and downed foes is the ideal setup for this ability.
- With Axe/Axe it should be used defensively to move out after spiking
deals substantial damage and an evade frame.
- Use for filler damage
- Don't have any foe targeted if using it for mobility
can be used for repositioning or gap closing or for good single target damage
Axe/Axe
- can give you quickness before whirling, letting you spin to win faster
is a massive damage spike, but be aware that dodge rolling will cancel the cast
- is a good small damage spike. Use this straight after swapping to the weapon for boons and a small spike
- is a strong single target execute that can be used at range
- Try not to full counter on Axe at all, it should be saved for use with greatsword
is worth casting, but do not use to reset it, as arcing slice is more valuable
Ratings
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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