Difference between revisions of "Spellbreaker - DPS Spellbreaker"

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| weapon3 = Hammer
 
| weapon3 = Hammer
 
| weapon4 =  
 
| weapon4 =  
| sigil3 = Superior Sigil of Bloodlust
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| sigil3 = Superior Sigil of Absorption
| sigil4 = Superior Sigil of Energy
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| sigil4 = Superior Sigil of Nullification
 
| infusion1 = Mighty WvW Infusion
 
| infusion1 = Mighty WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
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;Sigils
 
;Sigils
* Change Vision/Hydromancy weapon to personal preference
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* {{Sigil|Superior Sigil of Energy}}
* {{Sigil|Superior Sigil of Force}}
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* {{Sigil|Superior Sigil of Bloodlust}}
* {{Sigil|Superior Sigil of Absorption}} - for '''Hammer'''
 
* {{Sigil|Superior Sigil of Nullification}} - for '''Hammer'''
 
  
  

Revision as of 15:20, 25 October 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 October 25, 2022 and is up to date for the March 19, 2024 patch.

Overview

A Spellbreaker build for WvW. Combines high personal damage, good personal survivability and extreme boonrip.


Skill Bar

Greatsword
Hammer
Utility


Variants

Weapons
  • Hammer Axe/Axe significantly better spike damage, but drops most CC and a lot of mobility
Utilities


Template Code

[&DQIEGzM6PRcpDwAAagAAACcWAACyAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variant
  • on Axe/Axe


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
Hammer
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
  • trades off damage for survivability
Sigils


Consumables

    • feast option with additional power and ferocity.


Usage

Priorities

High
  • Spike Damage
Moderate
  • Sustained damage
  • CC
Low
  • Boon rip


Surviving

  • This build has moderate passive defense
  • This build has high mobility skill access
    • Use to move out after spiking
    • can be used for repositioning or gap closing
      • Drop your target if using it defensively
  • This builds has low active defenses
    • gives Stability Stability and makes you immune to critical hits for its duration, but is very important for protecting
    • If you think you're likely to completely die with no chance of being rezzed, use to survive, but if you're likely to be rezzed by an allied or , consider saving the cooldown for instead
Active defense priority
  • - for stunbreaking
  • - for stunbreaking
  • - for Immobilize Immobilize
  • - for Immobilize Immobilize
  • Dodge
  • - general use
  • - general use


Detailed Explanations

Spike damage

    • should be used exclusively to reset the cooldown of
    • To ensure triggers, you can briefly move into hostile enemy ground pressure.
  • If your adrenaline is too low, use to activate


Sustained damage

  • 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 is critical to maximizing damage, look for any chance to get multiple ticks off
      • Delaying your combo for is worth it in low pressure situations where proccing is not guaranteed
    • A stow weapon keybind is very useful to cancel after enemies move out of the way
  • Use for single target damage even when already in melee
Skill priority
Greatsword
  • - only while on cooldown
  • - save to disengage
Hammer


CC

  • Use your CC when:
    • Your group calls a spike:
      • Winds -
      • Wells - +
      • Shades -
      • Traps - +
    • 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 , and
    • 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 to the side of enemy groups instead of center mass to avoid damage. The AoE is large enough to still catch 5 targets.
  • should be used exclusively to reset the cooldown of , only use it on hammer if you will die without using it
    • To ensure triggers, you can briefly move into hostile enemy ground pressure.
  • Be careful with the knockback of , the skill is not worth casting if it will move enemies out of damage
  • 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


Boon rip

  • Land on the enemy group while your group is in range to follow up with a spike
    • Communicate while casting, let your team know if it gets interrupted and whether it's available or not
    • Make sure is ready every time is and use it immediately before starting the cast to protect it
    • It is worth casting just to get into a better position for , even if it hits no enemies
  • is a great way to proc to give you enough Adrenaline for


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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