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Difference between revisions of "Spellbreaker - Staffbreaker Roamer"

(Created page with "{{Build | profession = Warrior | specialization = Spellbreaker | designed for = WvW Roaming | focus = strike damage, control, sustain, mobility | rating = test | difficulty =...")
 
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* {{Relic|Relic of the Daredevil}} - more consistency on your hard hitting skills.
 
* {{Relic|Relic of the Daredevil}} - more consistency on your hard hitting skills.
  
* {{Relic|Relic of Isgarren}} - higher burst potential.
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* {{Relic|Relic of Isgarren}} - good option for bonus damage if you can't get Relic of the Stormsinger.
<!--'''Sigils'''
 
 
 
You're free to experiment with the sigils, various combinations have their pros and cons. We've arrived at the current setup because:
 
* Hydromancy makes the most sense on a weapon you swap to when you're already in melee, so going from melee to '''ranged''' set.
 
* Vision doesn't have to be on Spear to cover spear's highest damage ability. You can cast {{Skill|Spearmarshal's Support}} right before a weapon swap to Dagger and the entire sequence will crit, while Dagger has several skills that benefit from it too.
 
* Dodging has several synergies tied to it so we definitely wanted to include and Energy sigil. Spear also has lots of evade frames so we moved it to Dagger.
 
* Cleansing had to go somewhere, so Spear it is.
 
 
 
Other sigil combinations would also be fine:
 
* Moving Vision to Spear would go well with Hydromancy in creating a burst window after weapon swapping. With Energy/Cleansing on the Dagger set both sets bring strong defensive and offensive value.
 
* You could even swap those around. Having Energy/Cleansing on Spear would creat a very strong defensive set while Vision/Hydromancy would prop up your Dagger burst even more, if you prefer that playstyle.-->
 
 
 
  
 
'''Runes'''
 
'''Runes'''
* {{Rune|Superior Rune of the Scholar}} - higher damage.
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* {{Rune|Superior Rune of the Scholar}} - higher burst damage but with lower consistency.
 
 
* {{Rune|Superior Rune of the Brawler}} - better sustain without sacrificing much damage.
 
  
  
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==Usage==
 
==Usage==
To be added<!--
 
 
'''Elite specialization basics'''
 
'''Elite specialization basics'''
  
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* Staff is your defensive set, the only truly dangerous ability with good damage here is {{Skill|Path to Victory}}.
 
* Staff is your defensive set, the only truly dangerous ability with good damage here is {{Skill|Path to Victory}}.
 
* While Spear is the more offensive set, it's also fairly high on sustain thanks to multiple evade frames and CC skills.
 
  
 
* {{Trait|Fast Hands}} 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.
 
* {{Trait|Fast Hands}} 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.
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** '''Staff:''' {{Skill|Valiant Leap}} and {{Skill|Line Breaker}}.
 
** '''Staff:''' {{Skill|Valiant Leap}} and {{Skill|Line Breaker}}.
 
** '''Dagger/Shield:''' {{Skill|Breaching Strike}}, {{Skill|Aura Slicer}} and {{Skill|Shield Bash}}.
 
** '''Dagger/Shield:''' {{Skill|Breaching Strike}}, {{Skill|Aura Slicer}} and {{Skill|Shield Bash}}.
** '''Spear:''' {{Skill|Spear Swipe}}.
 
 
** '''Rampage:''' {{Skill|Kick (Rampage)}}, {{Skill|Dash}}, and {{Skill|Seismic Leap}}.
 
** '''Rampage:''' {{Skill|Kick (Rampage)}}, {{Skill|Dash}}, and {{Skill|Seismic Leap}}.
 
** '''Utility:''' {{Skill|Bull's Charge}}
 
** '''Utility:''' {{Skill|Bull's Charge}}
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'''Survival'''
 
'''Survival'''
 
* Almost every single Staff skill has some healing attached to it.
 
* Almost every single Staff skill has some healing attached to it.
 
* Spear is great at evading attacks. {{Skill|Harrier's Toss}} {{to}} {{Skill|Full Counter}} {{to}} {{Skill|Harrier's Toss}} {{to}} {{Skill|Spear Swipe}} gives you 4 evade frames in a row while doing damage and CC.
 
  
 
*{{Trait|Brawler's Recovery}}, {{Sigil|Superior Sigil of Cleansing}}, {{Trait|Cleansing Ire}} and {{Trait|Warrior's Sprint}} will be used to manage condition levels before resorting to mass cleanses.
 
*{{Trait|Brawler's Recovery}}, {{Sigil|Superior Sigil of Cleansing}}, {{Trait|Cleansing Ire}} and {{Trait|Warrior's Sprint}} will be used to manage condition levels before resorting to mass cleanses.
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* {{Skill|Balanced Stance}} isn't just an anti-CC skill, it also mitigates direct damage by giving you immunity to critical hits.
 
* {{Skill|Balanced Stance}} isn't just an anti-CC skill, it also mitigates direct damage by giving you immunity to critical hits.
  
* ''If taken'' {{Skill|Mending}} 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.
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* {{Skill|Mending}} 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.
 
 
* ''If taken'' {{Skill|Defiant Stance}} can bail you out against any type of damage you're facing, but it's more of a last resort option.
 
** Try not to overlap it with {{Skill|Balanced Stance}}, as the damage reduction from DS can result in less healing, and overlapping 2 damage mitigation tools in general is just a waste of CDs. Granted you can't actually use Defiant Stance while stunned, so if Balanced Stance is your only available stunbreak then using both is better than dying.
 
  
 
* {{Trait|Adrenal Health}} provides a steady stream of healing as long as you're landing those Burst skills (F1-F2).
 
* {{Trait|Adrenal Health}} provides a steady stream of healing as long as you're landing those Burst skills (F1-F2).
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*{{Skill|Throw Boulder}} is a popular opener, allowing you to CC targets from range and then either follow up with {{Skill|Dash}} for burst damage or {{Skill|Seismic Leap}} to keep the CC chain rolling.
 
*{{Skill|Throw Boulder}} is a popular opener, allowing you to CC targets from range and then either follow up with {{Skill|Dash}} for burst damage or {{Skill|Seismic Leap}} to keep the CC chain rolling.
-->
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==Related Builds==
 
==Related Builds==
 
* [[Build:Spellbreaker_-_Duelist_Staffbreaker|Spellbreaker - Duelist Staffbreaker]] - sPvP version of the build.
 
* [[Build:Spellbreaker_-_Duelist_Staffbreaker|Spellbreaker - Duelist Staffbreaker]] - sPvP version of the build.

Revision as of 16:03, 16 February 2025

This is a test build. You may comment and rate it.

Focused on: Strike damageControlSustain and Mobility

Designed for: WvW Roaming

Expansions required: Path of Fire BuildsSecrets of the Obscure buildsJanthir Wilds builds

Difficulty:
Easy
This build was last updated on February 16, 2025.

Overview

Staffbreaker is a more defensive take on Spellbreaker for WvW roaming, adding extra sustain to the usual formula without sacrificng too much damage. Staff itself is a rather versatile weapon that's good for more than just healing, as it has plenty of mobility and even some CC. While the build's main focus is dueling, if you end up roaming in a group Staff can also provide support for others.

In terms of damage Dagger does the heavy lifting here, bringing solid pressure to the table not just in form of damage, but also unblockable attacks, CC and boon removal.


Skill Bar

Dagger/Shield
Staff
Utility


Template Code

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Specializations

Variants

  • Shield Master could be useful against ranged enemies, as both sets have access to blocking skills.

Variants

  • Destruction of the Empowered could be a significant damage increase if you can afford to play with fewer cleanses.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Demolisher
Ring
Demolisher
Ring
Demolisher
Dagger
Berserker
Shield
Berserker
Sigil
Sigil
Staff
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Relics

  • Relic of Rivers - better CD recovery and a bit of extra healing. Decent defensive choice even after the nerfs.
  • Relic of the Daredevil - more consistency on your hard hitting skills.
  • Relic of Isgarren - good option for bonus damage if you can't get Relic of the Stormsinger.

Runes

  • Rune of Superior Rune of the Scholar - higher burst damage but with lower consistency.


Consumables

Food options

  • - a very strong defensive option which improves your endurance regen and adds a bit more damage. Highly recommended due to relic and trait synergy.
    • Budget version:
  • - passive damage mitigation and great stats.


Utility

  • or .


Usage

Elite specialization basics

  • Full Counter (FC) recharges your Burst skills Path to Victory and Harrier's Toss. Always try to use it when you can refresh their duration, 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, cast it in the middle of an enemy's attack animation, etc.
  • FC is both one of the best defensive and offensive skill in the build as it blocks, evades, grants Stability Stability, and performs an unblockable AoE CC attack when triggered.
  • Both burst skills and Full Counter cost adrenaline. If you only need a little more until you can use them then Versatile Rage with a weapon swap can get you there.


General

  • Settings: disable auto targeting, otherwise it'd be impossible to use skills like Bull's Charge for disengaging. For more tips check out our settings guide.
  • Playstyle: this build is all about weaving hard hitting skills into chains of block and evade frames while tethering yourself to the target with Magebane Tether 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 whenever you can't outdamage your opponent, dodge/block/evade as many things as possible, and spike targets when an opening shows.
  • Any burst skill can proc Magebane Tether, including Full Counter.
  • Staff is your defensive set, the only truly dangerous ability with good damage here is Path to Victory.
  • Fast Hands 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.
  • Despite its range Bull's Charge is best used in melee to make it harder to react to.
  • CCing a target removes a boon and deals damage/grants adrenaline via Loss Aversion.
  • All movement skills remove the Immobilize Immobilized condition - list of movement skills in the build:
    • Staff: Valiant Leap and Line Breaker.
    • Dagger/Shield: Breaching Strike, Aura Slicer and Shield Bash.
    • Rampage: Kick (Rampage), Dash, and Seismic Leap.
    • Utility: Bull's Charge
  • No Escape briefly roots enemies in place after you CC them. This turns skills like Full Counter and Disrupting Stab into great setup tools for your hard hitting abilities such as Breaching Strike or Impale (warrior sword).


Survival

  • Almost every single Staff skill has some healing attached to it.
  • Brawler's Recovery, Sigil of Superior Sigil of Cleansing, Cleansing Ire and Warrior's Sprint will be used to manage condition levels before resorting to mass cleanses.
  • Burst skills cleanse conditions whenever they strike thanks to Cleansing Ire.
    • Getting Blind Blinded could make your Burst skill miss and thus the condition cleansing won't happen which is rather awkward. Dodge rolling however grants Resistance Resistance via Resilient Roll which renders Blind Blind ineffective, increasing the chance of a successful Cleansing Ire proc.
  • Balanced Stance isn't just an anti-CC skill, it also mitigates direct damage by giving you immunity to critical hits.
  • Mending 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.
  • Adrenal Health provides a steady stream of healing as long as you're landing those Burst skills (F1-F2).
  • "Shake It Off!" (SIO) is both a stunbreak and a source of condition removal for you and your team.
  • Kite, a LOT. You want to run out of harm's way using mobility skills as much as possible before resorting to major defensive CDs.
  • Bull's Charge is great if you want to run away from pressure as it can build quite the gap while providing an evade frame.


Rampage

  • 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 Magebane Tether just before using your elite.
  • CC skills barely do any damage anymore, most of the damage in this form comes from autoattacks and Dash.
  • Throw Boulder is a popular opener, allowing you to CC targets from range and then either follow up with Dash for burst damage or Seismic Leap to keep the CC chain rolling.


Related Builds


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Hanz gave this build 5 stars • February 2025
Probably the best Spellbreaker build in roaming atm. I'm still on the fence about it being a 4 or a 5, but I do consider it to be better than the rest and I've had a lot of success testing it this weekend. It's not broken by any means, you actually have to work hard to get kills against high sustain specs and play well to survive against high burst, but you CAN win those with a bit of practice. Mobility is amazing, damage is decent, CC and boon removal are great.

Comments

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