破法者 Spellbreaker - DPS Spellbreaker (GvG)
此配装转载自 https://metabattle.com/wiki/Build:Spellbreaker_-DPS_Spellbreaker(GvG)
该配装最后更新于:12 月 14, 2023;并已与以下版本同步:3 月 19, 2024 patch.
概述 Overview
A Spellbreaker build for WvW. Combines high personal damage, good personal survivability and extreme boonrip.
技能 Skill Bar
巨剑
Axe/Axe
Utility
Variants
- Weapons
巨锤 provides significant CC, Boon rip and mobility at the cost of damage from axe/axe
- Skills
- ⇒ , 或
- - for revealing
模板代码 Template Code
[&DQIEGzM6PRcpDwAAagAAACcWAACyAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
特性 Specializations
- Variant
- on 巨锤
装备 Equipment
头部
Marauder
Marauder
肩膀
Marauder
Marauder
上衣
Marauder
Marauder
手套
Marauder
Marauder
腿部
Marauder
Marauder
足部
Marauder
Marauder
背部
Marauder
Marauder
饰品
Marauder
Marauder
饰品
Marauder
Marauder
项链
Marauder
Marauder
戒指
Marauder
Marauder
戒指
Marauder
Marauder
巨剑
Marauder
Marauder
法印
法印
利斧
Marauder
Marauder
利斧
Marauder
Marauder
法印
法印
符文
x6
x6
灌注
x18
x18
Relic
装备变体 Equipment Variants
- Stats
- Feel free to use as much Berserker's gear as you can without dying
- Relics
- Sigils
- Sigils can be swapped around to any weapon per personal preference
- - for 巨锤
- - for 巨锤
消耗品 Consumables
- feast option with additional power and ferocity.
使用说明 Usage
Priorities
- High
- Spike Damage
- Moderate
- Sustained damage
- CC - with 巨锤
- 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 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 或 ,consider saving the cooldown for instead
Active defense priority
- - for stunbreaking (if applicable)
- - for stunbreaking
- - for Immobilize
- - for 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.
- Transition out of the combo into either 或 ,depending on if you can land or not
- If your adrenaline is too low, use to activate
Sustained damage
- Start fights on 巨剑 use at least your combo before swapping to Axe/Axe
- 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
- Making good use of is critical to maximizing damage, look for any chance to get multiple ticks off
- Use :single target damage even when already in melee
- Stay at the edge of the range of to avoid interrupts
Skill priority
- 巨剑
- - only while on cooldown
- - save to disengage
- Axe/Axe
- - if lacking quickness
- - only with >50% adrenaline
- - general use
CC - for Hammer
Show
- 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
- Your group calls a spike:
- Much of your boon rip comes from CC due to the synergies between , 和
- 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
- 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: