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Spellbreaker


Xelvas.5784

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> @"melandru.3876" said:

> > @"Lan Deathrider.5910" said:

> > > @"IWAY.8231" said:

> > > spellbreaker trait 1-1-2.

> > >

> > > anything other than that is some bork bork hocus pocus. or not even hocus pocus. bork bork.

> >

> > Well 1-3-2 if you run dagger MH or OH. Strength for Forceful Greatsword (50% chance for might on crit) + Might Makes Right, Discipline for Axe Training, and Axe/Dagger, Dagger/Axe would have high damage and high sustain.

>

> any average skilled warrior will just kite you to death using greatsword. he would out-move you. outdmg you and out sustain you

 

Except that you would run that with Might Makes Right as well or Adrenal health for similar sustain. Axe Main hand has higher damage than GS (Excluding Arc Divider, but then a Spellbreaker should win that matchup easy regardless of weapon set used by either party).

 

As for melee kiting melee :trollface:

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> @"IWAY.8231" said:

> > @"ProverbsofHell.2307" said:

> > > @"IWAY.8231" said:

> > > > @"ProverbsofHell.2307" said:

> > > > > @"IWAY.8231" said:

> > > > > spellbreaker trait 1-1-2.

> > > > >

> > > > > anything other than that is some bork bork hocus pocus. or not even hocus pocus. bork bork.

> > > >

> > > > That is so so wrong.

> > >

> > > 1-1-2 spellbreaker can function VERY well in Zerg fighting and can do just fine in Solo/little group roaming.

> > >

> > > you just need to use the RIGHT weapons (and that's not Dagger(s) or Hammer).

> > >

> > > you can even go ULTRA glassy (all zerkers + PRecision&Ferocity runes).

> >

> > Spellbreaker's purpose is boonstrip, CC and utility. There's no sense in going damage-variant spellbreaker (there USED to be, when you could drop bubble + attack, this used to be very strong). Nowadays Hammer is THE weapon for spellbreaker, and you should be using No Escape (this turns Full Counter and Hammer Stun in a 5 man immob, strip and daze/stun). The end trait should be Enchant Collapse (more strips). Revenge Counter was strong prior to the Full Counter 66% damage nerf.

> >

> > If you want to go damage, you should be Berserker. Spellbreaker can't even dream of doing Berserker levels of damage in zerg fight. On the other hand, Spellbreaker is the superior duelist (not with a hammer for this version).

>

> yeah, damage went down 33% and suddenly they are useless.

>

> you don't obviously notice how that damage reduction is somehow patched by using the right sigils.

>

> so yeah, carry on with that mentality. lel.

 

It was a 66% damage nerf. I went from delivering 10-12k full counter per target, to about 4k.

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> @"Lan Deathrider.5910" said:

> > @"melandru.3876" said:

> > > @"Lan Deathrider.5910" said:

> > > > @"IWAY.8231" said:

> > > > spellbreaker trait 1-1-2.

> > > >

> > > > anything other than that is some bork bork hocus pocus. or not even hocus pocus. bork bork.

> > >

> > > Well 1-3-2 if you run dagger MH or OH. Strength for Forceful Greatsword (50% chance for might on crit) + Might Makes Right, Discipline for Axe Training, and Axe/Dagger, Dagger/Axe would have high damage and high sustain.

> >

> > any average skilled warrior will just kite you to death using greatsword. he would out-move you. outdmg you and out sustain you

>

> Except that you would run that with Might Makes Right as well or Adrenal health for similar sustain. Axe Main hand has higher damage than GS (Excluding Arc Divider, but then a Spellbreaker should win that matchup easy regardless of weapon set used by either party).

>

> As for melee kiting melee :trollface:

 

yes melee kiting melee is a thing

if you believe that two warriors will stand to face to face and trade blows untill one is down, then i have bad news for you.

 

might makes right is of zero issue, you need to land hits for it to be worthwile.

 

axe/dagger and dagger/axe is a memebuild. if you die to that you'd die to anyother build including sword/swors and rifle/longbow.

 

 

any half brained warrior would make you waste every single hit, whirlwind attack is what wins fights. weapon stowing and using whirlwind at the exact needed time makes average warriors cry in frustration.

dagger/shield + greatsword or axe/shield + greatsword for core are not without reason the best pvp set-ups

 

also taking revenge counter instead of magebane tether, you do realize the warriors sustain (and burst) comes from landing magebane, right?

forceful greatsword or not, how do you even plan on gaining 10+ might stacks?

 

without magebane tether, might makes right is simply not worth it. as we have seen in the pvp meta, as we have seen in the wvw meta

 

 

giving even more advantage to a greatsword, he has the mobility to out-range you, and trigger the magebane pull on you, forcing you to use a stunbreak.

you can not evade the pull, it goes through evade frames (test it on daggerstorm, surge of mist, unrelenting assault)

while gaining 24 might stacks in the progress (8*3) 24 times might makes right

 

 

 

 

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> @"ProverbsofHell.2307" said:

> > @"IWAY.8231" said:

> > > @"ProverbsofHell.2307" said:

> > > > @"IWAY.8231" said:

> > > > > @"ProverbsofHell.2307" said:

> > > > > > @"IWAY.8231" said:

> > > > > > spellbreaker trait 1-1-2.

> > > > > >

> > > > > > anything other than that is some bork bork hocus pocus. or not even hocus pocus. bork bork.

> > > > >

> > > > > That is so so wrong.

> > > >

> > > > 1-1-2 spellbreaker can function VERY well in Zerg fighting and can do just fine in Solo/little group roaming.

> > > >

> > > > you just need to use the RIGHT weapons (and that's not Dagger(s) or Hammer).

> > > >

> > > > you can even go ULTRA glassy (all zerkers + PRecision&Ferocity runes).

> > >

> > > Spellbreaker's purpose is boonstrip, CC and utility. There's no sense in going damage-variant spellbreaker (there USED to be, when you could drop bubble + attack, this used to be very strong). Nowadays Hammer is THE weapon for spellbreaker, and you should be using No Escape (this turns Full Counter and Hammer Stun in a 5 man immob, strip and daze/stun). The end trait should be Enchant Collapse (more strips). Revenge Counter was strong prior to the Full Counter 66% damage nerf.

> > >

> > > If you want to go damage, you should be Berserker. Spellbreaker can't even dream of doing Berserker levels of damage in zerg fight. On the other hand, Spellbreaker is the superior duelist (not with a hammer for this version).

> >

> > yeah, damage went down 33% and suddenly they are useless.

> >

> > you don't obviously notice how that damage reduction is somehow patched by using the right sigils.

> >

> > so yeah, carry on with that mentality. lel.

>

> It was a 66% damage nerf. I went from delivering 10-12k full counter per target, to about 4k.

 

wat? lel.

 

i was on full zerkers with damage augmented runes prepatch and full counter was maxed @ 7k. in wvwvw.

 

what you talking about?

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> @"ProverbsofHell.2307" said:

> > @"IWAY.8231" said:

> > > @"ProverbsofHell.2307" said:

> > > > @"IWAY.8231" said:

> > > > > @"ProverbsofHell.2307" said:

> > > > > > @"IWAY.8231" said:

> > > > > > spellbreaker trait 1-1-2.

> > > > > >

> > > > > > anything other than that is some bork bork hocus pocus. or not even hocus pocus. bork bork.

> > > > >

> > > > > That is so so wrong.

> > > >

> > > > 1-1-2 spellbreaker can function VERY well in Zerg fighting and can do just fine in Solo/little group roaming.

> > > >

> > > > you just need to use the RIGHT weapons (and that's not Dagger(s) or Hammer).

> > > >

> > > > you can even go ULTRA glassy (all zerkers + PRecision&Ferocity runes).

> > >

> > > Spellbreaker's purpose is boonstrip, CC and utility. There's no sense in going damage-variant spellbreaker (there USED to be, when you could drop bubble + attack, this used to be very strong). Nowadays Hammer is THE weapon for spellbreaker, and you should be using No Escape (this turns Full Counter and Hammer Stun in a 5 man immob, strip and daze/stun). The end trait should be Enchant Collapse (more strips). Revenge Counter was strong prior to the Full Counter 66% damage nerf.

> > >

> > > If you want to go damage, you should be Berserker. Spellbreaker can't even dream of doing Berserker levels of damage in zerg fight. On the other hand, Spellbreaker is the superior duelist (not with a hammer for this version).

> >

> > yeah, damage went down 33% and suddenly they are useless.

> >

> > you don't obviously notice how that damage reduction is somehow patched by using the right sigils.

> >

> > so yeah, carry on with that mentality. lel.

>

> It was a 66% damage nerf. I went from delivering 10-12k full counter per target, to about 4k.

 

some people :pensive:

use the right sigils for 8k dmg increase, didn't you know?????

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> @"melandru.3876" said:

> > @"Lan Deathrider.5910" said:

> > > @"melandru.3876" said:

> > > > @"Lan Deathrider.5910" said:

> > > > > @"IWAY.8231" said:

> > > > > spellbreaker trait 1-1-2.

> > > > >

> > > > > anything other than that is some bork bork hocus pocus. or not even hocus pocus. bork bork.

> > > >

> > > > Well 1-3-2 if you run dagger MH or OH. Strength for Forceful Greatsword (50% chance for might on crit) + Might Makes Right, Discipline for Axe Training, and Axe/Dagger, Dagger/Axe would have high damage and high sustain.

> > >

> > > any average skilled warrior will just kite you to death using greatsword. he would out-move you. outdmg you and out sustain you

> >

> > Except that you would run that with Might Makes Right as well or Adrenal health for similar sustain. Axe Main hand has higher damage than GS (Excluding Arc Divider, but then a Spellbreaker should win that matchup easy regardless of weapon set used by either party).

> >

> > As for melee kiting melee :trollface:

>

> yes melee kiting melee is a thing

> if you believe that two warriors will stand to face to face and trade blows untill one is down, then i have bad news for you.

>

> might makes right is of zero issue, you need to land hits for it to be worthwile.

>

> axe/dagger and dagger/axe is a memebuild. if you die to that you'd die to anyother build including sword/swors and rifle/longbow.

>

>

> any half brained warrior would make you waste every single hit, whirlwind attack is what wins fights. weapon stowing and using whirlwind at the exact needed time makes average warriors cry in frustration.

> dagger/shield + greatsword or axe/shield + greatsword for core are not without reason the best pvp set-ups

>

> also taking revenge counter instead of magebane tether, you do realize the warriors sustain (and burst) comes from landing magebane, right?

> forceful greatsword or not, how do you even plan on gaining 10+ might stacks?

>

> without magebane tether, might makes right is simply not worth it. as we have seen in the pvp meta, as we have seen in the wvw meta

>

>

> giving even more advantage to a greatsword, he has the mobility to out-range you, and trigger the magebane pull on you, forcing you to use a stunbreak.

> you can not evade the pull, it goes through evade frames (test it on daggerstorm, surge of mist, unrelenting assault)

> while gaining 24 might stacks in the progress (8*3) 24 times might makes right

>

>

>

>

 

Funny, I never seem to have the on paper problems that the forum theory crafters seem to have...

 

If you can't hit with any given weapon on a warrior that's your problem for not knowing how to use them.

 

You want 10+ stacks of might on any warrior? For Great Justice, Rage Signet, Signet of Might, Eviscerate, Forceful Greatsword, sigil of battle, sigil of strength, etc. Might is easy to get on a warrior.

 

If Featherfoot Grace is failing you, slot Runes of Speed and run circles around them.

 

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> @"melandru.3876" said:

> > @"ProverbsofHell.2307" said:

> > > @"IWAY.8231" said:

> > > > @"ProverbsofHell.2307" said:

> > > > > @"IWAY.8231" said:

> > > > > > @"ProverbsofHell.2307" said:

> > > > > > > @"IWAY.8231" said:

> > > > > > > spellbreaker trait 1-1-2.

> > > > > > >

> > > > > > > anything other than that is some bork bork hocus pocus. or not even hocus pocus. bork bork.

> > > > > >

> > > > > > That is so so wrong.

> > > > >

> > > > > 1-1-2 spellbreaker can function VERY well in Zerg fighting and can do just fine in Solo/little group roaming.

> > > > >

> > > > > you just need to use the RIGHT weapons (and that's not Dagger(s) or Hammer).

> > > > >

> > > > > you can even go ULTRA glassy (all zerkers + PRecision&Ferocity runes).

> > > >

> > > > Spellbreaker's purpose is boonstrip, CC and utility. There's no sense in going damage-variant spellbreaker (there USED to be, when you could drop bubble + attack, this used to be very strong). Nowadays Hammer is THE weapon for spellbreaker, and you should be using No Escape (this turns Full Counter and Hammer Stun in a 5 man immob, strip and daze/stun). The end trait should be Enchant Collapse (more strips). Revenge Counter was strong prior to the Full Counter 66% damage nerf.

> > > >

> > > > If you want to go damage, you should be Berserker. Spellbreaker can't even dream of doing Berserker levels of damage in zerg fight. On the other hand, Spellbreaker is the superior duelist (not with a hammer for this version).

> > >

> > > yeah, damage went down 33% and suddenly they are useless.

> > >

> > > you don't obviously notice how that damage reduction is somehow patched by using the right sigils.

> > >

> > > so yeah, carry on with that mentality. lel.

> >

> > It was a 66% damage nerf. I went from delivering 10-12k full counter per target, to about 4k.

>

> some people :pensive:

> use the right sigils for 8k dmg increase, didn't you know?????

 

Haha. I'm probably one of the highest damage dealers on my server so don't be so presumptuous you know more than I do. I was of course using different modifiers like +200 power on kill, Strength tree, Night sigil during night time (endless extractor or legendary for this), full Zerk with double assassin trinkets. So my damage was already at the upper limit for both pre and post nerf (of course I stopped using spellbreaker for DPS after the nerf in favor of green pastures).

 

> @"IWAY.8231" said:

> > @"ProverbsofHell.2307" said:

> > > @"IWAY.8231" said:

> > > > @"ProverbsofHell.2307" said:

> > > > > @"IWAY.8231" said:

> > > > > > @"ProverbsofHell.2307" said:

> > > > > > > @"IWAY.8231" said:

> > > > > > > spellbreaker trait 1-1-2.

> > > > > > >

> > > > > > > anything other than that is some bork bork hocus pocus. or not even hocus pocus. bork bork.

> > > > > >

> > > > > > That is so so wrong.

> > > > >

> > > > > 1-1-2 spellbreaker can function VERY well in Zerg fighting and can do just fine in Solo/little group roaming.

> > > > >

> > > > > you just need to use the RIGHT weapons (and that's not Dagger(s) or Hammer).

> > > > >

> > > > > you can even go ULTRA glassy (all zerkers + PRecision&Ferocity runes).

> > > >

> > > > Spellbreaker's purpose is boonstrip, CC and utility. There's no sense in going damage-variant spellbreaker (there USED to be, when you could drop bubble + attack, this used to be very strong). Nowadays Hammer is THE weapon for spellbreaker, and you should be using No Escape (this turns Full Counter and Hammer Stun in a 5 man immob, strip and daze/stun). The end trait should be Enchant Collapse (more strips). Revenge Counter was strong prior to the Full Counter 66% damage nerf.

> > > >

> > > > If you want to go damage, you should be Berserker. Spellbreaker can't even dream of doing Berserker levels of damage in zerg fight. On the other hand, Spellbreaker is the superior duelist (not with a hammer for this version).

> > >

> > > yeah, damage went down 33% and suddenly they are useless.

> > >

> > > you don't obviously notice how that damage reduction is somehow patched by using the right sigils.

> > >

> > > so yeah, carry on with that mentality. lel.

> >

> > It was a 66% damage nerf. I went from delivering 10-12k full counter per target, to about 4k.

>

> wat? lel.

>

> i was on full zerkers with damage augmented runes prepatch and full counter was maxed @ 7k. in wvwvw.

>

> what you talking about?

 

I was using average numbers. You might get 7k on a glass ele. But 4k is the average and you will see it hit for less than this too

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> @"Lan Deathrider.5910" said:

> > @"melandru.3876" said:

> > > @"Lan Deathrider.5910" said:

> > > > @"melandru.3876" said:

> > > > > @"Lan Deathrider.5910" said:

> > > > > > @"IWAY.8231" said:

> > > > > > spellbreaker trait 1-1-2.

> > > > > >

> > > > > > anything other than that is some bork bork hocus pocus. or not even hocus pocus. bork bork.

> > > > >

> > > > > Well 1-3-2 if you run dagger MH or OH. Strength for Forceful Greatsword (50% chance for might on crit) + Might Makes Right, Discipline for Axe Training, and Axe/Dagger, Dagger/Axe would have high damage and high sustain.

> > > >

> > > > any average skilled warrior will just kite you to death using greatsword. he would out-move you. outdmg you and out sustain you

> > >

> > > Except that you would run that with Might Makes Right as well or Adrenal health for similar sustain. Axe Main hand has higher damage than GS (Excluding Arc Divider, but then a Spellbreaker should win that matchup easy regardless of weapon set used by either party).

> > >

> > > As for melee kiting melee :trollface:

> >

> > yes melee kiting melee is a thing

> > if you believe that two warriors will stand to face to face and trade blows untill one is down, then i have bad news for you.

> >

> > might makes right is of zero issue, you need to land hits for it to be worthwile.

> >

> > axe/dagger and dagger/axe is a memebuild. if you die to that you'd die to anyother build including sword/swors and rifle/longbow.

> >

> >

> > any half brained warrior would make you waste every single hit, whirlwind attack is what wins fights. weapon stowing and using whirlwind at the exact needed time makes average warriors cry in frustration.

> > dagger/shield + greatsword or axe/shield + greatsword for core are not without reason the best pvp set-ups

> >

> > also taking revenge counter instead of magebane tether, you do realize the warriors sustain (and burst) comes from landing magebane, right?

> > forceful greatsword or not, how do you even plan on gaining 10+ might stacks?

> >

> > without magebane tether, might makes right is simply not worth it. as we have seen in the pvp meta, as we have seen in the wvw meta

> >

> >

> > giving even more advantage to a greatsword, he has the mobility to out-range you, and trigger the magebane pull on you, forcing you to use a stunbreak.

> > you can not evade the pull, it goes through evade frames (test it on daggerstorm, surge of mist, unrelenting assault)

> > while gaining 24 might stacks in the progress (8*3) 24 times might makes right

> >

> >

> >

> >

>

> Funny, I never seem to have the on paper problems that the forum theory crafters seem to have...

>

> If you can't hit with any given weapon on a warrior that's your problem for not knowing how to use them.

>

> You want 10+ stacks of might on any warrior? For Great Justice, Rage Signet, Signet of Might, Eviscerate, Forceful Greatsword, sigil of battle, sigil of strength, etc. Might is easy to get on a warrior.

>

> If Featherfoot Grace is failing you, slot Runes of Speed and run circles around them.

>

 

implying i have problems lol, trash builds get trashed, that's why they are non-viable. that is a fact

a good player on a bad build will s get outperformed by a good player with a good build. another fact

 

for great justice???? tell me you are joking. this has to be a joke.

signet of might, on a power melee build?? its "usuable" on the meme-killshot build but for melee hah, way to waste a valuable utility slot. 6 seconds with an obvious tell (both unique buffbar icon, as visual signet activation above character head) all the other player has to do is move away as you have no gap closer. or do you consider dagger 2 a gap closer? yea, goodluck relying on that

 

bulls charge and shake it off are mandatory, if you play without either you won't last long.

that leaves 1 spot open.

endure pain? not useful without defense line.

balanced stance? don't need stab if you pay attention

berserkers stance? useful

featherfoot grace? useful

 

but from the reads in the previous posts you seem to rely on full counter alot, ye new players have the habbit to keep atatcking you, because they don't know any better

try it vs actual decent roamers/duelists they will not get hit once

 

so far the theorycrafting

 

i happily challenge you to an encounter.

eu, desolation t1. pick a date. you on dagger/axe axe/dagger with your build. i on my build

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> @"melandru.3876" said:

> > @"Lan Deathrider.5910" said:

> > > @"melandru.3876" said:

> > > > @"Lan Deathrider.5910" said:

> > > > > @"melandru.3876" said:

> > > > > > @"Lan Deathrider.5910" said:

> > > > > > > @"IWAY.8231" said:

> > > > > > > spellbreaker trait 1-1-2.

> > > > > > >

> > > > > > > anything other than that is some bork bork hocus pocus. or not even hocus pocus. bork bork.

> > > > > >

> > > > > > Well 1-3-2 if you run dagger MH or OH. Strength for Forceful Greatsword (50% chance for might on crit) + Might Makes Right, Discipline for Axe Training, and Axe/Dagger, Dagger/Axe would have high damage and high sustain.

> > > > >

> > > > > any average skilled warrior will just kite you to death using greatsword. he would out-move you. outdmg you and out sustain you

> > > >

> > > > Except that you would run that with Might Makes Right as well or Adrenal health for similar sustain. Axe Main hand has higher damage than GS (Excluding Arc Divider, but then a Spellbreaker should win that matchup easy regardless of weapon set used by either party).

> > > >

> > > > As for melee kiting melee :trollface:

> > >

> > > yes melee kiting melee is a thing

> > > if you believe that two warriors will stand to face to face and trade blows untill one is down, then i have bad news for you.

> > >

> > > might makes right is of zero issue, you need to land hits for it to be worthwile.

> > >

> > > axe/dagger and dagger/axe is a memebuild. if you die to that you'd die to anyother build including sword/swors and rifle/longbow.

> > >

> > >

> > > any half brained warrior would make you waste every single hit, whirlwind attack is what wins fights. weapon stowing and using whirlwind at the exact needed time makes average warriors cry in frustration.

> > > dagger/shield + greatsword or axe/shield + greatsword for core are not without reason the best pvp set-ups

> > >

> > > also taking revenge counter instead of magebane tether, you do realize the warriors sustain (and burst) comes from landing magebane, right?

> > > forceful greatsword or not, how do you even plan on gaining 10+ might stacks?

> > >

> > > without magebane tether, might makes right is simply not worth it. as we have seen in the pvp meta, as we have seen in the wvw meta

> > >

> > >

> > > giving even more advantage to a greatsword, he has the mobility to out-range you, and trigger the magebane pull on you, forcing you to use a stunbreak.

> > > you can not evade the pull, it goes through evade frames (test it on daggerstorm, surge of mist, unrelenting assault)

> > > while gaining 24 might stacks in the progress (8*3) 24 times might makes right

> > >

> > >

> > >

> > >

> >

> > Funny, I never seem to have the on paper problems that the forum theory crafters seem to have...

> >

> > If you can't hit with any given weapon on a warrior that's your problem for not knowing how to use them.

> >

> > You want 10+ stacks of might on any warrior? For Great Justice, Rage Signet, Signet of Might, Eviscerate, Forceful Greatsword, sigil of battle, sigil of strength, etc. Might is easy to get on a warrior.

> >

> > If Featherfoot Grace is failing you, slot Runes of Speed and run circles around them.

> >

>

> implying i have problems lol, trash builds get trashed, that's why they are non-viable. that is a fact

> a good player on a bad build will s get outperformed by a good player with a good build. another fact

>

> for great justice???? tell me you are joking. this has to be a joke.

> signet of might, on a power melee build?? its "usuable" on the meme-killshot build but for melee hah, way to waste a valuable utility slot. 6 seconds with an obvious tell (both unique buffbar icon, as visual signet activation above character head) all the other player has to do is move away as you have no gap closer. or do you consider dagger 2 a gap closer? yea, goodluck relying on that

>

> bulls charge and shake it off are mandatory, if you play without either you won't last long.

> that leaves 1 spot open.

> endure pain? not useful without defense line.

> balanced stance? don't need stab if you pay attention

> berserkers stance? useful

> featherfoot grace? useful

>

> but from the reads in the previous posts you seem to rely on full counter alot, ye new players have the habbit to keep atatcking you, because they don't know any better

> try it vs actual decent roamers/duelists they will not get hit once

>

> so far the theorycrafting

>

> i happily challenge you to an encounter.

> eu, desolation t1. pick a date. you on dagger/axe axe/dagger with your build. i on my build

 

Stop your blustering, popinjay. Signet of Might has 0 activation time. Use it before your bursts lands to make it unblockable. EP is useful even if you do not trait Defense. Speaking of obvious tells good luck landing bulls charge. Even if your opponent is a noob and does not dodge it the pathing on it can send you the wrong direction.

 

Need I remind you that the OP was asking about Axes on Spellbreaker and I was offering my advice on axe builds beyond axe/shield since the OP likes both the MH axe and OH axe. Stop being a howler monkey and be more constructive.

 

As for your kind offer. I'm not on EU servers so you'll just have to daydream on that one.

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Maybe I can shed some light on how Spellbreaker feels, if you do not know about the Nerf-history and possibly if you have never played Spellbreaker before: **It is awesome!**

 

I come from playing Mirage, which was fun, but now I can suddenly deal damage and sustain. It doesn't feel pointless at all. There's a lot of damage going on, while also offering quite some control due to knockdown/knockback and immobilize, and of course boonstripping where needed. I do miss the maneuvaribility of Mirage a little bit, but it honestly isn't too bad, not by a long shot.

I think spellbreaker is still in a good spot. It's fun to play, there are apparently quite a few ways to play, quite a few builds which work well for a given context (Fractals, PvE openworld, WvW, Fractals and sPvP). I can only recommend trying it out. It's fun.

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> @"nthmetal.9652" said:

> Maybe I can shed some light on how Spellbreaker feels, if you do not know about the Nerf-history and possibly if you have never played Spellbreaker before: **It is awesome!**

>

> I come from playing Mirage, which was fun, but now I can suddenly deal damage and sustain. It doesn't feel pointless at all. There's a lot of damage going on, while also offering quite some control due to knockdown/knockback and immobilize, and of course boonstripping where needed. I do miss the maneuvaribility of Mirage a little bit, but it honestly isn't too bad, not by a long shot.

> I think spellbreaker is still in a good spot. It's fun to play, there are apparently quite a few ways to play, quite a few builds which work well for a given context (Fractals, PvE openworld, WvW, Fractals and sPvP). I can only recommend trying it out. It's fun.

 

to be honest, I pretty much havnt played since the nerfs.

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> @"Hoon.1524" said:

> > @"nthmetal.9652" said:

> > You make it sound as if you'd do either one or the other. But you can actually do both. :)

>

> I did do both... was too easy and got boring... needed to handicap myself

 

normally, easy tasks are favored coz it is less stressful, and you pwn and get loots.

 

and if they give you hard tasks and you make it look easy, that's the magic.

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> @"Lan Deathrider.5910" said:

> > @"IWAY.8231" said:

> > > @"Lan Deathrider.5910" said:

> > > > @"IWAY.8231" said:

> > > > spellbreaker trait 1-1-2.

> > > >

> > > > anything other than that is some bork bork hocus pocus. or not even hocus pocus. bork bork.

> > >

> > > Well 1-3-2 if you run dagger MH or OH. Strength for Forceful Greatsword (50% chance for might on crit) + Might Makes Right, Discipline for Axe Training, and Axe/Dagger, Dagger/Axe would have high damage and high sustain.

> >

> > Loss Aversion and Winds of Disenchantment. Damage the enemies and gain adrenaline while bubbling (damage around 900-1k crit and enmasse (10 people)) how long? 5 seconds? how many damage pops? every 1 second so make that 5x 900-1k crit. how many people? make that 10x(5x(900-1k crit)) ideally.

> >

> > EDIT: lel

> >

> > February 06, 2018

> > The damage from activations of this trait has been reduced by 33% in PvP and WvW only.

> > December 12, 2017

> > Added a missing skill fact; this trait now indicates that it cannot make critical strikes.

> > Damage increased by 300% in PvE only.

> > September 22, 2017 Path of Fire release:

> > Loss Aversion has been added to the game.

> >

> > so yeah, just do the adjustments based on the updates. still the same factors just look at the current damage in WvWvW if you're on Full Zerkers armor and on Precision+Ferocity runes. i think i was describing my hazy memory when i hardcorely played SB.

>

> Loss Aversion and WoD tickle in WvW now. The usefulness there is in boon rips and projectile defense. If he is roaming in WvW 1-3-2 with Strength 3-2-2 and discipline 2-3-1 will offer good damage and sustain with axe/dagger & dagger/axe.

 

Loss aversion never did anything but tickle, it didnt do kitten since spb release, its mainly for adrenalin gain, they might aswell remove the dmg and gibe you 4 points of adrenalin

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> @"RedShark.9548" said:

> > @"Lan Deathrider.5910" said:

> > > @"IWAY.8231" said:

> > > > @"Lan Deathrider.5910" said:

> > > > > @"IWAY.8231" said:

> > > > > spellbreaker trait 1-1-2.

> > > > >

> > > > > anything other than that is some bork bork hocus pocus. or not even hocus pocus. bork bork.

> > > >

> > > > Well 1-3-2 if you run dagger MH or OH. Strength for Forceful Greatsword (50% chance for might on crit) + Might Makes Right, Discipline for Axe Training, and Axe/Dagger, Dagger/Axe would have high damage and high sustain.

> > >

> > > Loss Aversion and Winds of Disenchantment. Damage the enemies and gain adrenaline while bubbling (damage around 900-1k crit and enmasse (10 people)) how long? 5 seconds? how many damage pops? every 1 second so make that 5x 900-1k crit. how many people? make that 10x(5x(900-1k crit)) ideally.

> > >

> > > EDIT: lel

> > >

> > > February 06, 2018

> > > The damage from activations of this trait has been reduced by 33% in PvP and WvW only.

> > > December 12, 2017

> > > Added a missing skill fact; this trait now indicates that it cannot make critical strikes.

> > > Damage increased by 300% in PvE only.

> > > September 22, 2017 Path of Fire release:

> > > Loss Aversion has been added to the game.

> > >

> > > so yeah, just do the adjustments based on the updates. still the same factors just look at the current damage in WvWvW if you're on Full Zerkers armor and on Precision+Ferocity runes. i think i was describing my hazy memory when i hardcorely played SB.

> >

> > Loss Aversion and WoD tickle in WvW now. The usefulness there is in boon rips and projectile defense. If he is roaming in WvW 1-3-2 with Strength 3-2-2 and discipline 2-3-1 will offer good damage and sustain with axe/dagger & dagger/axe.

>

> Loss aversion never did anything but tickle, it didnt do kitten since spb release, its mainly for adrenalin gain, they might aswell remove the dmg and gibe you 4 points of adrenaline

 

And do you ever find yourself needing more adrenaline on a SpB than what you currently have?

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> @"Lan Deathrider.5910" said:

> > @"RedShark.9548" said:

> > > @"Lan Deathrider.5910" said:

> > > > @"IWAY.8231" said:

> > > > > @"Lan Deathrider.5910" said:

> > > > > > @"IWAY.8231" said:

> > > > > > spellbreaker trait 1-1-2.

> > > > > >

> > > > > > anything other than that is some bork bork hocus pocus. or not even hocus pocus. bork bork.

> > > > >

> > > > > Well 1-3-2 if you run dagger MH or OH. Strength for Forceful Greatsword (50% chance for might on crit) + Might Makes Right, Discipline for Axe Training, and Axe/Dagger, Dagger/Axe would have high damage and high sustain.

> > > >

> > > > Loss Aversion and Winds of Disenchantment. Damage the enemies and gain adrenaline while bubbling (damage around 900-1k crit and enmasse (10 people)) how long? 5 seconds? how many damage pops? every 1 second so make that 5x 900-1k crit. how many people? make that 10x(5x(900-1k crit)) ideally.

> > > >

> > > > EDIT: lel

> > > >

> > > > February 06, 2018

> > > > The damage from activations of this trait has been reduced by 33% in PvP and WvW only.

> > > > December 12, 2017

> > > > Added a missing skill fact; this trait now indicates that it cannot make critical strikes.

> > > > Damage increased by 300% in PvE only.

> > > > September 22, 2017 Path of Fire release:

> > > > Loss Aversion has been added to the game.

> > > >

> > > > so yeah, just do the adjustments based on the updates. still the same factors just look at the current damage in WvWvW if you're on Full Zerkers armor and on Precision+Ferocity runes. i think i was describing my hazy memory when i hardcorely played SB.

> > >

> > > Loss Aversion and WoD tickle in WvW now. The usefulness there is in boon rips and projectile defense. If he is roaming in WvW 1-3-2 with Strength 3-2-2 and discipline 2-3-1 will offer good damage and sustain with axe/dagger & dagger/axe.

> >

> > Loss aversion never did anything but tickle, it didnt do kitten since spb release, its mainly for adrenalin gain, they might aswell remove the dmg and gibe you 4 points of adrenaline

>

> And do you ever find yourself needing more adrenaline on a SpB than what you currently have?

 

Yes, moreoften than relying on 200 dmg

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> @"Lan Deathrider.5910" said:

> Well a hammer spellbreaker will rip boons pretty well. Mace/shield will as well. Full Counter will still remove boons. Earthshaker -> Full Counter -> Earthshaker will rip a great deal of boons in a short period. Disrupting Stab on dagger will still rip boons, as will Breaching Strike.

>

> So... what is the point of your post? Spellbreaker can rip plenty of boons.

 

The problem is there are plenty of other classes and specs that rip boons easier and bring things to the table like ya know... damage

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> @"Atticus.7194" said:

> The problem is there are plenty of other classes and specs that rip boons easier and bring things to the table like ya know... damage

 

Which classes are you thinking of? We know the Scourge corrupt boons (which then ideally are converted into new boons by scrappers).

When I look at the DPS during fights, the spellbreakers might not be top of the line in DPS, but they do solid damage, while also bringing good sustain, something that tends to be problematic for the scourges, once things go haywire.

 

I mean, obviously you can build your warrior in suboptimal ways, so that it doesn't do much damage, but from what I can see it is well possible to bring boonstrip, sustain and damage on a spellbreaker.

 

 

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> @"nthmetal.9652" said:

> > @"Atticus.7194" said:

> > The problem is there are plenty of other classes and specs that rip boons easier and bring things to the table like ya know... damage

>

> Which classes are you thinking of? We know the Scourge corrupt boons (which then ideally are converted into new boons by scrappers).

> When I look at the DPS during fights, the spellbreakers might not be top of the line in DPS, but they do solid damage, while also bringing good sustain, something that tends to be problematic for the scourges, once things go haywire.

>

> I mean, obviously you can build your warrior in suboptimal ways, so that it doesn't do much damage, but from what I can see it is well possible to bring boonstrip, sustain and damage on a spellbreaker.

>

>

 

Its not like sigil of draining and sigil of absorption in a hammer is a thing right? Interrupt 5 peeps, remove 5 boons from all of them, stealing 3 each in the process and stealing 1k health from each of them. /shrug What do I know I just play a warrior. Its each of our choices to do damage or not (Strength line).

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> @"Lan Deathrider.5910" said:

> Its not like sigil of draining and sigil of absorption in a hammer is a thing right? Interrupt 5 peeps, remove 5 boons from all of them, stealing 3 each in the process and stealing 1k health from each of them. /shrug What do I know I just play a warrior. Its each of our choices to do damage or not (Strength line).

 

I even play without the strength line, preferring Defense and Discipline and still cannot complain about the damage output. Even within those traitlines I do not always make the most optimal choice for damage and still cannot complain. Thanks to a sigil of bloodlust and the insight you gain from boonstripping, and of course the support you get from others leading to Might stacks: no complaints at all.

 

Outside of the zerg I roll a little different, but still can't complain.

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