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    Defense Spellbreaker
    October 2024

    PvP
    Sidenoder
    Low intensity icon Low intensityRecommended icon RecommendedWeapon Mastery icon Weapon Mastery

    Traits

    PvP Amulet & Rune

    Weapons & Sigils

    Staff
    Dagger
    Sword

    Weapon Skills

    Utility Skills

    copied

    Mobile and bursty build with decent team fight potential. However, the main value you get from this build is its 1v1 potential as well as its 1v2 potential. This build has good consistent damage, and excellent survivability.

    Build Fundamentals

    You have a variety of hard-hitting skills to keep throwing at your opponent in a 1v1 to eventually overwhelm them when they run out of defensives.
    Most notably, hits hard, applies , and is hard to avoid. Good followups include , , and .
    The counterattack on also hits very hard, so make sure to hit it as well.

    You should also use your various CCs and to help setup the aforementioned skills. Your CCs mostly include , , , and . Your CCs also synergize very well with trait and makes them even more dangerous, forcing your opponent to choose between using a defensive against one of them now or against a damage skill later.

    Dodge to proc against foes that try to stop you with or .

    turns some of your defensives into offensives against projectile users. Reflecting key projectile attacks can turn a fight around very quickly.

    Self-sustain and Damage Mitigation

    and are your s.

    You have a wide array of active mitigation abilities: , , , and () can help mitigate avoid enemy attacks entirely.
    Note: can block an unlimited number of ranged attacks, but it will stop blocking and trigger its counterattack if attacked in melee.

    prevents you from being critically hit, and reduces incoming damage and gives you a bigger health pool. Both provide and greatly reduce incoming power damage taken, which will make you very hard to kill, even outnumbered.

    To manage conditions, land your burst skills consistently (, , ) to keep triggering . Weapon Swap will trigger , and you have a on Dagger. If the conditions build up, you can also use and/or to reset.

    , , and  can all be used for movement, either to retreat from a lost fight or to quickly get to a destination.
    Keep in mind that will head towards your selected target if you have one.
    If you’re retreating from a fight, you can also use and to without a target to gain some distance.

    All of these movement skills will remove from you due to .

    You have great re-sustain with healing.
    For passive healing, land your burst skills consistently (, , ) to keep triggering .
    You also have high uptime for just using often and completing the chain.
    You have several healing skills on your staff. , , and all do moderate heals and it adds up.
    Lastly you have a low cooldown healing skill in to round you up.

    Variants

    is great if the enemy doesn’t have projectiles.

    Is a more defensive option to help you better survive outnumbered situations.

    Is a viable option.

    Traits

    PvP Amulet & Rune

    Weapons & Sigils

    Dagger
    Shield
    Hammer

    Weapon Skills

    Utility Skills

    copied

    Rotation

    LIST OF CROWD CONTROL SKILLS

    Combo Example

    1. Weapon Swap
    2. Weapon Swap

     

     

    This variant is not recommended if you have Secrets of the Obscure. The staff variant is currently a significantly superior build.
    However, this variant is still very much playable.

    Build Fundamentals

    Your main strength in a 1v1 is the amount of crowd control you can utilize, making you extremely scary. If you successfully stun an opponent without a stunbreak, there’s a good chance you’ll kill them there and then if you’re fast enough with chaining your stuns and insert some damage in between.
    is your main damage on hammer. Use it on a stunned opponent, and then recharge it with and do it again.
    Finish off with Weapon Swap .

    Build Specifics

    Due to the synergy from , you can use to initiate your combos pretty consistently if your opponent doesn’t have an immediate answer.
    This also means that is also a viable choice to start off your combo with.

    will provide you for your combos, as well as some extra damage with .

    Keeping in mind and , an opponent can be caught off-guard quite easily, being crowd controlled through stability when they believed they’d be safe.

    Don’t be afraid to dagger auto for some damage while you threaten and look to combo your opponent by catching them with any CC.

    ‘s animation can make it tricky to dodge, so it’s a great candidate to setup a combo.

    hits incredibly hard and is . Make sure it connects to do significant damage or force a dodge to make way for your CC.

    If you are confident in your abilites to deal with conditions you can drop and take .Hitting or will apply , which will apply to the target and give you overtime. You can also try and run out of range to them in and start your combo that way.

    Be sure to hit your s on controlled targets, as it will make it hit incredibly hard due to coupled with the damage increase on the skill itself.

    If your opponent seems low on cooldowns, you can go to try and finish them off. Hit with one of the CCs into into another rampage CC, exit ramage and execute your normal combo from there.

    Sustain and Healing

    You have a large number of defensive abilities to help you survive:

    Constantly hitting or to maintain .

    Using to mitigate damage.

    Don’t forget to use your CCs a LOT. this will not only threaten a combo, but prevent your opponent from dealing damage.

    and are both stunbreaks, while and  can help mitigate an enemy’s burst combo.

    is also a long evade. If you’re not getting a finisher combo any time soon, use it to mitigate some damage while forcing a dodge.

    To deal with conditions you can use and . Also Weapon Swap will trigger , and you have a on Dagger. Addittionally will help you a lot with .

    and can be used for movement, either to retreat from a lost fight or to quickly get to a node/teamfight/objective. Keep in mind that  and  will head towards your selected target if you have one.

    Lastly, you can use for its damage reduction and mobility skills via and to get away from an outnumbered situation.

     

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