Possibility to make spellbreaker feel better
alright, let’s do it:
Dagger weapon skills:
1. Autoattack -+30% Base Damage¸ Critical Damage Increase from 15 to 10%
2. Aura Slicer – faster animation, range: 450, slow: 2 sec
3. Disrupting Stab – Now have 2 stages. The first one is the original skill, the second one is Wastrel’s Ruin
4. Twin Moon Strike – Damage (2x): x (half of the Axe’s Dual Strike) – remove condition with each strike – heal for x for every condition removed, cooldown 10 sec
5. Bladestorm – damage increase 10%, range 450, grants swiftness to up to 5 nearby allies
6. Breaching Strike: faster animation
Traits:
No Escape: Immobilize opponent (0.5 sec) after daze and stun you apply are gone
Sun and Moon Style – Gain bonuses for each dagger (max 2) you have (now counts both weapon sets), which means you can have both bonuses even if you wield one dagger per weapon set.
alright, let’s do it:
Dagger weapon skills:
1. Autoattack -+30% Base Damage¸ Critical Damage Increase from 15 to 10%
2. Aura Slicer – faster animation, range: 450, slow: 2 sec
3. Disrupting Stab – Now have 2 stages. The first one is the original skill, the second one is Wastrel’s Ruin
4. Twin Moon Strike – Damage (2x): x (half of the Axe’s Dual Strike) – remove condition with each strike – heal for x for every condition removed, cooldown 10 sec
5. Bladestorm – damage increase 10%, range 450, grants swiftness to up to 5 nearby allies
6. Breaching Strike: faster animation
Traits:
No Escape: Immobilize opponent (0.5 sec) after daze and stun you apply are gone
Sun and Moon Style – Gain bonuses for each dagger (max 2) you have (now counts both weapon sets), which means you can have both bonuses even if you wield one dagger per weapon set.
I quite like most of this. I don’t know that the Sun and Moon suggestion will ever float. As it is I feel like the interrupt is dicey to land, especially with the range on 3 and demands shield or mace on at least one weapon set. While you still get a stun out of mace it’s duration is kitten by one adrenaline bar.
While I’m not in the camp that the spec is a complete disaster I do have trouble taking utilities in confidence. It’s not that they’re bad it’s that they’re still just not better than stances and with the recent changes physical skills either. Roaming I’m going with heal signet, zerk stance, stomp, bulls charge, SoR.
Dagger MH and axe OH has felt very nice, but I do feel that the dagger is just there to fill time until I can burst with it. With Bulls Charge and Stomp I have little to no trouble executing axe 4 and 5 for very nice results. Otherwise I’m relying on Full Counter (which is amazing) and burst or weapon swaps to GS.
I’ve tried hard to stir in Arms or Tactics and can find reasons to, but only for a trait or two. With Tactics, Hammer, and Slow Counter you become a cc monster (any source of cripple really), Shake it Off and PS can round out Tactics. However, Discipline is still just a must, a must. If you want to make full use of your burst and Full Counter you need a steady stream of adrenaline and this corners you into either Defense or SoR. Running Defense with WoD in the zerg works, but now Strength is out which means buffing your physical skills, GS, and Hammer or sustain or more burst are now out. Running SoR with Strength to roam works fine too.
Arms I can’t really find a place for with Spellbreaker unless there’s a hybrid build with Discipline and the right weapons that can also play off of Revenge Counter. However, then you’re tied to sword (blech) and your only condi applications are bleed and maybe torment, you have no covering conditions.
WoD is a really nice skill, but it’s animation screams run from me fast from 300 miles away. It has the possible advantage of making the blob scatter and fall apart, but commanders will get past that reaction. To be fully effective it relies on being able to get the cast off inside the blob which points you back to stances and signets for sustain. It then depends on leaps from the rest of your team to keep people cc’d in it. Outside of a really nice choke, you’re not going to get the full 10 seconds out of it. Without it you’re free to run SoR and Strength for more damage. If it were even 300 range targettable or pulsed a stun halfway through? I dunno here. What if another utility had a bonus effect if executed inside WoD? Stun, cripple, etc.?
Weapon wise in the zerg it’s Hammer and GS it seems for now. Dagger/Mace seems to work ok. Mace 5 into the zerg instantly maxes Attacker’s Insight and is a 1200 range AoE boon rip. Without GS I feel like Bull’s Charge gets really attractive for the gap closer/escape which makes you want to take Strength to boost it which leads to wanting to drop WoD for SoR for adrenaline. Bull’s Charge and Stomp are also nice cc that generate AoE boon rips. Dagger is meh cleave, but can still produce AoE boon rips inside the blob. Mace 4 is nice vulnerability application and hits pretty hard, but only 3 targets.