Spellbreaker - Healbreaker
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Contents
Overview
A support Spellbreaker build made to carry teamfights by keeping the team alive.
Skill Bar
Slot Changes
Weapons
- Hammer over Dagger/Shield - for a less defensive setup with improved CC. If you pick Hammer, replace the Sword with a Dagger on the other set.
Template Code
Specializations
Variants
- can be taken if the enemy team has very low condition pressure.
Variants
- offers more CC and slightly higher damage at the expense of defense against conditions.
Equipment






Equipment Changes
Sigils
Sword/Warhorn
- - combined with a couple of damage modifiers, Intelligence could turn into a more consistent finishing move against targets on low HP.
Usage
General
- Always follow the teamfights, avoid getting locked into 1v1s.
- is a 1200 range reveal. When you're not using it for healing or setting up a kill, prevent enemies with stealth access from safely disengaging.
- Maintain permanent
Swiftness on your team with , both in and out of combat.
- Consider using it as a condition removal tool before using other cleanses to increase the chance of removing damaging conditions with other skills.
- The bonus damage aspect of it can also be powerful when used at the right time, for example when an ally is in .
- Both Warhorn skills are blast finishers. While the build itself doesn't have any combo fields, these are still useful for stacking
Stealth or auras just to mention a few.
- is as much of a mobility tool as it is a sustain one. When you're being focused, try escaping your attackers by jumping to safety with it. Just make sure you don't have a target selected.
Support
- The primary role of and in this build is healing and cleansing via and . Their actual baseline functionality is secondary in most cases, although they can help your team burst down targets when needed.
- is your strongest shout when it comes to support, but also the one you should hold onto the most and maybe even be a bit more selfish with. This is your only stun break in the build so consider that before using it to bail out allies.
- is a fairly unique skill. The AoE endurance regen is great for saving allies under a lot of pressure, but most of the time you'll probably end up using this skill for your own sake.
- is one of the strongest skills in the entire build. The barrier it provides is almost as big as the healing from two shouts (and of course barrier can be used to protect Necromancers in shroud while they wouldn't beenfit from healing there). Barrier is also something that can be used proactively to shield allies from incoming damage while healing is reactive.
- The cleansing also deserves a shoutout. When used after these two Warhorn skills could AoE cleanse 5 conditions from you and your allies!
- is a ranged rez/stomp that could turn the tide of battle in seconds. Just remember not to waste it - if you feel like you can get the rez or the kill without the banner, then try and go for it. View the banner as more of a last resort option, keep it for the right time.
- The banner stays active for 60 seconds and pulses boons to allies in the area. Picking it up reduces the CD of this skill by 60 seconds - there is no reason not to pick it up, and you have a minute to do it.
- It's worth pointing out that the banner revives allies by restoring downed health. This counts as healing and is affected by healing reduction effects such as
Poison. If an ally barely has any downed health left, they may not rally from just the banner alone.
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