|
|
Line 52: |
Line 52: |
| | runes = 6 Superior Rune of the Pack | | | runes = 6 Superior Rune of the Pack |
| | infusions = 18 Mighty WvW Infusion | | | infusions = 18 Mighty WvW Infusion |
− | | s1w1 = Ascended, Zealot, Sword, Superior Sigil of Benevolence | + | | s1w1 = Ascended, Zealot, Sword, Superior Sigil of Transference |
− | | s1w2 = Ascended, Zealot, Warhorn, Superior Sigil of Transference | + | | s1w2 = Ascended, Zealot, Warhorn, Superior Sigil of Severance |
| | s2w1 = Ascended, Zealot, Hammer, Superior Sigil of Absorption+Superior Sigil of Severance | | | s2w1 = Ascended, Zealot, Hammer, Superior Sigil of Absorption+Superior Sigil of Severance |
| |chest = Ascended, Crusader | | |chest = Ascended, Crusader |
Revision as of 04:16, 18 October 2019
The Official API is experiencing issues; skill, trait and item data cannot be loaded at the moment.
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Overview
The Shoutbreaker combines the frontline utility of old worker builds with the great boon removal and damage from the Spellbreaker specialization.
Skill Bar
First Weapon Set
Sword/WarhornHealingUtilityElite
Weapon Variants
Trades crowd control for damage.
Skill Variants
Heal
- Additional shout useful for its endurance refreshment.
- constant regeneration and additional access to
Resistance but less personal sustain against a spike.
Utility
- additional boon removal.
- access to superspeed and resistance.
Specializations
Variants
- for
Immobilize output
- for more cleanse and healing.
Variants
- if struggling with adrenaline.
Equipment
6xSuperior Rune of the Pack
Consumables
- Feast option with additional concentration
Variants
Stats
- Add Cleric's and Magi's for more survivability
- Add Berserker's and Marauder's for a higher damage potential, loses healing from shouts, but if it isn't needed a full power set can also work.
- A similar build with a set of Minstrel's armor is outlined at Support Spellbreaker.
Sigil
Runes
- Additional cleanse but less defense.
- Pure damage option.
Usage
Elite specialization basics
- (FC) recharges your Burst skills. Always try to use it when you can refresh their duration, except if you're under heavy pressure in which case you can use FC purely for defensive means.
- To ensure triggers, briefly move into hostile enemy ground pressure. It shouldn't be hard to proc, unless the enemy is retreating or disengaging.
- FC is both a defensive and an offensive skill in the build as it blocks, evades, grants
Stability, and performs an unblockable AoE damage/CC attack when triggered.
General
- This build is a jack of all trades. Focus on damage, supporting, heavy crowd control and boon removal.
- Your damage isn't as great as a full DPS build, but you can somehow simulate it. Try to maintain and as much as possible, and abuse of modifier, and offensive boons.
- This build doesn't run Discipline, which means is non-existant and you're locked in a weapon set for 9s. With that in mind, try to not burn through all your cooldowns instantly, pace then wisely, according to the flow of the fight.
- and significantly enhance your support tools.
- Adrenaline generation revolves and hitting stuff. Try to often stay in the frontline, to build up adrenaline quickly.
- and will be your main tool agaisnt spike damage in the build.
- is your reset button. Use it after is gone, don't panic. Can be used preemptively, to negate all the incoming enemy damage, or proactively, when engaging, to allow yourself to overextend a bit longer in melee to land your skills.
- Once is off, most of your passive sustain will rely on and .
Shouts
- aswell as modest healing and defensive tool through , this skill can give massive offensive boons to your group as they unload damage. Time it with group spikes along with your crowd control.
- (SIO) is a massive cleanse that will also heal allies for a significant amount. Due to its high cooldown, save it for when it will have the most impact and cleanse the most conditions.
- Both and are instant cast skills, which means you can use then along other abilities without interrupting the cast.
Boon Removal
- Unlike Scourges, your boon removal skills don't turn the enemy boons into conditions, which, at a first glance, would look bad simply because you are somehow "stealing" potential boon corrupts from your scourges and, therefore, softing the condi pressure on your foes. However, in the current meta, the fact that condition convert is still relevant, due stuff like and
Epilogue: Eternal Oasis ¾
12
Epilogue: Eternal Oasis
, means that only ripping their boons, thus not giving then substrate to convert and reapply boons, can be way more valuable to win a fight.
- (WoD) is a channel skill that moves with the Spellbreaker, applies an effect which prevents enemies from getting boons and also removes boons. It's the most important skill in the build, and should always be communicated whenever casting it, if it gets interrupted and whether it's available or not.
- This skill moves with your character. Be mindful not to accidentally cancel it with dodge rolls or skills as it must be channelled.
- WoD can be used both offensively and defensively as long as coordinated it with your team pressure. Wells, shades and overall damage must be landed alongside WoD AoE to get enabled and enhanced. Using WoD without any relevant friendly follow up is discouraged and brings no teamplay value.
- Optimally, will be used together with WoD to prevent interrupts. Pulsing
Stability to refrain CCs and critical hits. Also, as long as you stay within range of support (usually 300-range), you will get plenty of cover boons and back up Stability and Resistance.
- The bubble covers a big area, so you don't have to be on top of the enemy all the time, you could lock then through the edges. Just remember, it affects up to 10 foes and you should be aiming for that.
- Overlapping multiple WoDs for a stronger boonrip spike might be interesting on all-in and triple way scenarios, yet pacing it is the safest choice in general.
- Hammers skills and FC, due to tied to , are going be your main source of boonrip once WoD is under cooldown.
Sword/Warhorn
- grants you great mobility. Use it offensively to approach enemy's zerg. Or defensively to reposition yourself.
- is a strong immobilize and its animation can be canceled by "Stow Weapon". Coordinate with your group to use it, along with if possible, to lock in enemies inside bubbles and necromancer's wells.
- Both spam and deal substantial damage and should not be ignored.
- will give a minor damage increase to the next 2 strikes of your allies, but should be primarily used against enemy damage spikes to remove movement impairing conditions.
- is incredible against enemy pushes for its massive
Barrier output and some
Resistance application to help get your group through spikes
Hammer
- grants good damage, CC and a mobility tool, often proc'ing . Enemies with
Stability will deny CCs and, thus, your boonrips, so try to always time around your scourges cooldowns. Can also be used for risky plays, as the mobility can quickly reposition you.
- deals great damage and is arguably the best ranged skill in the build. Cast it off cooldown.
- will be chained with AoE CC skills. Keep in mind it knocks back and you group might not want to spread out targets.
- single target CC. Use after all your AoE CCs are unavailable.
- Fill dowtime with and .
Combo
- Hammer stun: ⇒ ⇒ ⇒ (from here you can go Sw/Wh to use and )
- Immob me daddy: ⇒ ⇒ (from here you can go Hammer to use and ).
- Stow animation.
- In the heat of WvW, with dodge rolls and CC, you may find it impossible to complete this rotation 100% of the time. Your priority is using as many Burst skills as possible at close range.
Related Builds
Comments