Difference between revisions of "Spellbreaker - Shoutbreaker"

m (Usage)
m (Equipment)
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

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The community gave this build a rating, making it second-tier: Good.

Focused on: UtilityDirect damage.

Designed for:


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


Weapon Variants


Trades crowd control for damage.

Skill Variants


  • Additional shout useful for its endurance refreshment.
  • constant regeneration and additional access to Resistance Resistance but less personal sustain against a spike.


  • additional boon removal.
  • access to superspeed and resistance.



  • for Immobilize Immobilize output
  • for more cleanse and healing.


  • if struggling with adrenaline.


Zealot stat icon.png
Crusader stat icon.png
Crusader stat icon.png
Zealot stat icon.png
Crusader stat icon.png
Zealot stat icon.png
Zealot stat icon.png
Zealot stat icon.png
Zealot stat icon.png
Zealot stat icon.png
Zealot stat icon.png
Zealot stat icon.png
Zealot stat icon.png
Zealot stat icon.png
PvE weapon swap.png
Zealot stat icon.png
Superior Rune of the Pack
Mighty WvW Infusion


Feast option with additional concentration



  • 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.



  • Additional cleanse but less defense.
  • Pure damage option.


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 Stability, and performs an unblockable AoE damage/CC attack when triggered.


  • 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 .


  • 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 Epilogue: Eternal Oasis
    Epilogue: Eternal Oasis
    Purify your allies with the waters of Amnoon and increase the healing they receive.
    Epilogue Eternal Oasis.png[PvE] Eternal Oasis (8s): 33% Heal Effectiveness
    Epilogue Eternal Oasis.png[PvP/WvW] Eternal Oasis (8s): 20% Heal Effectiveness
    Book.pngConditions Converted to Boons: 5.
    Book.pngNumber of Allied Targets: 5
    Range.pngRange: 600
    , 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 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.


  • 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 Barrier output and some Resistance Resistance application to help get your group through spikes


  • grants good damage, CC and a mobility tool, often proc'ing . Enemies with Stability 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 .


  • 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

Build rating - 4 stars
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4 Ratings
4 stars
Notsussertod gave this build 4 stars October 2019

Recent changes made this build better, but playing either full damage or full heal is bad. A mix of zealot and crusader might give you what you need for a good hybrid build: you'll still have damage, but you'll able to support your team via heals, really good fury/might uptime and a lot of condi cleanse (especially if you're running trooper runes). With 1.3k healing power (full zealot with a crusader helmet, chest and leggings), you're looking for about ~2.5k heal per shout, which is pretty much the same amount of healing you'd do in full minstrel gear, besides a good amount of damage and cc (if picking hammer, which i highly recommend). This build is by no means better than any other meta healer, but it's a good option if you want to play something different that isn't completely useless.

3 stars
The Blue Rangerr gave this build 3 stars March 2019

A hybrid of two builds, both of which are mostly superior to this one. Brings good utility, CC and of course Winds, but not incredible compared to other builds bringing the same and more.

5 stars
BenBiervernichter gave this build 5 stars January 2019

Played around with this build already a few month ago, in publics and gvg environment. Tried different gear options. In that kind of setup i preffered a mix of magi, cleric an or zealot gear for additional healing power. With that gear, and stacked out healing power and effectiveness i have reached shouts that healed 5k+ per target... So 25k for your group, If everybody is missing that much. While maintaining regular 3k hits with hammer crits, which is enough for a frontliner imo. 3k+ armor and above 20k hp and 30% critchance without fury and around 2-2.2k power.

Overall a solid build that doesnt just stand around while the zerg is shipping at 1200 range.

The gear is honestly a matter of choice, if you want to be more Dmg heavy or more the support type of person. I wouldnt recomment minstrel tho, since it lacks healing power compared to other stats and boonduration is pretty much wasted on warrior.

1 More Rating
4 stars
Tyroxin gave this build 4 stars January 2019

The impact of the bubble has been reduced bit by bit in the recent patches, now with the latest nerf of Full Counter, people are slowly leaving the full damage route. The alternative that sees use is utilizing the tactics line and warhorn to regain old "Worker" functions. While this is certainly not detrimental, especially in groups that still don't expect much more of a Spellbreaker than placing a, now considerably weaker, bubble, it isn't exactly necessary either. The shouthealing is a nice topper at best, even when using healer equipment the standard dedicated healers Firebrand and Scrapper are still better at continuous and burst healing respectively. Similarly the condition cleanse while certainly strong, affecting up to 10 players, often removing 3 or more conditions at once, is not that integral to condition counterplay which is usually sufficiently covered by the standard classes.

What's left is the bubble which is independent of the rest of the build and could still be run on the DPS build just as well.