Spellbreaker - Shoutbreaker
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The Shoutbreaker combines the frontline utility of old worker builds with the great boon removal from the Spellbreaker specialization.
First Weapon Set
Trades damage for crowd control.
- Additional shout useful for its endurance refreshment.
- constant regeneration and additional access to Resistance but less personal sustain against a spike.
- additional boon removal.
- access to superspeed and resistance.
- when the additional cleanse from Shake it Off is not needed.
- when running Hammer or being generally low on Immobilize in the squad.
- Add Berserker's for a higher damage potential when surviving is still possible.
- A full set of Minstrel's armor is able to play this build in a healer role but sacrifices all of the remaining damage.
- A mix of Zealot's, Cleric's, Magi's and Crusader's can be done to benefit from the healing power for the shouts while also maintaining some tank and damage stats.
- Coordinate with your team to lock down and kill enemies stuck inside.
- If you go to your keybinding options, you can assign a "Stow Weapon" key. If you press your stow weapon key during a long weapon animation (Winds of Disenchantment) you can cancel the cast and put it on a 3 second cooldown instead of the full duration. This is excellent for baiting dodges from your enemies, as well as cancelling skills you know won't connect.
- Be mindful that your Weapon Swap cooldown is considerably high on this build (if you are not running Discipline). Think carefully before swapping (see Control and Support) so you can be as efficient as possible.
- is a difficult skill to use for maximum effect, as it's integrated heal is fairly low. Instead of using it to heal back up after a spike, try to anticipate when you are going to get damage and use the Stances secondary effect to heal you completely.
- grants you great mobility. Use it offensively to approach enemy's zerg. Or defensively to reposition yourself.
- Use downed or CCed enemies as a setup for .
- deals substantial damage and should NOT be used only for its mobility.
- Both, warhorn skills and shouts, should provide you with more than half of the adrenaline needed for the burst due to and.
- When not being pressured, try to prioritize to supply missing adrenaline. Rather use the other shouts and warhorn skills when condition pressure rolls in.
- When not being pressured, try to prioritize
- resets the cooldown on your burst skills, make sure to use them before full counter.
- is a strong immobilize and its animation can be canceled by "Stow Weapon". Also Stability doesn't affect Immobilize. Coordinate with your group to use it, along withif possible, to lock in enemies inside bubbles and necromancer's wells.
- is probably your most important cleanse due to its low cooldown and targeting of the most dangerous conditions. Use it often but don't waste it while having none of the affected conditions on your group.
- targets conditions mainly used for covering. Use it against a condition overload and when "Charge" is on cooldown or to blast Combo Fields (i.e., water, light).
- is another large cleanse, it does not target specific conditions however. Use it mostly when the group is overwhelmed by conditions as the reload time of the charges is considerable.
- andare the main control skills on Hammer, use them to disrupt passing movement.
- cripples enemies on range and should be used right before an engage or reengage.