Spellbreaker - Support Spellbreaker

The community gave this build a rating, making it top-tier: Great

Focused on: HealingCondition cleanseBoon removal and Crowd control

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire Builds

Overview

A Spellbreaker build for WvW that brings modest healing, strong condition cleanse and incredible boon removal. They also have near constant application of some form of crowd control.


Skill Bar

Hammer
Sword/Warhorn
Utility


Variants

  • over


Template Code

[&DQILKTM+PRemAAAAagAAALIAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
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Specializations


Variants

  • Swapping Discipline to Defense gains great personal survivability and adrenaline gain in exchange for


Template Code

[&DQIWJgspPRemAAAAagAAALIAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
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Equipment

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Hammer
Minstrel
Sigil
Sigil
Sword
Minstrel
Warhorn
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variant

Stats

Runes

  • Additional cleanse but less boon support


Consumables

    • personal food option


Usage

Priorities

High
  • CC
  • Boon rip
Moderate
  • Condition clear
Low
  • Healing allies


Surviving

  • This build has high passive defense
  • This build has high mobility skill access
    • will leap towards your target if you have one, make sure to drop your target if you need to use it for mobility
    • Since has other uses, prioritize when repositioning defensively
  • This builds has low active defenses
    • gives Stability Stability and makes you immune to critical hits for its duration, but is important for protecting
Active defense priority


Detailed Explanations

CC

  • Use your CC when:
    • Your group calls a spike:
      • Winds -
      • Wells - +
      • Shades -
      • Traps - +
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing
  • Much of your boon rip comes from CC due to the synergies between , and
    • Since you need to actually apply the stun/daze/knockdown to proc your trait/sigil synergies, make sure to target enemy players and watch their boon bar, only prioritizing CCing over boon rip when they run out of Stability Stability
  • Aim to the side of enemy groups instead of center mass to avoid damage. The AoE is large enough to still catch 5 targets.
  • should be used exclusively to reset the cooldown of
    • To ensure triggers, you can briefly move into hostile enemy ground pressure.
  • Make use of to proc when you need a CC with a range higher than your other, melee range CCs
  • Be careful with the knockback of , the skill is not worth casting if it will move enemies out of damage
  • can be cancelled with a Stow Weapon keybind. Flurry applies its Immobilize Immobilize instantly, and the other effects are negligible on a support build.
  • is a single target CC and very slow cast, its best use is following up on a player singled out by other CC and unable to avoid it
  • Your Hammer skills are generally better than the skills in Sword/Warhorn, don't be afraid to camp the weapon and wait for cooldowns if there isn't a good opportunity for any skills on the other set
    • At the same time, if you can't do anything in Hammer swap to Sword/Warhorn so your Weapon Swap will be ready after you use the skills on Sword/Warhorn
  • Sword autoattacks are slightly better than Hammer due to proccing on the third hit of the chain


CC priority


Boon rip

  • Land on the enemy group while your group is in range to follow up with a spike
    • Communicate while casting, let your team know if it gets interrupted and whether it's available or not
    • Make sure is ready every time is and use it immediately before starting the cast to protect it
    • It is worth casting and/or just to get into a better position for , even if they hit no enemies
  • is a great way to proc to give you enough Adrenaline for
  • Use Autoattacks to proc and when no other useful skills are ready and you can do it safely.


Condition Clear

  • Focus on clearing Immobilize Immobilize since your clears are very good at doing it and you have limited clears available
    • specifically clears Immobilize in a very large radius and should be prioritized whenever possible
    • is a massive condition clear, but has a very long cooldown. Do use it to save Immobilize Immobilize allies, but be conservative and only use it when other supports would take too long to clear it
  • The most important time to clear Immobilize Immobilize is when enemies are spiking, watch out for the following skills:
    • Winds -
    • Wells - + or
    • Traps - +
    • Shades -


Condition clear priority


Healing allies

  • This build sacrifices a lot of healing potential for boon rip, so it is generally better to let other supports handle this
  • Your best "heal" is actually the Barrier from , use it just before engaging when possible, since the Barrier will last 5 seconds after application
    • If an ally in your party has cast on them and does not manage to remove it before the duration times out, you can keep them alive by giving them Barrier before the 15 second duration ends
  • gives healing with , but should generally be used after your group dodges through the enemy since it also restores Endurance
Heal priority


Settings

  • Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
  • Also under General Options / User Interface turn on Thick party health bars
    • Thick squad health bars can be used too as a matter of personal preference, but is not recommended for large numbers
  • Under Squad Options uncheck View as a grid. This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.


Ratings

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Comments

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