Difference between revisions of "Spellbreaker - Cele Spellbreaker"

 
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| designed for = wvw zerg
 
| designed for = wvw zerg
 
| focus = Control, Boonrip, Boon support
 
| focus = Control, Boonrip, Boon support
| rating = draft
+
| rating = great
 
| xpac = hot, pof, soto
 
| xpac = hot, pof, soto
 
| difficulty = 1
 
| difficulty = 1
Line 53: Line 53:
 
| rune-qt = 6
 
| rune-qt = 6
 
| relic = Relic of the Sunless
 
| relic = Relic of the Sunless
| weapon1 = sword
+
| weapon1 = Sword
| weapon2 = torch
+
| weapon2 = Torch
 
| sigil1 = Superior Sigil of Malice
 
| sigil1 = Superior Sigil of Malice
 
| sigil2 = Superior Sigil of Hydromancy
 
| sigil2 = Superior Sigil of Hydromancy
| weapon3 = hammer
+
| weapon3 = Hammer
 
| weapon4 =  
 
| weapon4 =  
 
| sigil3 = Superior Sigil of Malice
 
| sigil3 = Superior Sigil of Malice
Line 81: Line 81:
  
  
==Usage==
+
==Usage==
 +
====Adrenaline Management====
 +
* Its very important to use your ranged AoE skills ({{Skill|Hammer Shock}}/{{Skill|Blaze Breaker}}) carefully, they are a major source of adrenaline generation
 +
** If you don't have enough '''Adrenaline''' to cast a burst skill after {{Skill|Full Counter}} these should be your primary way to generate more
 +
* {{Skill|"To the Limit!"}} can be saved for '''Adrenaline''' generation
 +
 
 +
 
 +
===Priorities===
 +
;High
 +
* CC
 +
* Boon rip
 +
;Moderate
 +
* Support
 +
;Low
 +
* Damage
 +
 
 +
 
 +
====Surviving====
 +
* This build has high passive defense
 +
* This build has high mobility skill access
 +
** Since {{Skill|Earthshaker}} has other uses, prioritize {{Skill|Savage Leap}} when repositioning defensively
 +
* This build has moderate active defenses
 +
 
 +
{{Collapsible
 +
|width=85
 +
|;Active defense priority
 +
|
 +
* {{Skill|"Shake It Off!"}} - for stunbreaking
 +
* Mobility skills with {{Trait|Warrior's Sprint}} - for {{Tooltip|Immobilize}}
 +
* {{Skill|"Shake It Off!"}} - for {{Tooltip|Immobilize}}
 +
* '''Dodge'''
 +
* {{Skill|"To the Limit!"}}
 +
}}
 +
 
 +
 
 +
===Detailed Explanations===
 +
====CC====
 +
* Use your CC when:
 +
** Your group calls a spike:
 +
*** Winds - {{Skill|Winds of Disenchantment}}
 +
*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
 +
*** Shades - {{Skill|Desert Shroud}}
 +
*** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
 +
** 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 {{trait|Dispelling Force}}, {{Sigil|Superior Sigil of Absorption}} and {{trait|Enchantment Collapse}}
 +
** 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 {{Tooltip|Stability}}
 +
* Aim {{Skill|Earthshaker}} to the side of enemy groups instead of center mass to avoid damage. The AoE is large enough to still catch 5 targets.
 +
* To ensure {{skill|Full Counter}} triggers, you can briefly move into hostile enemy ground pressure.
 +
* {{Trait|Leg Specialist}} is a large part of your CC, notable procs are {{Skill|Hammer Shock}}, {{Skill|Blaze Breaker}}, {{Skill|Full Counter}} + {{Trait|Slow Counter}} and {{Skill|Winds of Disenchantment}} + {{Relic|Relic of the Sunless}}
 +
* Make use of {{Skill|Hammer Shock}} or {{Skill|Blaze Breaker}}when you need a CC with a range higher than your other, melee range CCs
 +
* Be careful with the knockback of {{Skill|Staggering Blow}}, the skill is not worth casting if it will move enemies out of damage
 +
* {{Skill|Backbreaker}} 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
 +
* Use a '''Stow Weapon''' keybind immediately after casting {{Skill|Flurry}} to cancel the cast since its {{Tooltip|Bleed}} and {{Tooltip|Immobilize}}  are applied immediately
 +
** Continuing the cast only adds limited power damage. Its better to immediately start casting other skills instead
 +
 
 +
{{Collapsible
 +
|width=85
 +
|;CC priority
 +
|
 +
* {{Skill|Flurry}}
 +
* {{Skill|Hammer Shock}}/{{Skill|Blaze Breaker}} - while enemies have {{Tooltip|Stability}} (procs {{Trait|Leg Specialist}})
 +
* {{Skill|Earthshaker}} - only when enemies lack {{Tooltip|Stability}}
 +
* {{Skill|Full Counter}}
 +
* {{Skill|Hammer Shock}}/{{Skill|Blaze Breaker}} - general use
 +
* {{Skill|Staggering Blow}} - only when enemies lack {{Tooltip|Stability}}
 +
* {{Skill|Backbreaker}} - only when enemies lack {{Tooltip|Stability}}
 +
* {{Skill|Savage Leap}} (procs {{Trait|Leg Specialist}})
 +
* '''Sword autoattacks''' {{Skill|Hamstring}} (procs {{Trait|Leg Specialist}})
 +
}}
 +
 
 +
 
 +
====Boon rip====
 +
* Land {{Skill|Winds of Disenchantment}} 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
 +
** If you don't have {{Tooltip|Stability}} use {{Skill|Banner of Tactics}} on yourself before casting {{Skill|Winds of Disenchantment}}
 +
** It is worth casting movement skills just to get into a better position for {{Skill|Winds of Disenchantment}}, even if it hits no enemies/allies
 +
** {{Relic|Relic of the Sunless}} will activate at the end of your {{Skill|Winds of Disenchantment}} cast. The AoE appears centered underneath your target or at your feet if you have no target, manage targeting to maximize pulses on enemies inside your {{Skill|Winds of Disenchantment}}
 +
* Use '''Autoattacks''' to proc {{Sigil|Superior Sigil of Nullification}} and {{Trait|Enchantment Collapse}} when no other useful skills are ready and you can do it safely.
 +
 
 +
 
 +
====Support====
 +
* Use {{Skill|Banner of Tactics}} if your group is missing {{Tooltip|Stability}} before a push, or during a clash to provide {{Tooltip|Resistance}} and {{Tooltip|Superspeed}}
 +
* {{Skill|"Shake It Off!"}} can be used to save anyone in your party stuck in an enemy spike
 +
 
 +
 
 +
====Damage====
 +
* While {{Skill|Blaze Breaker}} has relevant damage, prioritize using it for CC
 +
* {{Skill|Flames of War}} and {{Skill|Final Thrust}} should be used as often as possible for extra damage whenever they won't delay a more important skill
 +
 
 +
 
 +
====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.

Latest revision as of 22:44, 26 May 2024

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

Focused on: ControlBoonrip and Boon support

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire BuildsSecrets of the Obscure builds

Difficulty:
Easy
This build was last updated on May 26, 2024 and is up to date for the May 21, 2024 patch.

Overview

A utility build with high boon rip and Immobilize Immobilize/Cripple Cripple/Slow Slow application intended to be played in a group with other condition based builds.


Skill Bar

Sword/Torch
Hammer
Utility


Variants

Utility
  • Banner of Defense


Template Code

[&DQILHTM2PRumAAAAsAAAACcWAACtAQAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Equipment

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Sword
Celestial
Torch
Celestial
Sigil
Sigil
Hammer
Celestial
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Stats
  • Bringer's can be used for extra condition duration
Sigils
  • Sigil of Superior Sigil of Energy
  • Sigil of Superior Sigil of Fire - adrenaline generation
  • Sigil of Superior Sigil of Incapacitation - more Leg Specialist procs


Consumables


Usage

Adrenaline Management

  • Its very important to use your ranged AoE skills (Hammer Shock/Blaze Breaker) carefully, they are a major source of adrenaline generation
    • If you don't have enough Adrenaline to cast a burst skill after Full Counter these should be your primary way to generate more
  • "To the Limit!" can be saved for Adrenaline generation


Priorities

High
  • CC
  • Boon rip
Moderate
  • Support
Low
  • Damage


Surviving

  • This build has high passive defense
  • This build has high mobility skill access
    • Since Earthshaker has other uses, prioritize Savage Leap when repositioning defensively
  • This build has moderate active defenses
Active defense priority
  • "Shake It Off!" - for stunbreaking
  • Mobility skills with Warrior's Sprint - for Immobilize Immobilize
  • "Shake It Off!" - for Immobilize Immobilize
  • Dodge
  • "To the Limit!"


Detailed Explanations

CC

  • Use your CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
    • 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 Dispelling Force, Sigil of Superior Sigil of Absorption and Enchantment Collapse
    • 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 Earthshaker to the side of enemy groups instead of center mass to avoid damage. The AoE is large enough to still catch 5 targets.
  • To ensure Full Counter triggers, you can briefly move into hostile enemy ground pressure.
  • Leg Specialist is a large part of your CC, notable procs are Hammer Shock, Blaze Breaker, Full Counter + Slow Counter and Winds of Disenchantment + Relic of the Sunless
  • Make use of Hammer Shock or Blaze Breakerwhen you need a CC with a range higher than your other, melee range CCs
  • Be careful with the knockback of Staggering Blow, the skill is not worth casting if it will move enemies out of damage
  • Backbreaker 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
  • Use a Stow Weapon keybind immediately after casting Flurry to cancel the cast since its Bleed Bleed and Immobilize Immobilize are applied immediately
    • Continuing the cast only adds limited power damage. Its better to immediately start casting other skills instead
CC priority
  • Flurry
  • Hammer Shock/Blaze Breaker - while enemies have Stability Stability (procs Leg Specialist)
  • Earthshaker - only when enemies lack Stability Stability
  • Full Counter
  • Hammer Shock/Blaze Breaker - general use
  • Staggering Blow - only when enemies lack Stability Stability
  • Backbreaker - only when enemies lack Stability Stability
  • Savage Leap (procs Leg Specialist)
  • Sword autoattacks Hamstring (procs Leg Specialist)


Boon rip

  • Land Winds of Disenchantment 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
    • If you don't have Stability Stability use Banner of Tactics on yourself before casting Winds of Disenchantment
    • It is worth casting movement skills just to get into a better position for Winds of Disenchantment, even if it hits no enemies/allies
    • Relic of the Sunless will activate at the end of your Winds of Disenchantment cast. The AoE appears centered underneath your target or at your feet if you have no target, manage targeting to maximize pulses on enemies inside your Winds of Disenchantment
  • Use Autoattacks to proc Sigil of Superior Sigil of Nullification and Enchantment Collapse when no other useful skills are ready and you can do it safely.


Support

  • Use Banner of Tactics if your group is missing Stability Stability before a push, or during a clash to provide Resistance Resistance and Superspeed Superspeed
  • "Shake It Off!" can be used to save anyone in your party stuck in an enemy spike


Damage

  • While Blaze Breaker has relevant damage, prioritize using it for CC
  • Flames of War and Final Thrust should be used as often as possible for extra damage whenever they won't delay a more important skill


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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