Difference between revisions of "Spellbreaker - Healbreaker"
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| specialization = Spellbreaker | | specialization = Spellbreaker | ||
| designed for = Conquest | | designed for = Conquest | ||
− | | rating = | + | | rating = archived |
| focus = support, utility, control | | focus = support, utility, control | ||
}} | }} | ||
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{{Specialization|Spellbreaker|bot|mid|mid}} | {{Specialization|Spellbreaker|bot|mid|mid}} | ||
'''Variants''' | '''Variants''' | ||
+ | * {{Trait|Guard Counter}} makes you more tanky, but losing the {{Tooltip|Immobilize}} proc on CC skills makes it harder to peel for allies, kite with {{Skill|Full Counter}} or set up kills for the team. | ||
+ | |||
* {{Trait|Magebane Tether}} offers more CC and higher healing (due to the {{Tooltip|Might}} synergy with various '''Tactics''' traits) at the cost of losing some defense against conditions. | * {{Trait|Magebane Tether}} offers more CC and higher healing (due to the {{Tooltip|Might}} synergy with various '''Tactics''' traits) at the cost of losing some defense against conditions. | ||
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* Both Warhorn skills are blast finishers. While the build itself doesn't have any combo fields, these are still useful for stacking {{Tooltip|Stealth}} or auras just to mention a few. | * Both Warhorn skills are blast finishers. While the build itself doesn't have any combo fields, these are still useful for stacking {{Tooltip|Stealth}} or auras just to mention a few. | ||
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* The primary role of {{Skill|"For Great Justice!"}} and {{Skill|"On My Mark!"}} in this build is healing and cleansing via {{Trait|Vigorous Shouts}} and {{Rune|Soldier}}. Their actual baseline functionality is secondary in most cases, although they can help your team burst down targets when needed. | * The primary role of {{Skill|"For Great Justice!"}} and {{Skill|"On My Mark!"}} in this build is healing and cleansing via {{Trait|Vigorous Shouts}} and {{Rune|Soldier}}. Their actual baseline functionality is secondary in most cases, although they can help your team burst down targets when needed. | ||
− | * {{Skill|"Shake It Off!"}} is your strongest | + | * {{Skill|"Shake It Off!"}} is your strongest allied cleanse tool but also the one you should hold onto the most, and maybe even be a bit more selfish with. This is your '''only stun break''' in the build so consider that before using it to bail out allies. |
* {{Skill|"To the Limit!"}} is a fairly unique skill. The AoE endurance regen is great for saving allies under a lot of pressure, but most of the time you'll probably end up using this skill for your own sake. | * {{Skill|"To the Limit!"}} is a fairly unique skill. The AoE endurance regen is great for saving allies under a lot of pressure, but most of the time you'll probably end up using this skill for your own sake. | ||
* {{Skill|Call of Valor}} is one of the strongest skills in the entire build. The barrier it provides is almost as big as the healing from two shouts (and of course barrier can be used to protect Necromancers in shroud while they wouldn't beenfit from healing there). Barrier is also something that can be used proactively to shield allies from incoming damage while healing is reactive. | * {{Skill|Call of Valor}} is one of the strongest skills in the entire build. The barrier it provides is almost as big as the healing from two shouts (and of course barrier can be used to protect Necromancers in shroud while they wouldn't beenfit from healing there). Barrier is also something that can be used proactively to shield allies from incoming damage while healing is reactive. | ||
− | ** The cleansing also deserves a shoutout. When used after {{Skill|Charge (warrior)}} these two Warhorn skills could AoE cleanse | + | ** The cleansing also deserves a shoutout. When used after {{Skill|Charge (warrior)}} these two Warhorn skills could AoE cleanse 6 conditions from you and your allies! |
* {{Skill|Battle Standard}} is a ranged rez/stomp that could turn the tide of battle in seconds. Just remember not to waste it - if you feel like you can get the rez or the kill without the banner, then try and go for it. View the banner as more of a last resort option, keep it for the right time. | * {{Skill|Battle Standard}} is a ranged rez/stomp that could turn the tide of battle in seconds. Just remember not to waste it - if you feel like you can get the rez or the kill without the banner, then try and go for it. View the banner as more of a last resort option, keep it for the right time. | ||
** The banner stays active for 60 seconds and pulses boons to allies in the area. Picking it up reduces the CD of this skill by 60 seconds - there is no reason ''not to'' pick it up, and you have a minute to do it. | ** The banner stays active for 60 seconds and pulses boons to allies in the area. Picking it up reduces the CD of this skill by 60 seconds - there is no reason ''not to'' pick it up, and you have a minute to do it. | ||
** It's worth pointing out that the banner revives allies by restoring downed health. This counts as healing and is affected by healing reduction effects such as {{Tooltip|Poison}}. If an ally barely has any downed health left, they may not rally from just the banner alone. | ** It's worth pointing out that the banner revives allies by restoring downed health. This counts as healing and is affected by healing reduction effects such as {{Tooltip|Poison}}. If an ally barely has any downed health left, they may not rally from just the banner alone. |
Latest revision as of 16:09, 5 June 2023
Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.
Focused on: Support, Utility and Control
Designed for: PvP Conquest
Difficulty:
TBD
Overview
A support Spellbreaker build for PvP focusing on AoE healing, cleansing and CC.
Skill Bar
Hammer
Dagger/Warhorn
Utility
Skill Variants
Utility
Viable choices for the optional slot:
- Stealth and could help setup kills for the team with the Vulnerability stacking. - low CD shout with 2 charges, instantly heals and cleanses allies through trait and rune synergy. Also counters
- - massive barrier application and useful boons, plus a Light combo field which you can blast with Hammer and Warhorn skills for AoE condition cleansing.
- - a stun break and excellent panic button against Power-based damage, but this offers no value to the team (other than keeping you alive, of course).
Template Code
[&DQILKjM+PSumAKcAagAAAKgAAADiAQAA7gAAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- Immobilize proc on CC skills makes it harder to peel for allies, kite with or set up kills for the team. makes you more tanky, but losing the
- Might synergy with various Tactics traits) at the cost of losing some defense against conditions. offers more CC and higher healing (due to the
Equipment
Hammer
Sigil
Sigil
Dagger
Warhorn
Sigil
Sigil
Rune
Amulet
Usage
General
- Always follow the teamfights, avoid getting locked into 1v1s.
- is a 1200 range reveal. When you're not using it for healing or setting up a kill, prevent enemies with stealth access from safely disengaging.
- Maintain permanent Swiftness on your team with , both in and out of combat.
- Consider using it as a condition removal tool before using other cleanses to increase the chance of removing damaging conditions with other skills.
- The bonus damage aspect of it can also be powerful when used at the right time, for example when an ally is in .
- Both Warhorn skills are blast finishers. While the build itself doesn't have any combo fields, these are still useful for stacking Stealth or auras just to mention a few.
Support
- The primary role of and in this build is healing and cleansing via and . Their actual baseline functionality is secondary in most cases, although they can help your team burst down targets when needed.
- is your strongest allied cleanse tool but also the one you should hold onto the most, and maybe even be a bit more selfish with. This is your only stun break in the build so consider that before using it to bail out allies.
- is a fairly unique skill. The AoE endurance regen is great for saving allies under a lot of pressure, but most of the time you'll probably end up using this skill for your own sake.
- The cleansing also deserves a shoutout. When used after these two Warhorn skills could AoE cleanse 6 conditions from you and your allies!
is one of the strongest skills in the entire build. The barrier it provides is almost as big as the healing from two shouts (and of course barrier can be used to protect Necromancers in shroud while they wouldn't beenfit from healing there). Barrier is also something that can be used proactively to shield allies from incoming damage while healing is reactive.
- The banner stays active for 60 seconds and pulses boons to allies in the area. Picking it up reduces the CD of this skill by 60 seconds - there is no reason not to pick it up, and you have a minute to do it.
- It's worth pointing out that the banner revives allies by restoring downed health. This counts as healing and is affected by healing reduction effects such as Poison. If an ally barely has any downed health left, they may not rally from just the banner alone.
is a ranged rez/stomp that could turn the tide of battle in seconds. Just remember not to waste it - if you feel like you can get the rez or the kill without the banner, then try and go for it. View the banner as more of a last resort option, keep it for the right time.
Ratings
Fantastic support build with good healing, decent damage and good CC. The build on this page is pretty good for 5v5 conquest teamfighting mid, but for 3v3s I've been running Defense(2-1-2) instead of Discipline(2-3-3) and it still works great. For objective play you'll want that 25% movement speed from warrior's sprint, but in TDM I find that survivability is a little more important. Dagger skills do good damage and with Magebane's might gen you hurt people quite a bit while healing ~1.3k health every shout. Good build that can carry, medium skill/effort to play well.
Its functions looks really good, however its multipliers are quite low after the nerf. Not really worth playing unless you are already very used to spellbreaker, other support builds will in general, be stronger than this.
Very solid support build and pretty tanky in its own right. Plenty of healing and utility to support the team and can definitely swing team fights in your favour quite heavily.
Still meta and best heal / condi cleanse build even after the patch nerfs since tempest was hit harder. Incredibly boring to play though.
After the balance patch on 12/1/2020, the build is no longer meta. It is still viable. No longer works on solo queue.
Depois do balance patch do dia 01/12/2020, a build deixou de ser meta. Ainda é viavel. Não funciona mais em solo queue
Started getting in SPvP with this... It's fun af! Altho i'm just interested why would one need precision (talking about Amulet choice) is there any solid reason or is it free to switch to something more supportive/tanky?
Not sure if two support builds have ever been as close in terms of viability as Tempest and Spellbreaker are now. Top tier healing, good cleansing and a bunch of useful buffs + a ranged rez, just to mention a few. Really strong kit.
Very likely going to be the meta support build. This build is strong against both power and condition enemies, where as support tempest needs to choose between the Earth or Fire traitlines. In addition, it has strong offensive pressure for your allies via For Great Justice and On My Mark. This build has some access to boon removal as well.
Comments
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