Difference between revisions of "Spellbreaker - Staff Healbreaker"
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Revision as of 18:19, 28 February 2024
This is a test build. You may comment and rate it.
Focused on: Support, Utility and Control
Designed for: PvP Conquest
Difficulty:
Normal
This build was last updated on February 28, 2024.
Overview
A support Spellbreaker build for PvP using the new Staff. While Warriors lack unique buffs like the aura sharing of Elementalists and can't spam boons quite as well as a Guardian, they make up for these with their raw healing numbers.
Skill Bar
Staff
Dagger/Warhorn
Utility
Skill Variants
Utility
Viable choices for the optional slot:
- Stealth and could help set up 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 Warhorn skills for AoE condition cleansing.
- - defense against CC and strike damage. It's a selfish option, but a dead support can't support others so sometimes it's best to play it safe.
- Stability and breaks stun for allies, it cannot be used while you are CC'd. - excellent proactive skill with defensive boons, especially useful against incoming CC. The only downside is that it can't be used reactively for yourself - while it grants
Template Code
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Specializations
Variants
- Immobilize makes you significantly easier to pin down and focus by the enemy team. increases your healing done to allies, but no longer being able to ignore
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
Staff
Sigil
Sigil
Dagger
Warhorn
Sigil
Sigil
Rune
Amulet
Relic
Usage
To be added
Ratings
The build has pretty strong support for the team, able to push high might and vuln uptime, while having access to excellent burst healing, and barrier (warhorn 5 has a very small and unnoticeable cast time, but procs a 4k barrier around you) Something I've also found, is that even though you are a support, you have pretty high damage when buffed, I've hit someone for 3k using the dagger 2 into burst, which also provides aoe healing. Obviously this has weaknesses though, it can be rather susceptible to cc, only having one longer cooldown stunbreak. The issue with that is the stunbreak is also our only mass cleanse, resulting in weakness to both, and the staff can feel clunky at times, the 2 has a very small radius, making it hard to land on allies, while the three has a relatively long pause after the rush before the heal goes out, although the burst heals whether you hit a target or not, making it easier to land, and together with the shout heals and warhorn, it doesn't matter all too much.
Its a solid build...... how ever i prefer playing it on Empowered Alies and Matrial Cadance for even higher offensive boon share (quickness and might) in Comb with the relic of Lyhr and rune of dolyak for better sustain for your allies
Support Warrior has been meta in the past a couple of times so it's a tried and tested concept. It did fall off a bit lately but the addition of Staff came to the rescue. I'd still put this behind core Guard, Chrono and maybe even Tempest, but it's not bad at all. Getting 50-60% group healing at the end of the game is quite possible, it's fairly durable, has a ranged rez/stomp and even some reactive instant heals. Lacks the utility value of important boon sharing like Stability or Ele's auras, but the CC and boon removal are nice too. However I think Shake it Off going from 2 charges to 1 hurt support war a lot because it kind of forces the build to sacrifice another slot to a stunbreak or else the build becomes a bit greedy and easily punishable.
Comments
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