Difference between revisions of "Spellbreaker - Support Spellbreaker"
Line 111: | Line 111: | ||
* This build has high passive defense | * This build has high passive defense | ||
* This build has high mobility skill access | * This build has high mobility skill access | ||
− | ** Since {{Skill|Earthshaker}} has other uses, prioritize {{Skill| | + | ** Since {{Skill|Earthshaker}} has other uses, prioritize {{Skill|Valiant Leap}} when repositioning defensively |
* This build has moderate active defenses | * This build has moderate active defenses | ||
Revision as of 22:02, 26 May 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Healing, Condition cleanse, Boon removal and Crowd control
Designed for: WvW Zerg
Difficulty:
Easy
This build was last updated on May 26, 2024 and is up to date for the October 8, 2024 patch.
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
Staff
Utility
Variants
- Heal
- Utilities
- can help secure winds
- party boons
Template Code
[&DQILHTM2PRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
- if taking off
- Variants
- Might if party is already capped on
- Quickness if party is already capped on
- Quickness and Might if party is already capped on
Variants
- Swapping Discipline to Defense gains great personal survivability and adrenaline gain in exchange for
Template Code
[&DQIWJgsdPRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Equipment
Head
Minstrel
Minstrel
Shoulders
Minstrel
Minstrel
Chest
Minstrel
Minstrel
Hands
Minstrel
Minstrel
Legs
Minstrel
Minstrel
Feet
Minstrel
Minstrel
Backpiece
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Amulet
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Hammer
Minstrel
Minstrel
Sigil
Sigil
Staff
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variant
- Relic
Consumables
-
- personal food option
Usage
Priorities
- High
- CC
- Boon rip
- Moderate
- Support
- Low
Surviving
- This build has high passive defense
- This build has high mobility skill access
- Since has other uses, prioritize when repositioning defensively
- This build has moderate active defenses
|
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
- Your group calls a spike:
- Much of your boon rip comes from CC due to the synergies between
- 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
, and
- Aim 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 triggers, you can briefly move into hostile enemy ground pressure.
should be used exclusively to reset the cooldown of
- 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
- 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
Boon rip
- Land
- Communicate while casting, let your team know if it gets interrupted and whether it's available or not
- If you don't have Stability use on yourself before casting
- If using , make sure it is ready every time is and use it immediately before starting the cast to protect it
- It is worth casting movement skills just to get into a better position for , even if it hits no enemies/allies
on the enemy group while your group is in range to follow up with a spike
- 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.
Support
- ⇒ should all be cast on your group when clashing with the enemy to heal
- Be careful with the aftercast on
- Hit the enemy group as well with Weakness and when possible to apply
, , and - Immobilize, but be conservative and only use it when other supports would take too long to clear it is a massive condition clear, but also a group stunbreak. Use it to save allies with
- Use after your group dodges through the enemy to restore Endurance
- Use Stability before a push, or during a clash to provide Resistance and Superspeed if your group is missing
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
Very useful and versatile build in any scale, as it allows great output of all forms of crowd control (stuns, dazes, immobilize, cripple), paired with the standard boon removal spellbreaker brings and the decent boonshare provided through Tactics traitline, warhorn skils (and FGJ if you run that)
Drop Discipline for Defense in blob sized fights
Comments
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