Difference between revisions of "Spellbreaker - Immob Spellbreaker"
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| designed for = wvw zerg | | designed for = wvw zerg | ||
| focus = Control, Boonrip, Boon support | | focus = Control, Boonrip, Boon support | ||
− | | rating = | + | | rating = great |
| xpac = hot, pof, soto | | xpac = hot, pof, soto | ||
| difficulty = 1 | | difficulty = 1 | ||
Line 81: | Line 81: | ||
− | ==Usage== | + | ==Usage== |
+ | ====Adrenaline Management==== | ||
+ | |||
+ | |||
+ | |||
+ | ===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. |
Revision as of 22:14, 26 May 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Control, Boonrip and Boon support
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 utility build with high boon rip and Immobilize/ Cripple/ Slow application intended to be played in a group with other condition based builds.
Skill Bar
Sword/Torch
Hammer
Utility
Variants
- Utility
Template Code
[&DQILHTM2PRumAAAAsAAAACcWAACtAQAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Equipment
Head
Celestial
Celestial
Shoulders
Celestial
Celestial
Chest
Celestial
Celestial
Hands
Celestial
Celestial
Legs
Celestial
Celestial
Feet
Celestial
Celestial
Backpiece
Celestial
Celestial
Accessory
Celestial
Celestial
Accessory
Celestial
Celestial
Amulet
Celestial
Celestial
Ring
Celestial
Celestial
Ring
Celestial
Celestial
Sword
Celestial
Celestial
Torch
Celestial
Celestial
Sigil
Sigil
Hammer
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Stats
- Bringer's can be used for extra condition duration
- Sigils
- - adrenaline generation
- - more procs
Consumables
Usage
Adrenaline Management
Priorities
- High
- CC
- Boon rip
- Moderate
- Support
- Low
- Damage
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.
- is a large part of your CC, notable procs are , , + and +
- Make use of or 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
- Use a Stow Weapon keybind immediately after casting Bleed and Immobilize are applied immediately
- Continuing the cast only adds limited power damage. Its better to immediately start casting other skills instead
to cancel the cast since its
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
- It is worth casting movement skills just to get into a better position for , even if it hits no enemies/allies
- will activate at the end of your 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
on the enemy group while your group is in range to follow up with a spike
- Use Autoattacks to proc and when no other useful skills are ready and you can do it safely.
Support
- Use Stability before a push, or during a clash to provide Resistance and Superspeed if your group is missing
- can be used to save anyone in your party stuck in an enemy spike
Damage
- While has relevant damage, prioritize using it for CC
- and 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
Comments
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