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Difference between revisions of "Spellbreaker - Support Spellbreaker"

 
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{{SEO|description=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.}}
 
 
{{Build
 
{{Build
 
| profession = Warrior
 
| profession = Warrior
Line 5: Line 4:
 
| designed for = wvw zerg
 
| designed for = wvw zerg
 
| focus = Healing, Condition Cleanse, Boon Removal, Crowd Control
 
| focus = Healing, Condition Cleanse, Boon Removal, Crowd Control
| rating = great
+
| rating = good
| meta = y
+
| xpac = hot, pof, soto
 +
| difficulty = 1
 
}}
 
}}
  
Line 19: Line 19:
 
| weapon1 = hammer
 
| weapon1 = hammer
 
| weapon2 =  
 
| weapon2 =  
| weapon3 = sword
+
| weapon3 = staff
| weapon4 = warhorn
+
| weapon4 =  
 
| healing = "To the Limit!"
 
| healing = "To the Limit!"
 
| utility1 = "Shake It Off!"
 
| utility1 = "Shake It Off!"
| utility2 = Balanced Stance
+
| utility2 = Banner of Tactics
 
| utility3 = Break Enchantments
 
| utility3 = Break Enchantments
 
| elite = Winds of Disenchantment}}
 
| elite = Winds of Disenchantment}}
 +
 +
 +
===Variants===
 +
;Heal
 +
* {{Skill|Defiant Stance}}
 +
 +
;Utilities
 +
* {{Skill|Balanced Stance}} can help secure winds
 +
* {{Skill|"For Great Justice!"}} party boons
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQILLzM+PRemAAAAsgAAAGoAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQILHTM2PRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Discipline|mid|bot|bot}}
+
{{Specialization|Discipline|mid|top|bot}}
{{Specialization|Tactics|bot|mid|mid}}
+
;Variants
 +
* {{Trait|Brawler's Recovery}} if taking off {{Skill|Banner of Tactics}}
 +
{{Specialization|Tactics|top|bot|top}}
 +
;Variants
 +
* {{Trait|Soldier's Comfort}}
 +
* {{Trait|Shrug It Off}} if party is already capped on {{Tooltip|Might}}
 +
* {{Trait|Phalanx Strength}} if party is already capped on {{Tooltip|Quickness}}
 +
* {{Trait|Vigorous Shouts}} if party is already capped on {{Tooltip|Quickness}} and {{Tooltip|Might}}
 
{{Specialization|Spellbreaker|bot|top|top}}
 
{{Specialization|Spellbreaker|bot|top|top}}
 +
 +
 +
===Variants===
 +
{{Specialization|Defense|mid|top|mid|variant=y}}
 +
* Swapping Discipline to Defense gains great personal survivability and adrenaline gain in exchange for {{Trait|Fast Hands}}
 +
 +
 +
====Template Code====
 +
{{TemplateCode|
 +
code = [&DQIWJgsdPRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
 +
}}
  
  
Line 44: Line 71:
 
| weight = Heavy
 
| weight = Heavy
 
| stats = Minstrel
 
| stats = Minstrel
| rune = Superior Rune of Durability
+
| rune = Superior Rune of the Monk
 
| rune-qt = 6
 
| rune-qt = 6
 +
| relic = Relic of Karakosa
 
| weapon1 = Hammer
 
| weapon1 = Hammer
 
| weapon2 =  
 
| weapon2 =  
| sigil1 = Superior Sigil of Nullification
+
| sigil1 = Superior Sigil of Energy
 
| sigil2 = Superior Sigil of Absorption
 
| sigil2 = Superior Sigil of Absorption
| weapon3 = Sword
+
| weapon3 = Staff
| weapon4 = Axe
+
| weapon4 =  
 
| sigil3 = Superior Sigil of Nullification
 
| sigil3 = Superior Sigil of Nullification
| sigil4 = Superior Sigil of Energy
+
| sigil4 = Superior Sigil of Transference
 +
| infusion1 = Healing WvW Infusion
 +
| infusion1-qt = 18
 
}}
 
}}
  
  
 
===Equipment Variant===
 
===Equipment Variant===
* {{tooltip|Celestial}} is an acceptable option with high {{tooltip|Immobilize}} duration
+
;Relic
* {{Rune|Superior Rune of the Trooper}} Additional cleanse but less boon support
+
* {{Relic|Relic of Speed}}
  
  
 
===Consumables===
 
===Consumables===
* {{Food|Delicious Rice Ball}}
+
* {{Food|Bowl of Fruit Salad with Mint Garnish}}
:: {{Food|Bowl of Fruit Salad with Mint Garnish}} Feast option with additional concentration
+
** {{Food|Delicious Rice Ball}} personal food option
 
* {{Utility|Bountiful Maintenance Oil}}
 
* {{Utility|Bountiful Maintenance Oil}}
  
  
==Usage==
+
==Usage==
'''Elite specialization basics'''
+
===Priorities===
* {{Skill|Full Counter}} (FC) recharges your '''Burst''' skills. Always try to use it when you can refresh their duration, except if you're under heavy pressure in which case you can use FC purely for defensive means.
+
;High
* To ensure {{skill|Full Counter}} triggers, briefly move into hostile enemy ground pressure. It shouldn't be hard to proc, unless the enemy is retreating or disengaging.
+
* CC
* FC is both a defensive and an offensive skill in the build as it blocks, evades, grants {{tooltip|Stability}}, and performs an unblockable AoE damage/CC attack when triggered.
+
* Boon rip
 +
;Moderate
 +
* Support
 +
;Low
 +
 
 +
 
 +
====Surviving====
 +
* This build has high passive defense
 +
* This build has high mobility skill access
 +
** Since {{Skill|Earthshaker}} has other uses, prioritize {{Skill|Valiant Leap}} when repositioning defensively
 +
* This build has moderate active defenses
  
'''General'''
+
{{Collapsible
* This build focus on supporting, heavy crowd control and boon removal.
+
|width=85
* {{trait|Vigorous Shouts}} and {{trait|Roaring Reveille}} significantly enhance your support tools.
+
|;Active defense priority
* Adrenaline generation revolves {{skill|"To the Limit!"}}, {{skill|Break Enchantments}} and {{trait|Loss Aversion}}.
+
|
 +
* {{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|Bullet Catcher}}
 +
* {{Skill|"To the Limit!"}}
 +
}}
  
'''Shouts'''
 
* {{skill|"To the Limit!"}} should be used for your group more than yourself, for its dodge roll refund in high pressure situations. Also, unlike the other shouts, it has a cast time.
 
* {{Skill|"Shake It Off!"}} (SIO) is a massive cleanse that will also heal allies for a significant amount. Due to its high cooldown, save it for when it will have the most impact and cleanse the most conditions.
 
** {{skill|"Shake It Off!"}} is an instant cast skill, which means you can use it along other abilities without interrupting the cast.
 
  
'''Boon Removal'''
+
===Detailed Explanations===
* Unlike Scourges, your boon removal skills don't turn the enemy boons into conditions, which, at a first glance, would look bad simply because you are somehow "stealing" potential boon corrupts from your scourges and, therefore, softing the condi pressure on your foes. However, in the current meta, the fact that condition '''convert''' is still relevant, due stuff like {{trait|Purity of Purpose}} and {{tooltip|Epilogue Eternal Oasis}}, means that only ripping their boons, thus not giving then substrate to convert and reapply boons, can be way more valuable to win a fight.
+
====CC====
* {{Skill|Winds of Disenchantment}} (WoD) is a channel skill that applies an effect which prevents enemies from getting boons and also removes boons. It's the most important skill in the build, and should always be communicated whenever casting it, if it gets interrupted and whether it's available or not.
+
* Use your CC when:
** This skill drops where you cast it. Keep this in mind.
+
** Your group calls a spike:
* WoD can be used both offensively and defensively as long as coordinated it with your team pressure. Wells, shades and overall damage must be landed alongside WoD AoE to get enabled and enhanced. Using WoD without any relevant friendly follow up is discouraged and brings no teamplay value.
+
*** Winds - {{Skill|Winds of Disenchantment}}
* Save {{skill|Balanced Stance}} for the WoD cast, the pulsing {{tooltip|Stability}} helps to refrain CCs. Having {{tooltip|Resistance}} to ignore movement impending conditions like {{tooltip|Immobilize}}, and to deny {{tooltip|Fear}} application is important if your Stability gets corrupted.
+
*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
* The bubble covers a big area, so you don't have to be on top of the enemy all the time, you could lock then through the edges.
+
*** Shades - {{Skill|Desert Shroud}}
* Overlapping multiple WoDs for a stronger boonrip spike might be interesting on all-in scenarios, yet pacing it is the safest choice in general.
+
*** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
* {{skill|Break Enchantments}} will be 100% your opener whenever you get in melee range, for the huge adrenaline it provides thanks again {{trait|Loss Aversion}}. Besides that, it will be used on engages and re-engages for the spike boonrip it provides.
+
** On top of enemy downs (while alive players are on top of them)
* Hammers skills and FC, due to {{trait|Dispelling Force}} tied to {{trait|Enchantment Collapse}}, are going be your main source of boonrip once your Meditation abilities are under cooldown.
+
** 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.
 +
* {{Skill|Full Counter}} should be used exclusively to reset the cooldown of {{Skill|Earthshaker}}
 +
** To ensure {{skill|Full Counter}} triggers, you can briefly move into hostile enemy ground pressure.
 +
* Make use of {{Skill|Hammer Shock}} to proc {{Trait|Leg Specialist}} 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
 +
 
 +
{{Collapsible
 +
|width=85
 +
|;CC priority
 +
|
 +
* {{Skill|Hammer Shock}} - while enemies have {{Tooltip|Stability}} (procs {{Trait|Leg Specialist}})
 +
* {{Skill|Snap Pull}} - only when enemies lack {{Tooltip|Stability}}
 +
* {{Skill|Earthshaker}} - only when enemies lack {{Tooltip|Stability}}
 +
* {{Skill|Full Counter}} - only when enemies lack {{Tooltip|Stability}}
 +
* {{Skill|Hammer Shock}} - general use
 +
* {{Skill|Staggering Blow}} - only when enemies lack {{Tooltip|Stability}}
 +
* {{Skill|Backbreaker}} - only when enemies lack {{Tooltip|Stability}}
 +
}}
 +
 
  
'''Sword/Warhorn'''
+
====Boon rip====
* {{Skill|Savage Leap}} grants you great mobility. Use it offensively to approach enemy's zerg. Or defensively to reposition yourself.
+
* Land {{Skill|Winds of Disenchantment}} on the enemy group while your group is in range to follow up with a spike
* {{Skill|Flurry}} is a strong immobilize and its animation can be canceled by "Stow Weapon". Coordinate with your group to use it, along with {{Trait|No Escape}} if possible, to lock in enemies inside bubbles and necromancer's wells
+
** Communicate while casting, let your team know if it gets interrupted and whether it's available or not
* {{Skill|Charge (warrior)}} will give a minor damage increase to the next 2 strikes of your allies, but should be primarily used against enemy damage spikes to remove movement impairing conditions.
+
** If you don't have {{Tooltip|Stability}} use {{Skill|Banner of Tactics}} on yourself before casting {{Skill|Winds of Disenchantment}}
* {{Skill|Call of Valor}} is incredible against enemy pushes for its massive {{tooltip|Barrier}} output and application of {{tooltip|Resistance}} to help get your group through spikes
+
** If using {{Skill|Balanced Stance}}, make sure it is ready every time {{Skill|Winds of Disenchantment}} 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 {{Skill|Winds of Disenchantment}}, even if it hits no enemies/allies
 +
* {{Skill|Break Enchantments}} is a great way to proc {{Trait|Loss Aversion}} to give you enough '''Adrenaline''' for {{Skill|Earthshaker}}
 +
* 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.
  
'''Hammer'''
 
* {{skill|Earthshaker}} grants CC and a mobility tool, and often procs {{trait|No Escape}}. Enemies with {{tooltip|Stability}} will deny CCs and, thus, your boonrips, so try to always time it with {{skill|Break Enchantments}} and around your scourges cooldowns. Can also be used for risky plays, as the mobility can quickly reposition you.
 
* {{Skill|Hammer Shock}} can lock people down with {{trait|Leg Specialist}} variants in the same way Earthshaker can, but ignoring stability.
 
* {{skill|Staggering Blow}} will be chained with AoE CC skills. Keep in mind it knocks back and you group might not want to spread out targets.
 
* {{skill|Backbreaker}} single target CC. Use after all your AoE CCs are unavailable.
 
* Fill dowtime with {{skill|Fierce Blow}} and {{skill|Hammer Swing (warrior)}}.
 
  
'''Combo'''
+
====Support====
* Hammer stun: {{skill|Earthshaker}} {{to}} {{skill|Full Counter}} {{to}} {{skill|Earthshaker}} {{to}} {{skill|Staggering Blow}} (from here you can go Sw/Wh and use {{skill|Flurry}})
+
* {{Skill|Path to Victory}}, {{Skill|Valiant Leap}}, {{Skill|Line Breaker}} and {{Skill|Bullet Catcher}} {{to}} {{Skill|Defiant Roar}} should all be cast on your group when clashing with the enemy to heal
* Immob me daddy: {{skill|Flurry}} {{to}} {{skill|Full Counter}} {{to}} {{skill|Flurry}} (from here you can go Hammer and {{skill|Earthshaker}} or camp for Warhorn CDs).
+
** Be careful with the aftercast on {{Skill|Line Breaker}}
** Stow {{skill|Flurry}} animation.
+
** Hit the enemy group as well with {{Skill|Path to Victory}} and {{Skill|Line Breaker}} when possible to apply {{Tooltip|Weakness}}
** In the heat of WvW, with dodge rolls and CC, you may find it impossible to complete this rotation 100% of the time. Your priority is using as many Burst skills as possible at close range.
+
* {{Skill|"Shake It Off!"}} is a massive condition clear, but also a group stunbreak. Use it to save allies with {{Tooltip|Immobilize}}, but be conservative and only use it when other supports would take too long to clear it
 +
* Use {{Skill|"To the Limit!"}} after your group dodges through the enemy to restore '''Endurance'''
 +
* 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}}
  
  
==Videos==
+
====Settings====
* {{YouTube|galC4dmrHCU|[LAYS] Nephistos}}
+
* 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 21:12, 1 June 2024

The community gave this build a rating, making it second-tier: Good

Focused on: HealingCondition cleanseBoon removal and Crowd control

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 June 01, 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
  • Defiant Stance
Utilities
  • Balanced Stance can help secure winds
  • "For Great Justice!" party boons


Template Code

[&DQILHTM2PRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants
  • Brawler's Recovery if taking off Banner of Tactics
Variants
  • Soldier's Comfort
  • Shrug It Off if party is already capped on Might Might
  • Phalanx Strength if party is already capped on Quickness Quickness
  • Vigorous Shouts if party is already capped on Quickness Quickness and Might Might


Variants

  • Swapping Discipline to Defense gains great personal survivability and adrenaline gain in exchange for Fast Hands


Template Code

[&DQIWJgsdPRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Equipment

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Hammer
Minstrel
Sigil
Sigil
Staff
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variant

Relic
  • Relic of Speed


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 Earthshaker has other uses, prioritize Valiant 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
  • Bullet Catcher
  • "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.
  • Full Counter should be used exclusively to reset the cooldown of Earthshaker
    • To ensure Full Counter triggers, you can briefly move into hostile enemy ground pressure.
  • Make use of Hammer Shock to proc Leg Specialist when 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
CC priority
  • Hammer Shock - while enemies have Stability Stability (procs Leg Specialist)
  • Snap Pull - only when enemies lack Stability Stability
  • Earthshaker - only when enemies lack Stability Stability
  • Full Counter - only when enemies lack Stability Stability
  • Hammer Shock - general use
  • Staggering Blow - only when enemies lack Stability Stability
  • Backbreaker - only when enemies lack Stability Stability


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
    • If using Balanced Stance, make sure it is ready every time Winds of Disenchantment 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 Winds of Disenchantment, even if it hits no enemies/allies
  • Break Enchantments is a great way to proc Loss Aversion to give you enough Adrenaline for Earthshaker
  • 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

  • Path to Victory, Valiant Leap, Line Breaker and Bullet Catcher Defiant Roar should all be cast on your group when clashing with the enemy to heal
    • Be careful with the aftercast on Line Breaker
    • Hit the enemy group as well with Path to Victory and Line Breaker when possible to apply Weakness Weakness
  • "Shake It Off!" is a massive condition clear, but also a group stunbreak. Use it to save allies with Immobilize Immobilize, but be conservative and only use it when other supports would take too long to clear it
  • Use "To the Limit!" after your group dodges through the enemy to restore Endurance
  • 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


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

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Jaukk gave this build 5 stars • August 2022
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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