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Difference between revisions of "Spellbreaker - Support Spellbreaker"

 
(56 intermediate revisions by 4 users not shown)
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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 = [&DQILKTM+PRemAAAAagAAALIAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQILHTM2PRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Discipline|mid|bot|bot}}
+
{{Specialization|Discipline|mid|top|bot}}
{{Specialization|Tactics|top|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===
 
===Variants===
 
{{Specialization|Defense|mid|top|mid|variant=y}}
 
{{Specialization|Defense|mid|top|mid|variant=y}}
 
* Swapping Discipline to Defense gains great personal survivability and adrenaline gain in exchange for {{Trait|Fast Hands}}
 
* Swapping Discipline to Defense gains great personal survivability and adrenaline gain in exchange for {{Trait|Fast Hands}}
 +
  
 
====Template Code====
 
====Template Code====
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQIWJgspPRemAAAAagAAALIAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQIWJgsdPRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
 +
  
 
==Equipment==
 
==Equipment==
Line 52: 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 = Warhorn
+
| 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 = Healing WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
 
}}
 
}}
 +
  
 
===Equipment Variant===
 
===Equipment Variant===
'''Stats'''
+
;Relic
* {{tooltip|Celestial}} is an acceptable option for more {{tooltip|Immobilize}} duration
+
* {{Relic|Relic of Speed}}
'''Runes'''
+
 
* {{Rune|Superior Rune of the Trooper}} Additional cleanse but less boon support
 
  
 
===Consumables===
 
===Consumables===
Line 79: Line 99:
  
 
==Usage==   
 
==Usage==   
===Settings===
+
===Priorities===
* 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.
+
;High
* Also under '''General Options / User Interface''' turn on '''Thick party health bars'''
+
* CC
** '''Thick squad health bars''' can be used too as a matter of personal preference, but is not recommended for large numbers
+
* Boon rip
* 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.
+
;Moderate
 +
* Support
 +
;Low
  
===Overall Priorities===
 
====High====
 
* {{Skill|Winds of Disenchantment}}
 
* Surviving
 
====Moderate====
 
* Boon rip + CC
 
* Clearing {{Tooltip|Immobilize}} from allies
 
====Low====
 
* Healing allies
 
  
===Specific Priorities===
+
====Surviving====
====Condition clear skills by priority====
+
* This build has high passive defense
* {{Skill|Charge (warrior)}} (for {{Tooltip|Immobilize}}, {{Tooltip|Chill}} or {{Tooltip|Cripple}}
+
* This build has high mobility skill access
* {{Skill|"Shake It Off!"}}
+
** Since {{Skill|Earthshaker}} has other uses, prioritize {{Skill|Valiant Leap}} when repositioning defensively
* {{Skill|"To the Limit!"}} (with {{Rune|Superior Rune of the Trooper}})
+
* This build has moderate active defenses
  
====Boon rip/CC skills by priority====
+
{{Collapsible
* {{Skill|Winds of Disenchantment}}
+
|width=85
* {{Skill|Earthshaker}} - Only when enemies lack {{Tooltip|Stability}}
+
|;Active defense priority
* {{Skill|Full Counter}}
+
|
* {{Skill|Break Enchantments}}
+
* {{Skill|"Shake It Off!"}} - for stunbreaking
* {{Skill|Hammer Shock}} - For {{Trait|Leg Specialist}}
+
* Mobility skills with {{Trait|Warrior's Sprint}} - for {{Tooltip|Immobilize}}
* {{Skill|Staggering Blow}} - Only when enemies lack {{Tooltip|Stability}}
+
* {{Skill|"Shake It Off!"}} - for {{Tooltip|Immobilize}}
* {{Skill|Flurry}}
+
* '''Dodge'''
* {{Skill|Backbreaker}} - Only when enemies lack {{Tooltip|Stability}}
+
* {{Skill|Bullet Catcher}}
* '''Autoattacks'''
+
* {{Skill|"To the Limit!"}}
 +
}}
  
====Heal skills by priority====
 
* {{Skill|Call of Valor}}
 
* {{Skill|"To the Limit!"}}
 
  
 
===Detailed Explanations===
 
===Detailed Explanations===
====Winds of Disenchantment====
+
====CC====
* {{Skill|Winds of Disenchantment}} (Commonly called Winds or Bubble) is the most important skill in the build, it is very important to land on the enemy group
+
* Use your CC when:
** Land {{Skill|Winds of Disenchantment}} on the enemy group while your group is in range to follow up with a spike
+
** Your group calls a spike:
** Avoid overlapping with other friendly {{Skill|Winds of Disenchantment}}
+
*** Winds - {{Skill|Winds of Disenchantment}}
** Communicate while casting, let your team know if it gets interrupted and whether it's available or not
+
*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
* Make sure {{Skill|Balanced Stance}} is ready every time {{Skill|Winds of Disenchantment}} is and use it immediately before starting the cast to protect it
+
*** Shades - {{Skill|Desert Shroud}}
* It is worth casting {{Skill|Earthshaker}} and/or {{Skill|Savage Leap}} just to get into a better position for {{Skill|Winds of Disenchantment}}, even if they hit no enemies
+
*** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
 
+
** On top of enemy downs (while alive players are on top of them)
====Surviving====
+
** Enemy groups moving defensively while your group is pushing
* This build has the best passive defense in the game, you can soak a lot of damage before going down
 
* Your mobility from {{Skill|Savage Leap}} and {{Skill|Earthshaker}} makes you extremely hard to lock down
 
** Don't be afraid to use either to reposition yourself defensively, though {{Skill|Earthshaker}} has other uses, so prioritize {{Skill|Savage Leap}}
 
** {{Skill|Savage Leap}} will leap towards your target if you have one, make sure to drop your target if you need to use it for mobility
 
* Your active defenses are almost nonexistent, {{Skill|Balanced Stance}} gives {{Tooltip|Stability}} and makes you immune to critical hits for its duration, but is very important for protecting {{Skill|Winds of Disenchantment}}
 
** If you think you're likely to completely die with no chance of being rezzed, use {{Skill|Balanced Stance}} to survive, but if you're likely to be rezzed by an allied IoL or Mercy, consider saving the cooldown for {{Skill|Winds of Disenchantment}} instead
 
 
 
====Boon rip and CC====
 
* Prioritize both boon rip and CC on your allies spikes, watch out for the following skills:
 
** {{Skill|Winds of Disenchantment}}
 
** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}} or {{Skill|Gravity Well}}
 
** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
 
** Shades - {{Skill|Desert Shroud}}
 
 
* 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}}
 
* 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, CCing when they run out of {{Tooltip|Stability}}
+
** 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.
 
* 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}}
 
* {{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.
 
** To ensure {{skill|Full Counter}} triggers, you can briefly move into hostile enemy ground pressure.
* {{Skill|Break Enchantments}} is a great way to proc {{Trait|Loss Aversion}} to give you enough '''Adrenaline''' for {{Skill|Earthshaker}}
+
* 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
* {{Skill|Hammer Shock}} is a great way to proc {{Trait|Leg Specialist}} with a large AoE and range
 
 
* Be careful with the knockback of {{Skill|Staggering Blow}}, the skill is not worth casting if it will move enemies out of damage
 
* Be careful with the knockback of {{Skill|Staggering Blow}}, the skill is not worth casting if it will move enemies out of damage
* {{Skill|Flurry}} can be cancelled with a '''Stow Weapon''' keybind. Flurry applies its {{Tooltip|Immobilize}} instantly, and the other effects are negligible on a support build.
 
 
* {{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
 
* {{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
* Your '''Hammer''' skills are generally better than the skills in '''Sword/Warhorn''', don't be afraid to camp the weapon and wait for cooldowns if there isn't a good opportunity for any skills on the other set
 
* Your '''Autoattacks''' can proc {{Sigil|Superior Sigil of Nullification}} which can proc {{Trait|Loss Aversion}}, make sure to autoattack for these procs when no other useful skills are ready and you can do it safely.
 
** Sword autoattacks are slightly better due to proccing {{Trait|Leg Specialist}} on the third hit of the chain
 
  
====Clearing Immobilize====
+
{{Collapsible
*You only have limited options for clearing Immobilize, but the options you do have are very good at doing it:
+
|width=85
** {{Skill|Charge (warrior)}} specifically clears Immobilize in a very large radius and should be prioritized whenever possible
+
|;CC priority
** {{Skill|"Shake It Off!"}} is a massive condition clear, but has a very long cooldown. Do use it to save Immobilized allies, but be conservative and only use it when other supports would take too long to clear it
+
|
* The most important time to clear immobilize is when enemies are spiking, watch out for the following skills:
+
* {{Skill|Hammer Shock}} - while enemies have {{Tooltip|Stability}} (procs {{Trait|Leg Specialist}})
** {{Skill|Winds of Disenchantment}}
+
* {{Skill|Snap Pull}} - only when enemies lack {{Tooltip|Stability}}
** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}} or {{Skill|Gravity Well}}
+
* {{Skill|Earthshaker}} - only when enemies lack {{Tooltip|Stability}}
** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
+
* {{Skill|Full Counter}} - only when enemies lack {{Tooltip|Stability}}
** Shades - {{Skill|Desert Shroud}}
+
* {{Skill|Hammer Shock}} - general use
 +
* {{Skill|Staggering Blow}} - only when enemies lack {{Tooltip|Stability}}
 +
* {{Skill|Backbreaker}} - only when enemies lack {{Tooltip|Stability}}
 +
}}
 +
 
  
====Healing allies====
+
====Boon rip====
* This build sacrifices a lot of healing potential for boon rip, so it is generally better to let other supports handle this, but you do have some minor options to make use of:
+
* Land {{Skill|Winds of Disenchantment}} on the enemy group while your group is in range to follow up with a spike
** Your best "heal" is actually the '''Barrier''' from {{Skill|Call of Valor}}, use it just before engaging when possible, since the '''Barrier''' will last 5 seconds after application
+
** Communicate while casting, let your team know if it gets interrupted and whether it's available or not
** {{Skill|"To the Limit!"}} gives healing with {{Trait|Vigorous Shouts}}, but should generally be used after your group dodges through the enemy since it also restores '''Endurance'''
+
** If you don't have {{Tooltip|Stability}} use {{Skill|Banner of Tactics}} on yourself before casting {{Skill|Winds of Disenchantment}}
 +
** 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.
 +
 
 +
 
 +
====Support====
 +
* {{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
 +
** Be careful with the aftercast on {{Skill|Line Breaker}}
 +
** Hit the enemy group as well with {{Skill|Path to Victory}} and {{Skill|Line Breaker}} when possible to apply {{Tooltip|Weakness}}
 +
* {{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}}
 +
 
 +
 
 +
====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.

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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