Difference between revisions of "Spellbreaker - Support Spellbreaker"
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{{Build | {{Build | ||
| profession = Warrior | | profession = Warrior | ||
Line 8: | 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 = | + | | rating = good |
− | | | + | | xpac = hot, pof, soto |
+ | | difficulty = 1 | ||
}} | }} | ||
− | + | ==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== | ==Skill Bar== | ||
Line 23: | Line 19: | ||
| weapon1 = hammer | | weapon1 = hammer | ||
| weapon2 = | | weapon2 = | ||
− | | weapon3 = | + | | weapon3 = staff |
− | | weapon4 = | + | | weapon4 = |
| healing = "To the Limit!" | | healing = "To the Limit!" | ||
| utility1 = "Shake It Off!" | | utility1 = "Shake It Off!" | ||
− | | utility2 = | + | | 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 = [& | + | code = [&DQILHTM2PRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
+ | |||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Discipline|mid|bot| | + | {{Specialization|Discipline|mid|top|bot}} |
− | {{Specialization|Tactics|bot| | + | ;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=] | ||
+ | }} | ||
+ | |||
==Equipment== | ==Equipment== | ||
Line 45: | Line 71: | ||
| weight = Heavy | | weight = Heavy | ||
| stats = Minstrel | | stats = Minstrel | ||
− | | rune = Superior Rune of | + | | 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 | + | | sigil1 = Superior Sigil of Energy |
| sigil2 = Superior Sigil of Absorption | | sigil2 = Superior Sigil of Absorption | ||
− | | weapon3 = | + | | weapon3 = Staff |
− | | weapon4 = | + | | weapon4 = |
| sigil3 = Superior Sigil of Nullification | | sigil3 = Superior Sigil of Nullification | ||
− | | sigil4 = Superior Sigil of | + | | sigil4 = Superior Sigil of Transference |
+ | | infusion1 = Healing WvW Infusion | ||
+ | | infusion1-qt = 18 | ||
}} | }} | ||
+ | |||
===Equipment Variant=== | ===Equipment Variant=== | ||
− | + | ;Relic | |
− | * {{ | + | * {{Relic|Relic of Speed}} |
+ | |||
===Consumables=== | ===Consumables=== | ||
− | * {{Food| | + | * {{Food|Bowl of Fruit Salad with Mint Garnish}} |
− | + | ** {{Food|Delicious Rice Ball}} personal food option | |
* {{Utility|Bountiful Maintenance Oil}} | * {{Utility|Bountiful Maintenance Oil}} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ''' | + | ==Usage== |
− | * | + | ===Priorities=== |
− | * {{trait| | + | ;High |
− | * | + | * CC |
+ | * 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 | ||
+ | |||
+ | {{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|Bullet Catcher}} | ||
+ | * {{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. | ||
+ | * {{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}} | ||
+ | }} | ||
− | |||
− | |||
− | |||
− | |||
− | + | ====Boon rip==== | |
− | + | * Land {{Skill|Winds of Disenchantment}} on the enemy group while your group is in range to follow up with a spike | |
− | * {{Skill|Winds of Disenchantment}} | + | ** 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}} |
− | + | ** 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 |
− | * {{Skill| | + | ** 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: Healing, Condition cleanse, Boon removal and Crowd control
Designed for: WvW Zerg
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
- 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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