Logo Albion iconAlbion Online AoC iconAshes of Creation GW2 iconGuild Wars 2 TL iconThrone & Liberty

Difference between revisions of "Spellbreaker - Support Spellbreaker"

 
(11 intermediate revisions by the same user not shown)
Line 4: 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 = good
+
| rating = great
| xpac = hot, pof
+
| xpac = hot, pof, soto
 
| difficulty = 1
 
| difficulty = 1
 
}}
 
}}
  
 
==Overview==
 
==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.
+
A Spellbreaker build for WvW that brings healing, condition cleanse, boon removal, CC, and very high boon application.
  
  
Line 17: Line 17:
 
| profession = warrior
 
| profession = warrior
 
| specialization = spellbreaker
 
| specialization = spellbreaker
| weapon1 = hammer
+
| weapon1 = staff
 
| weapon2 =  
 
| weapon2 =  
| weapon3 = staff
+
| weapon3 = sword
| weapon4 =  
+
| weapon4 = warhorn
 
| healing = "To the Limit!"
 
| healing = "To the Limit!"
| utility1 = "Shake It Off!"
+
| utility1 = "For Great Justice!"
 
| utility2 = Banner of Tactics
 
| utility2 = Banner of Tactics
 
| utility3 = Break Enchantments
 
| utility3 = Break Enchantments
Line 29: Line 29:
  
 
===Variants===
 
===Variants===
 +
;Weapons
 +
* '''Sword/Warhorn''' {{to}} '''Hammer'''
 +
 
;Heal
 
;Heal
 
* {{Skill|Defiant Stance}}
 
* {{Skill|Defiant Stance}}
  
 
;Utilities
 
;Utilities
* {{Skill|Balanced Stance}} can help secure winds
+
* {{Skill|"Shake It Off!"}} stunbreak/cleanse
* {{Skill|"For Great Justice!"}} party boons
 
  
  
Line 44: Line 46:
  
 
==Specializations==
 
==Specializations==
{{Specialization|Discipline|mid|top|bot}}
+
{{Specialization|Discipline|mid|top|mid}}
 +
{{Specialization|Tactics|mid|bot|bot}}
 
;Variants
 
;Variants
* {{Trait|Brawler's Recovery}} if taking off {{Skill|Banner of Tactics}}
+
* {{Trait|Martial Cadence}}
{{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====
 
====Template Code====
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQIWJgsdPRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQILPjM2PRemAAAAqAAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
Line 71: Line 63:
 
| weight = Heavy
 
| weight = Heavy
 
| stats = Minstrel
 
| stats = Minstrel
| rune = Superior Rune of the Monk
+
| rune = Superior Rune of the Water
 
| rune-qt = 6
 
| rune-qt = 6
| relic = Relic of Karakosa
+
| relic = Relic of Mistburn
| weapon1 = Hammer
+
| weapon1 = Sword
| weapon2 =  
+
| weapon2 = Warhorn
 
| sigil1 = Superior Sigil of Energy
 
| sigil1 = Superior Sigil of Energy
| sigil2 = Superior Sigil of Absorption
+
| sigil2 = Superior Sigil of Bounty
 
| weapon3 = Staff
 
| weapon3 = Staff
 
| weapon4 =  
 
| weapon4 =  
 
| sigil3 = Superior Sigil of Nullification
 
| sigil3 = Superior Sigil of Nullification
 
| sigil4 = Superior Sigil of Transference
 
| sigil4 = Superior Sigil of Transference
| infusion1 = Healing WvW Infusion
+
| infusion1 = Concentration WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
 
}}
 
}}
Line 89: Line 81:
 
===Equipment Variant===
 
===Equipment Variant===
 
;Relic
 
;Relic
* {{Relic|Relic of Speed}}
+
* {{Relic|Relic of Karakosa}} if you have poor melee uptime or otherwise can't often proc {{Food|Mint Strawberry Cheesecake}} this is a better relic option
  
  
 
===Consumables===
 
===Consumables===
* {{Food|Bowl of Fruit Salad with Mint Garnish}}
+
* {{Food|Mint Strawberry Cheesecake}} - very important for {{Relic|Relic of Mistburn}}
** {{Food|Delicious Rice Ball}} personal food option
+
** {{Food|Bowl of Fruit Salad with Mint Garnish}} - with {{Relic|Relic of Karakosa}}
 
* {{Utility|Bountiful Maintenance Oil}}
 
* {{Utility|Bountiful Maintenance Oil}}
  
Line 101: Line 93:
 
===Priorities===
 
===Priorities===
 
;High
 
;High
* CC
 
 
* Boon rip  
 
* Boon rip  
 
;Moderate
 
;Moderate
* Support
+
* CC
 +
* Boon Support
 
;Low
 
;Low
 
+
* Heal/Cleanse Support
  
 
====Surviving====
 
====Surviving====
 
* This build has high passive defense
 
* This build has high passive defense
* This build has high mobility skill access  
+
* This build has moderate mobility skill access  
** Since {{Skill|Earthshaker}} has other uses, prioritize {{Skill|Valiant Leap}} when repositioning defensively
+
* This build has low active defenses  
* This build has moderate active defenses  
 
  
 
{{Collapsible
 
{{Collapsible
Line 118: Line 109:
 
|;Active defense priority
 
|;Active defense priority
 
|
 
|
* {{Skill|"Shake It Off!"}} - for stunbreaking
 
 
* Mobility skills with {{Trait|Warrior's Sprint}} - for {{Tooltip|Immobilize}}
 
* Mobility skills with {{Trait|Warrior's Sprint}} - for {{Tooltip|Immobilize}}
* {{Skill|"Shake It Off!"}} - for {{Tooltip|Immobilize}}
 
 
* '''Dodge'''
 
* '''Dodge'''
 
* {{Skill|Bullet Catcher}}
 
* {{Skill|Bullet Catcher}}
Line 128: Line 117:
  
 
===Detailed Explanations===
 
===Detailed Explanations===
 +
====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
 +
* {{Skill|Break Enchantments}} is a great way to proc {{Trait|Loss Aversion}} to give you enough '''Adrenaline''' for your '''Burst''' skills
 +
* 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.
 +
 +
 
====CC====
 
====CC====
 +
{{Collapsible
 +
|width=85
 +
|;List of CC skills
 +
|
 +
* {{Skill|Snap Pull}}
 +
* {{Skill|Full Counter}}
 +
* {{Skill|Flurry}}
 +
}}
 
* Use your CC when:
 
* Use your CC when:
 
** Your group calls a spike:
 
** Your group calls a spike:
Line 137: Line 143:
 
** On top of enemy downs (while alive players are on top of them)
 
** On top of enemy downs (while alive players are on top of them)
 
** Enemy groups moving defensively while your group is pushing
 
** 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}}
+
* Use {{Skill|Snap Pull}} when your group is ranged spiking or the enemy group is moving away from yours
** 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}}
+
** Never use pulls like {{Skill|Snap Pull}} while your group is pushing into the enemy
* 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.
+
** You can target enemy players and watch their boon bar, landing {{Skill|Snap Pull}} when they run out of {{Tooltip|Stability}}
* {{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|Path to Victory}}, the CC is secondary but do try to be close enough to land it
 
** 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.
* 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
+
* The {{tooltip|Immobilize}} of {{Skill|Flurry}} is applied on the first tick of the skill, since your damage is irrelevant you should cancel the channel immediately after with a '''Stow Weapon''' keybind
* 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 Support====
====Boon rip====
+
* {{Trait|Phalanx Strength}} effectively doubles the {{tooltip|Might}} application of all your AoE {{tooltip|Might}}
* Land {{Skill|Winds of Disenchantment}} on the enemy group while your group is in range to follow up with a spike
+
** Use {{Skill|"For Great Justice!"}} right before your group spikes to give your party {{tooltip|Fury}} and 24 {{tooltip|Might}}
** Communicate while casting, let your team know if it gets interrupted and whether it's available or not
+
** The {{tooltip|Might}} gained from {{Relic|Relic of Mistburn}} when you grant yourself {{tooltip|Might}} also procs {{Trait|Phalanx Strength}}
** If you don't have {{Tooltip|Stability}} use {{Skill|Banner of Tactics}} on yourself before casting {{Skill|Winds of Disenchantment}}
+
* Hit as many enemies as possible to proc {{Food|Mint Strawberry Cheesecake}} which will trigger {{Relic|Relic of Mistburn}} and {{Trait|Phalanx Strength}}
** 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
+
* 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}}
** 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
+
** The strongest part of {{Skill|Banner of Tactics}} is the {{Tooltip|Resistance}}, get as much value out of it as possible
* {{Skill|Break Enchantments}} is a great way to proc {{Trait|Loss Aversion}} to give you enough '''Adrenaline''' for {{Skill|Earthshaker}}
+
* The condition clear from {{Skill|Charge (warrior)}} is good, but the {{tooltip|Quickness}} is so valuable that unless your party has uptime covered by a different support it should generally be used whenever your group is spiking rather than being saved for a cleanse
* 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.
+
* Use {{Skill|"To the Limit!"}} after your group dodges through the enemy to restore '''Endurance'''
  
  
====Support====
+
====Heal/Cleanse 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|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 as your own with {{Skill|Line Breaker}} when possible to apply {{Tooltip|Weakness}}
** Hit the enemy group as well with {{Skill|Path to Victory}} and {{Skill|Line Breaker}} when possible to apply {{Tooltip|Weakness}}
+
** {{Skill|Line Breaker}} has a significant aftercast animation lock, be careful with where you aim it
* {{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
+
* Stand very slightly in front of your commander (your character model should still touch theirs) during clashes to charge {{skill|Bullet Catcher}}
* Use {{Skill|"To the Limit!"}} after your group dodges through the enemy to restore '''Endurance'''
+
* {{Skill|Call of Valor}} gives hefty {{tooltip|Barrier}} and cleanse, use it while your group is clashing with the enemy
* 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}}
 
  
  

Latest revision as of 19:02, 25 August 2025

The community gave this build a rating, making it top-tier: Great

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 August 25, 2025 and is up to date for the August 19, 2025 patch.

Overview

A Spellbreaker build for WvW that brings healing, condition cleanse, boon removal, CC, and very high boon application.


Skill Bar

Staff
Sword/Warhorn
Utility


Variants

Weapons
  • Sword/Warhorn Hammer
Heal
  • Defiant Stance
Utilities
  • "Shake It Off!" stunbreak/cleanse


Template Code

[&DQILHTM2PRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants
  • Martial Cadence


Template Code

[&DQILPjM2PRemAAAAqAAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
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
Sword
Minstrel
Warhorn
Minstrel
Sigil
Sigil
Staff
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variant

Relic
  • Relic of Karakosa if you have poor melee uptime or otherwise can't often proc this is a better relic option


Consumables

  • - very important for Relic of Mistburn
    • - with Relic of Karakosa


Usage

Priorities

High
  • Boon rip
Moderate
  • CC
  • Boon Support
Low
  • Heal/Cleanse Support

Surviving

  • This build has high passive defense
  • This build has moderate mobility skill access
  • This build has low active defenses
Active defense priority
  • Mobility skills with Warrior's Sprint - for Immobilize Immobilize
  • Dodge
  • Bullet Catcher
  • "To the Limit!"


Detailed Explanations

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
    • 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 your Burst skills
  • 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.


CC

List of CC skills
  • Snap Pull
  • Full Counter
  • Flurry
  • 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
  • Use Snap Pull when your group is ranged spiking or the enemy group is moving away from yours
    • Never use pulls like Snap Pull while your group is pushing into the enemy
    • You can target enemy players and watch their boon bar, landing Snap Pull when they run out of Stability Stability
  • Full Counter should be used exclusively to reset the cooldown of Path to Victory, the CC is secondary but do try to be close enough to land it
    • To ensure Full Counter triggers, you can briefly move into hostile enemy ground pressure.
  • The Immobilize Immobilize of Flurry is applied on the first tick of the skill, since your damage is irrelevant you should cancel the channel immediately after with a Stow Weapon keybind


Boon Support

  • Phalanx Strength effectively doubles the Might Might application of all your AoE Might Might
    • Use "For Great Justice!" right before your group spikes to give your party Fury Fury and 24 Might Might
    • The Might Might gained from Relic of Mistburn when you grant yourself Might Might also procs Phalanx Strength
  • Hit as many enemies as possible to proc which will trigger Relic of Mistburn and Phalanx Strength
  • 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
    • The strongest part of Banner of Tactics is the Resistance Resistance, get as much value out of it as possible
  • The condition clear from Charge (warrior) is good, but the Quickness Quickness is so valuable that unless your party has uptime covered by a different support it should generally be used whenever your group is spiking rather than being saved for a cleanse
  • Use "To the Limit!" after your group dodges through the enemy to restore Endurance


Heal/Cleanse 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
  • Hit the enemy group as well as your own with Line Breaker when possible to apply Weakness Weakness
    • Line Breaker has a significant aftercast animation lock, be careful with where you aim it
  • Stand very slightly in front of your commander (your character model should still touch theirs) during clashes to charge Bullet Catcher
  • Call of Valor gives hefty Barrier Barrier and cleanse, use it while your group is clashing with the enemy


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

Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for only $1 per month! Upgrade to Premium
Split Metabattle Logo