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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 6: Line 5:
 
| focus = Healing, Condition Cleanse, Boon Removal, Crowd Control
 
| focus = Healing, Condition Cleanse, Boon Removal, Crowd Control
 
| rating = great
 
| rating = great
| meta = y
+
| xpac = hot, pof, soto
 +
| 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 = sword
 
| weapon3 = sword
 
| weapon4 = warhorn
 
| weapon4 = warhorn
 
| healing = "To the Limit!"
 
| healing = "To the Limit!"
| utility1 = "Shake It Off!"
+
| utility1 = "For Great Justice!"
| utility2 = Balanced Stance
+
| utility2 = Banner of Tactics
 
| utility3 = Break Enchantments
 
| utility3 = Break Enchantments
 
| elite = Winds of Disenchantment}}
 
| elite = Winds of Disenchantment}}
 +
 +
 +
===Variants===
 +
;Weapons
 +
* '''Sword/Warhorn''' {{to}} '''Hammer'''
 +
 +
;Heal
 +
* {{Skill|Defiant Stance}}
 +
 +
;Utilities
 +
* {{Skill|"Shake It Off!"}} stunbreak/cleanse
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQILLzM+PRemAAAAsgAAAGoAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQILHTM2PRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Discipline|mid|bot|bot}}
+
{{Specialization|Discipline|mid|top|mid}}
{{Specialization|Tactics|bot|mid|mid}}
+
{{Specialization|Tactics|mid|bot|bot}}
 +
;Variants
 +
* {{Trait|Martial Cadence}}
 
{{Specialization|Spellbreaker|bot|top|top}}
 
{{Specialization|Spellbreaker|bot|top|top}}
 +
 +
 +
====Template Code====
 +
{{TemplateCode|
 +
code = [&DQILPjM2PRemAAAAqAAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
 +
}}
  
  
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| weight = Heavy
 
| weight = Heavy
 
| stats = Minstrel
 
| stats = Minstrel
| rune = Superior Rune of Durability
+
| rune = Superior Rune of the Water
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Hammer
+
| relic = Relic of Mistburn
| weapon2 =  
+
| weapon1 = Sword
| sigil1 = Superior Sigil of Nullification
+
| weapon2 = Warhorn
| sigil2 = Superior Sigil of Absorption
+
| sigil1 = Superior Sigil of Energy
| weapon3 = Sword
+
| sigil2 = Superior Sigil of Bounty
| weapon4 = Axe
+
| weapon3 = Staff
 +
| weapon4 =  
 
| sigil3 = Superior Sigil of Nullification
 
| sigil3 = Superior Sigil of Nullification
| sigil4 = Superior Sigil of Energy
+
| sigil4 = Superior Sigil of Transference
 +
| infusion1 = Concentration 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 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|Delicious Rice Ball}}
+
* {{Food|Mint Strawberry Cheesecake}} - very important for {{Relic|Relic of Mistburn}}
:: {{Food|Bowl of Fruit Salad with Mint Garnish}} Feast option with additional concentration
+
** {{Food|Bowl of Fruit Salad with Mint Garnish}} - with {{Relic|Relic of Karakosa}}
 
* {{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.
+
* Boon rip
* 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.
+
;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
 +
 
 +
{{Collapsible
 +
|width=85
 +
|;Active defense priority
 +
|
 +
* Mobility skills with {{Trait|Warrior's Sprint}} - for {{Tooltip|Immobilize}}
 +
* '''Dodge'''
 +
* {{Skill|Bullet Catcher}}
 +
* {{Skill|"To the Limit!"}}
 +
}}
  
'''General'''
 
* This build focus on supporting, heavy crowd control and boon removal.
 
* {{trait|Vigorous Shouts}} and {{trait|Roaring Reveille}} significantly enhance your support tools.
 
* Adrenaline generation revolves {{skill|"To the Limit!"}}, {{skill|Break Enchantments}} and {{trait|Loss Aversion}}.
 
  
'''Shouts'''
+
===Detailed Explanations===
* {{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.
+
====Boon rip====
* {{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.
+
* Land {{Skill|Winds of Disenchantment}} on the enemy group while your group is in range to follow up with a spike
** {{skill|"Shake It Off!"}} is an instant cast skill, which means you can use it along other abilities without interrupting the cast.
+
** 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====
 +
{{Collapsible
 +
|width=85
 +
|;List of CC skills
 +
|
 +
* {{Skill|Snap Pull}}
 +
* {{Skill|Full Counter}}
 +
* {{Skill|Flurry}}
 +
}}
 +
* 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
 +
* Use {{Skill|Snap Pull}} when your group is ranged spiking or the enemy group is moving away from yours
 +
** Never use pulls like {{Skill|Snap Pull}} while your group is pushing into the enemy
 +
** 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|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.
 +
* 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
  
'''Boon Removal'''
 
* 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.
 
* {{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.
 
** This skill drops where you cast it. Keep this in mind.
 
* 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.
 
* 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.
 
* 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.
 
* Overlapping multiple WoDs for a stronger boonrip spike might be interesting on all-in scenarios, yet pacing it is the safest choice in general.
 
* {{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.
 
* 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.
 
  
'''Sword/Warhorn'''
+
====Boon Support====
* {{Skill|Savage Leap}} grants you great mobility. Use it offensively to approach enemy's zerg. Or defensively to reposition yourself.
+
* {{Trait|Phalanx Strength}} effectively doubles the {{tooltip|Might}} application of all your AoE {{tooltip|Might}}
* {{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
+
** Use {{Skill|"For Great Justice!"}} right before your group spikes to give your party {{tooltip|Fury}} and 24 {{tooltip|Might}}
* {{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.
+
** The {{tooltip|Might}} gained from {{Relic|Relic of Mistburn}} when you grant yourself {{tooltip|Might}} also procs {{Trait|Phalanx Strength}}
* {{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
+
* Hit as many enemies as possible to proc {{Food|Mint Strawberry Cheesecake}} which will trigger {{Relic|Relic of Mistburn}} and {{Trait|Phalanx Strength}}
 +
* 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}}
 +
** The strongest part of {{Skill|Banner of Tactics}} is the {{Tooltip|Resistance}}, get as much value out of it as possible
 +
* 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 {{Skill|"To the Limit!"}} after your group dodges through the enemy to restore '''Endurance'''
  
'''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'''
+
====Heal/Cleanse 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).
+
* Hit the enemy group as well as your own with {{Skill|Line Breaker}} when possible to apply {{Tooltip|Weakness}}
** Stow {{skill|Flurry}} animation.
+
** {{Skill|Line Breaker}} has a significant aftercast animation lock, be careful with where you aim it
** 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.
+
* Stand very slightly in front of your commander (your character model should still touch theirs) during clashes to charge {{skill|Bullet Catcher}}
 +
* {{Skill|Call of Valor}} gives hefty {{tooltip|Barrier}} and cleanse, use it while your group is clashing with the enemy
  
  
==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 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

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