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Difference between revisions of "Spellbreaker - Support Spellbreaker"

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==Usage==
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==Usage==
====Elite specialization basics====
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===Settings===
* {{Skill|Full Counter}} recharges your '''Burst''' skills. Use it immediately after a burst skill refresh the cooldown.  
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* 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.
** FC is primarily an offensive skill. Avoid using it defensively unless you will die without using it
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* Also under '''General Options / User Interface''' turn on '''Thick party health bars'''
** To ensure {{skill|Full Counter}} triggers, you can briefly move into hostile enemy ground pressure.
+
** '''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.
 +
 
 +
===Overall Priorities===
 +
====High====
 +
* {{Skill|Winds of Disenchantment}}
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* Surviving
 +
====Moderate====
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* Boon rip + CC
 +
* Clearing {{Tooltip|Immobilize}} from allies
 +
====Low====
 +
* Healing allies
 +
 
 +
===Specific Priorities===
 +
====Condition clear skills by priority====
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* {{Skill|Charge (warrior)}} (for {{Tooltip|Immobilize}}, {{Tooltip|Chill}} or {{Tooltip|Cripple}}
 +
* {{Skill|"Shake It Off!"}}
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* {{Skill|"To the Limit!"}} (with {{Rune|Superior Rune of the Trooper}})
  
====General====
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====Boon rip/CC skills by priority====
* This build focus on supporting, heavy crowd control and boon removal.
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* {{Skill|Winds of Disenchantment}}
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* {{Skill|Earthshaker}} - Only when enemies lack {{Tooltip|Stability}}
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* {{Skill|Full Counter}}
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* {{Skill|Break Enchantments}}
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* {{Skill|Hammer Shock}} - For {{Trait|Leg Specialist}}
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* {{Skill|Staggering Blow}} - Only when enemies lack {{Tooltip|Stability}}
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* {{Skill|Flurry}}
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* {{Skill|Backbreaker}} - Only when enemies lack {{Tooltip|Stability}}
 +
* '''Autoattacks'''
  
====Shouts====
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====Heal skills by priority====
* {{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.
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* {{Skill|Call of Valor}}
* {{Skill|"Shake It Off!"}} 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.
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* {{Skill|"To the Limit!"}}
** {{skill|"Shake It Off!"}} is an instant cast skill, which means you can use it along other abilities without interrupting the cast.
 
  
====Boon Removal====
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===Detailed Explanations===
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====Winds of Disenchantment====
 
* {{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
 
* {{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
 
** Land {{Skill|Winds of Disenchantment}} on the enemy group while your group is in range to follow up with a spike
 
** Land {{Skill|Winds of Disenchantment}} on the enemy group while your group is in range to follow up with a spike
 
** Avoid overlapping with other friendly {{Skill|Winds of Disenchantment}}
 
** Avoid overlapping with other friendly {{Skill|Winds of Disenchantment}}
 
** Communicate while casting, let your team know if it gets interrupted and whether it's available or not
 
** Communicate while casting, let your team know if it gets interrupted and whether it's available or not
* {{skill|Break Enchantments}} is your best opener due to adrenaline gain from {{trait|Loss Aversion}}
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* 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
** Land it when your group is spiking enemies to remove {{Tooltip|Stability}} and trap them in damage
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* 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
* Hammers CC skills and FC, due to {{trait|Dispelling Force}}, {{trait|Enchantment Collapse}} and {{Sigil|Superior Sigil of Absorption}} are also significant sources of boon rip, though lower priority since {{Tooltip|Stability}} must first be removed
 
  
====Sword/Warhorn====
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====Surviving====
* {{Skill|Savage Leap}} grants you great mobility. Use it offensively to approach enemy's zerg. Or defensively to reposition yourself.
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* This build has the best passive defense in the game, you can soak a lot of damage before going down
* {{Skill|Flurry}} is a strong immobilize. Coordinate with your group to use it, along with {{Trait|No Escape}} if possible, to lock in enemies inside bubbles and necromancer's wells
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* Your mobility from {{Skill|Savage Leap}} and {{Skill|Earthshaker}} makes you extremely hard to lock down
** Cancel the animation by a '''Stow Weapon''' keybind. Flurry applies its {{Tooltip|Immobilize}} instantly, and the other effects are negligible on a support build.
+
** Don't be afraid to use either to reposition yourself defensively, though {{Skill|Earthshaker}} has other uses, so prioritize {{Skill|Savage Leap}}
* {{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 {{Tooltip|Immobilize}}
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** {{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
* {{Skill|Call of Valor}} is incredible against enemy pushes for its massive {{tooltip|Barrier}} output
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* Your active defenses are almost nonexistent, {{Skill|Balanced Stance}} gives {{Tooltip|Stability}} and makes you immune to critical hits for its duration, 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}}
 +
** 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}}
 +
* 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.
 +
* {{Skill|Break Enchantments}} is a great way to proc {{Trait|Loss Aversion}} to give you enough '''Adrenaline''' for {{Skill|Earthshaker}}
 +
* {{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
 +
* {{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.
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* {{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.
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** Sword autoattacks are slightly better due to proccing {{Trait|Leg Specialist}} on the third hit of the chain
  
====Hammer====
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====Clearing Immobilize====
* {{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.
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*You only have limited options for clearing Immobilize, but the options you do have are very good at doing it:
* {{Skill|Hammer Shock}} can lock people down with {{trait|Leg Specialist}} variants in the same way Earthshaker can, but ignoring stability.
+
** {{Skill|Charge (warrior)}} specifically clears Immobilize in a very large radius and should be prioritized whenever possible
* {{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.
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** {{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
* {{skill|Backbreaker}} single target CC. Use after all your AoE CCs are unavailable.
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* The most important time to clear immobilize is when enemies are spiking, 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}}
  
====Combo====
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====Healing allies====
* 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}})
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* 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:
 +
** 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
 +
** {{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'''

Revision as of 18:08, 23 February 2022

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: HealingCondition cleanseBoon removal and Crowd control

Designed for: WvW Zerg

Difficulty:
TBD
This build was last updated on February 23, 2022 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
Sword/Warhorn
Utility


Template Code

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Specializations

Variants

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

Template Code

[&DQIWJgspPRemAAAAagAAALIAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
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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
Sword
Minstrel
Warhorn
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18

Equipment Variant

Stats

Runes

  • Rune of Superior Rune of the Trooper Additional cleanse but less boon support

Consumables

    • personal food option


Usage

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.

Overall Priorities

High

  • Winds of Disenchantment
  • Surviving

Moderate

Low

  • Healing allies

Specific Priorities

Condition clear skills by priority

  • Charge (warrior) (for Immobilize Immobilize, Chill Chill or Cripple Cripple
  • "Shake It Off!"
  • "To the Limit!" (with Rune of Superior Rune of the Trooper)

Boon rip/CC skills by priority

  • Winds of Disenchantment
  • Earthshaker - Only when enemies lack Stability Stability
  • Full Counter
  • Break Enchantments
  • Hammer Shock - For Leg Specialist
  • Staggering Blow - Only when enemies lack Stability Stability
  • Flurry
  • Backbreaker - Only when enemies lack Stability Stability
  • Autoattacks

Heal skills by priority

  • Call of Valor
  • "To the Limit!"

Detailed Explanations

Winds of Disenchantment

  • 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
    • Land Winds of Disenchantment on the enemy group while your group is in range to follow up with a spike
    • Avoid overlapping with other friendly Winds of Disenchantment
    • Communicate while casting, let your team know if it gets interrupted and whether it's available or not
  • Make sure Balanced Stance is ready every time Winds of Disenchantment is and use it immediately before starting the cast to protect it
  • It is worth casting Earthshaker and/or Savage Leap just to get into a better position for Winds of Disenchantment, even if they hit no enemies

Surviving

  • This build has the best passive defense in the game, you can soak a lot of damage before going down
  • Your mobility from Savage Leap and Earthshaker makes you extremely hard to lock down
    • Don't be afraid to use either to reposition yourself defensively, though Earthshaker has other uses, so prioritize Savage Leap
    • 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, Balanced Stance gives Stability Stability and makes you immune to critical hits for its duration, is very important for protecting Winds of Disenchantment
    • If you think you're likely to completely die with no chance of being rezzed, use Balanced Stance to survive, but if you're likely to be rezzed by an allied IoL or Mercy, consider saving the cooldown for Winds of Disenchantment instead

Boon rip and CC

  • Prioritize both boon rip and CC on your allies spikes, watch out for the following skills:
    • Winds of Disenchantment
    • Wells - Well of Corruption+Well of Suffering or Gravity Well
    • Traps - Procession of Blades+Test of Faith
    • Shades - Desert Shroud
  • 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, CCing 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.
  • Break Enchantments is a great way to proc Loss Aversion to give you enough Adrenaline for Earthshaker
  • Hammer Shock is a great way to proc Leg Specialist with a large AoE and range
  • Be careful with the knockback of Staggering Blow, the skill is not worth casting if it will move enemies out of damage
  • Flurry can be cancelled with a Stow Weapon keybind. Flurry applies its Immobilize Immobilize instantly, and the other effects are negligible on a support build.
  • 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 of Superior Sigil of Nullification which can proc 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 Leg Specialist on the third hit of the chain

Clearing Immobilize

  • You only have limited options for clearing Immobilize, but the options you do have are very good at doing it:
    • Charge (warrior) specifically clears Immobilize in a very large radius and should be prioritized whenever possible
    • "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:
    • Winds of Disenchantment
    • Wells - Well of Corruption+Well of Suffering or Gravity Well
    • Traps - Procession of Blades+Test of Faith
    • Shades - Desert Shroud

Healing allies

  • 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:
    • Your best "heal" is actually the Barrier from Call of Valor, use it just before engaging when possible, since the Barrier will last 5 seconds after application
    • "To the Limit!" gives healing with Vigorous Shouts, but should generally be used after your group dodges through the enemy since it also restores Endurance


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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