Difference between revisions of "Spellbreaker - Support Spellbreaker"
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** Don't be afraid to use either to reposition yourself defensively, though {{Skill|Earthshaker}} has other uses, so prioritize {{Skill|Savage Leap}} | ** 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 | ** {{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, is very important for protecting {{Skill|Winds of Disenchantment}} | + | * 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 | ** 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 | ||
Revision as of 18:10, 23 February 2022
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
[&DQILKTM+PRemAAAAagAAALIAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- Swapping Discipline to Defense gains great personal survivability and adrenaline gain in exchange for
Template Code
[&DQIWJgspPRemAAAAagAAALIAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
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
Sword
Minstrel
Minstrel
Warhorn
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Equipment Variant
Stats
- Celestial is an acceptable option for more Immobilize duration
Runes
- 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
- Surviving
Moderate
- Boon rip + CC
- Clearing Immobilize from allies
Low
- Healing allies
Specific Priorities
Condition clear skills by priority
- Immobilize, Chill or Cripple (for
- (with )
Boon rip/CC skills by priority
- Stability - Only when enemies lack
- - For
- Stability - Only when enemies lack
- Stability - Only when enemies lack
- Autoattacks
Heal skills by priority
Detailed Explanations
Winds of Disenchantment
- Land on the enemy group while your group is in range to follow up with a spike
- Avoid overlapping with other friendly
- Communicate while casting, let your team know if it gets interrupted and whether it's available or not
(Commonly called Winds or Bubble) is the most important skill in the build, it is very important to land on the enemy group
- Make sure is ready every time is and use it immediately before starting the cast to protect it
- It is worth casting and/or just to get into a better position for , 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
- Don't be afraid to use either to reposition yourself defensively, though has other uses, so prioritize
- will leap towards your target if you have one, make sure to drop your target if you need to use it for mobility
and makes you extremely hard to lock down
- Your active defenses are almost nonexistent, Stability and makes you immune to critical hits for its duration, but is very important for protecting
- If you think you're likely to completely die with no chance of being rezzed, use to survive, but if you're likely to be rezzed by an allied IoL or Mercy, consider saving the cooldown for instead
gives
Boon rip and CC
- Prioritize both boon rip and CC on your allies spikes, watch out for the following skills:
- Wells - + or
- Traps - +
- Shades -
- 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, CCing 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
- is a great way to proc to give you enough Adrenaline for
- is a great way to proc with a large AoE and range
- Be careful with the knockback of , the skill is not worth casting if it will move enemies out of damage
- Immobilize instantly, and the other effects are negligible on a support build. can be cancelled with a Stow Weapon keybind. Flurry applies its
- 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
- Sword autoattacks are slightly better due to proccing on the third hit of the chain
which can proc , make sure to autoattack for these procs when no other useful skills are ready and you can do it safely.
Clearing Immobilize
- You only have limited options for clearing Immobilize, but the options you do have are very good at doing it:
- specifically clears Immobilize in a very large radius and should be prioritized whenever possible
- 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:
- Wells - + or
- Traps - +
- Shades -
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 , use it just before engaging when possible, since the Barrier will last 5 seconds after application
- gives healing with , but should generally be used after your group dodges through the enemy since it also restores Endurance
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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