Difference between revisions of "Spellbreaker - Staff Healbreaker"
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− | * {{Trait| | + | * {{Trait|Warrior's Sprint}} Allows you to avoid being pinned down by immobilize as easily at the cost of healing effectiveness. |
{{Specialization|Spellbreaker|bot|mid|mid}} | {{Specialization|Spellbreaker|bot|mid|mid}} | ||
'''Variants''' | '''Variants''' |
Revision as of 23:05, 15 August 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Support, Utility and Control
Designed for: PvP Conquest
Difficulty:
Normal
This build was last updated on August 15, 2024 and is up to date for the October 8, 2024 patch.
Overview
A support Spellbreaker build for PvP using the new Staff. While Warriors lack unique buffs like the aura sharing of Elementalists and can't spam boons quite as well as a Guardian, they specialize in offensive support. Healbreaker can peel for allies as well as set up kills with CC, boon removal and various buffs such as Might and unblockable attacks.
Skill Bar
Staff
Dagger/Warhorn
Utility
Skill Variants
Utility
Viable choices for the optional slot:
- Stealth and could help your team burst targets with the Vulnerability stacking. - low CD shout with 2 charges, instantly heals and cleanses allies through trait and relic synergy. Also counters
- - massive barrier application and useful boons, plus a Light combo field which you can blast with Warhorn skills for AoE condition cleansing.
- - defense against CC and strike damage. It's a selfish option, but a dead support can't support others so sometimes it's best to play it safe.
- Stability and breaks stun for allies, it cannot be used while you are CC'd. - excellent proactive skill with defensive boons, especially useful against incoming CC. The only downside is that it can't be used reactively for yourself - while it grants
Heal
- - solid option against condition-heavy comps, but provides no benefits to the team.
- - Allows you to soak all damage into heals, good if you get lots of pressure but also selfish.
Template Code
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Specializations
Variants
- Allows you to avoid being pinned down by immobilize as easily at the cost of healing effectiveness.
Variants
- Immobilize proc on CC skills makes it harder to peel for allies, kite with or set up kills for the team. turns the build more tanky, but losing the
- offers more CC and higher self-healing via at the cost of losing some defense against conditions.
Equipment
Staff
Sigil
Sigil
Dagger
Warhorn
Sigil
Sigil
Rune
Amulet
Relic
Usage
General
- Always follow the teamfights, avoid getting locked into 1v1s.
- If taken 24px Sealth stealth access from safely disengaging. is a 1200 range reveal. When you're not using it for healing or setting up a kill, prevent enemies with
- Maintain permanent Swiftness on your team with , both in and out of combat.
- Consider using it as a condition removal tool before using other cleanses to increase the chance of removing damaging conditions with other skills.
- Both Warhorn skills are blast finishers. While the build itself doesn't have any combo fields, these are still useful for stacking Stealth or auras just to mention a few.
Support
- The primary role of and other shouts in this build is healing and cleansing via and . Their actual baseline functionality is secondary in most cases, although they can help your team burst down targets when needed.
- is your strongest allied cleanse tool but also the one you should hold onto the most, and maybe even be a bit more selfish with. This is your only stun break in the build by default so consider that before using it to bail out allies.
- is a fairly unique skill. The AoE endurance regen is great for saving allies under a lot of pressure, but most of the time you'll probably end up using this skill for your own sake.
- The cleansing also deserves a shoutout. When used after these two Warhorn skills could AoE cleanse 6 conditions from you and your allies!
is one of the strongest skills in the entire build. The barrier it provides is almost as big as the healing from two shouts (and of course barrier can be used to protect Necromancers in shroud while they wouldn't beenfit from healing there). Barrier is also something that can be used proactively to shield allies from incoming damage while healing is reactive.
- The banner stays active for 60 seconds and pulses boons to allies in the area. Picking it up reduces the CD of this skill by 60 seconds - there is no reason not to pick it up, and you have a minute to do it.
- It's worth pointing out that the banner revives allies by restoring downed health. This counts as healing and is affected by healing reduction effects such as Poison. If an ally barely has any downed health left, they may not rally from just the banner alone.
is a ranged rez/stomp that could turn the tide of battle in seconds. Just remember not to waste it - if you feel like you can get the rez or the kill without the banner, then try and go for it. View the banner as more of a last resort option, keep it for the right time.
- On Staff both and are fairly simple ground targeted healing skills.
- can be used to pull enemies off of your teammates, allowing them to build distance.
- Skill #5 is a mix of healing and personal survivability. The first part of the skill is a simple channeled block, while the chain skill does a big AoE heal around your character. If you're afraid of getting pressured in the near future you can keep this ready so you can block attacks, but you could also choose to use it for the sake of your team and sacrifice the block to heal them when they need it.
- The burst skill Weakness you can reset with . isn't anything special either, it's just an AoE heal + damage mitigation through
Ratings
The build has pretty strong support for the team, able to push high might and vuln uptime, while having access to excellent burst healing, and barrier (warhorn 5 has a very small and unnoticeable cast time, but procs a 4k barrier around you) Something I've also found, is that even though you are a support, you have pretty high damage when buffed, I've hit someone for 3k using the dagger 2 into burst, which also provides aoe healing. Obviously this has weaknesses though, it can be rather susceptible to cc, only having one longer cooldown stunbreak. The issue with that is the stunbreak is also our only mass cleanse, resulting in weakness to both, and the staff can feel clunky at times, the 2 has a very small radius, making it hard to land on allies, while the three has a relatively long pause after the rush before the heal goes out, although the burst heals whether you hit a target or not, making it easier to land, and together with the shout heals and warhorn, it doesn't matter all too much.
Its a solid build...... how ever i prefer playing it on Empowered Alies and Matrial Cadance for even higher offensive boon share (quickness and might) in Comb with the relic of Lyhr and rune of dolyak for better sustain for your allies
Support Warrior has been meta in the past a couple of times so it's a tried and tested concept. It did fall off a bit lately but the addition of Staff came to the rescue. I'd still put this behind core Guard, Chrono and maybe even Tempest, but it's not bad at all. Getting 50-60% group healing at the end of the game is quite possible, it's fairly durable, has a ranged rez/stomp and even some reactive instant heals. Lacks the utility value of important boon sharing like Stability or Ele's auras, but the CC and boon removal are nice too. However I think Shake it Off going from 2 charges to 1 hurt support war a lot because it kind of forces the build to sacrifice another slot to a stunbreak or else the build becomes a bit greedy and easily punishable.
Comments
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