Difference between revisions of "Spellbreaker - Support Spellbreaker"
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{{Build | {{Build | ||
| profession = Warrior | | profession = Warrior | ||
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− | + | ==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. | ||
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==Skill Bar== | ==Skill Bar== | ||
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| utility3 = Break Enchantments | | utility3 = Break Enchantments | ||
| elite = Winds of Disenchantment}} | | elite = Winds of Disenchantment}} | ||
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==Template Code== | ==Template Code== | ||
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code = [&DQILLzM+PRemAAAAsgAAAGoAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=] | code = [&DQILLzM+PRemAAAAsgAAAGoAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=] | ||
}} | }} | ||
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==Specializations== | ==Specializations== | ||
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{{Specialization|Tactics|bot|mid|mid}} | {{Specialization|Tactics|bot|mid|mid}} | ||
{{Specialization|Spellbreaker|bot|top|top}} | {{Specialization|Spellbreaker|bot|top|top}} | ||
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==Equipment== | ==Equipment== | ||
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| sigil4 = Superior Sigil of Energy | | sigil4 = Superior Sigil of Energy | ||
}} | }} | ||
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===Equipment Variant=== | ===Equipment Variant=== | ||
* {{tooltip|Celestial}} is an acceptable option with high {{tooltip|Immobilize}} duration | * {{tooltip|Celestial}} is an acceptable option with high {{tooltip|Immobilize}} duration | ||
* {{Rune|Superior Rune of the Trooper}} Additional cleanse but less boon support | * {{Rune|Superior Rune of the Trooper}} Additional cleanse but less boon support | ||
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===Consumables=== | ===Consumables=== | ||
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:: {{Food|Bowl of Fruit Salad with Mint Garnish}} Feast option with additional concentration | :: {{Food|Bowl of Fruit Salad with Mint Garnish}} Feast option with additional concentration | ||
* {{Utility|Bountiful Maintenance Oil}} | * {{Utility|Bountiful Maintenance Oil}} | ||
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==Usage== | ==Usage== | ||
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** Stow {{skill|Flurry}} animation. | ** Stow {{skill|Flurry}} animation. | ||
** 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. | ** 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. | ||
+ | |||
==Videos== | ==Videos== | ||
* {{YouTube|galC4dmrHCU|[LAYS] Nephistos}} | * {{YouTube|galC4dmrHCU|[LAYS] Nephistos}} |
Revision as of 16:06, 19 February 2022
This build was last updated on February 19, 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
[&DQILLzM+PRemAAAAsgAAAGoAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
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
Axe
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Equipment Variant
- Celestial is an acceptable option with high Immobilize duration
- Additional cleanse but less boon support
Consumables
- Feast option with additional concentration
Usage
Elite specialization basics
- (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.
- To ensure triggers, briefly move into hostile enemy ground pressure. It shouldn't be hard to proc, unless the enemy is retreating or disengaging.
- FC is both a defensive and an offensive skill in the build as it blocks, evades, grants Stability, and performs an unblockable AoE damage/CC attack when triggered.
General
- This build focus on supporting, heavy crowd control and boon removal.
- and significantly enhance your support tools.
- Adrenaline generation revolves , and .
Shouts
- 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.
- is an instant cast skill, which means you can use it along other abilities without interrupting the cast.
(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.
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 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. and
- This skill drops where you cast it. Keep this in mind.
(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.
- 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 Stability helps to refrain CCs. Having Resistance to ignore movement impending conditions like Immobilize, and to deny Fear application is important if your Stability gets corrupted. for the WoD cast, the pulsing
- 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.
- will be 100% your opener whenever you get in melee range, for the huge adrenaline it provides thanks again . Besides that, it will be used on engages and re-engages for the spike boonrip it provides.
- Hammers skills and FC, due to tied to , are going be your main source of boonrip once your Meditation abilities are under cooldown.
Sword/Warhorn
- grants you great mobility. Use it offensively to approach enemy's zerg. Or defensively to reposition yourself.
- is a strong immobilize and its animation can be canceled by "Stow Weapon". Coordinate with your group to use it, along with if possible, to lock in enemies inside bubbles and necromancer's wells
- 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.
- Barrier output and application of Resistance to help get your group through spikes is incredible against enemy pushes for its massive
Hammer
- Stability will deny CCs and, thus, your boonrips, so try to always time it with and around your scourges cooldowns. Can also be used for risky plays, as the mobility can quickly reposition you. grants CC and a mobility tool, and often procs . Enemies with
- can lock people down with variants in the same way Earthshaker can, but ignoring stability.
- will be chained with AoE CC skills. Keep in mind it knocks back and you group might not want to spread out targets.
- single target CC. Use after all your AoE CCs are unavailable.
- Fill dowtime with and .
Combo
- Hammer stun: ⇒ ⇒ ⇒ (from here you can go Sw/Wh and use )
- Immob me daddy: ⇒ ⇒ (from here you can go Hammer and or camp for Warhorn CDs).
- Stow animation.
- 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.
Videos
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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