Spellbreaker - Support Spellbreaker (GvG)
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Focused on: Healing, Condition cleanse, Boon removal and Crowd control
Designed for: WvW GvG
Difficulty:
Easy
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
Variants
Template Code
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Specializations
- Variants
- Might - if party is already capped on
- Quickness - if party is already capped on
- Quickness and Might - if party is already capped on
Variants
- Swapping Discipline to Defense gains great personal survivability and adrenaline gain in exchange for
Template Code
[&DQIWJgspPRemAAAAagAAALIAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Equipment
Head
Celestial
Celestial
Shoulders
Celestial
Celestial
Chest
Celestial
Celestial
Hands
Celestial
Celestial
Legs
Celestial
Celestial
Feet
Celestial
Celestial
Backpiece
Celestial
Celestial
Accessory
Celestial
Celestial
Accessory
Celestial
Celestial
Amulet
Celestial
Celestial
Ring
Celestial
Celestial
Ring
Celestial
Celestial
Hammer
Celestial
Celestial
Sigil
Sigil
Sword
Celestial
Celestial
Warhorn
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variant
Stats
- Minstrel for more healing with
- Giver for more Immobilize duration at the cost of Might and Quickness uptime
Consumables
-
- personal food option
Usage
Priorities
- High
- CC
- Boon rip
- Moderate
- Condition clear
- Boonshare
- Low
- Supporting allies
Surviving
- This build has high passive defense
- This build has high mobility skill access
- will leap towards your target if you have one, make sure to drop your target if you need to use it for mobility
- Since has other uses, prioritize when repositioning defensively
- This builds has low active defenses
- Stability and makes you immune to critical hits for its duration, but is important for protecting gives
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Detailed Explanations
CC
- Use your CC when:
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
- Your group calls a spike:
- 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, only prioritizing CCing over boon rip 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
- Make use of to proc when you need a CC with a range higher than your other, melee range CCs
- 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
- At the same time, if you can't do anything in Hammer swap to Sword/Warhorn so your Weapon Swap will be ready after you use the skills on Sword/Warhorn
- Sword autoattacks are slightly better than Hammer due to proccing on the third hit of the chain
Boon rip
- Land
- Communicate while casting, let your team know if it gets interrupted and whether it's available or not
- 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
on the enemy group while your group is in range to follow up with a spike
- is a great way to proc to give you enough Adrenaline for
- Use Autoattacks to proc and when no other useful skills are ready and you can do it safely.
Condition Clear
- Focus on clearing Immobilize since your clears are very good at doing it and you have limited clears available
- specifically clears Immobilize in a very large radius and should be prioritized whenever possible
- The most important time to clear Immobilize is when enemies are spiking, watch out for the following skills:
- Winds -
- Wells - + or
- Traps - +
- Shades -
- Most of your boons come passively from and
- Use Quickness when your group is spiking to give
Supporting allies
- Use
- If an ally in your party has cast on them and does not manage to remove it before the duration times out, you can keep them alive by giving them Barrier before the 15 second duration ends
just before engaging when possible, since the Barrier will last 5 seconds after application
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
Comments
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