Spellbreaker - Support Spellbreaker
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
=Template Code
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- Swapping Discipline to Defense gains great personal survivability and adrenaline gain in exchange for
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
- Celestial is an acceptable option with high Immobilize duration
- Additional cleanse but less boon support
Consumables
-
- personal food option
Usage
Elite specialization basics
- FC is primarily an offensive skill. Avoid using it defensively unless you will die without using it
- To ensure triggers, you can briefly move into hostile enemy ground pressure.
recharges your Burst skills. Use it immediately after a burst skill refresh the cooldown.
General
- This build focus on supporting, heavy crowd control and boon removal.
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.
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
- 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
- Land it when your group is spiking enemies to remove Stability and trap them in damage
is your best opener due to adrenaline gain from
- Hammers CC skills and FC, due to Stability must first be removed , and are also significant sources of boon rip, though lower priority since
Sword/Warhorn
- grants you great mobility. Use it offensively to approach enemy's zerg. Or defensively to reposition yourself.
- Cancel the animation by a Stow Weapon keybind. Flurry applies its Immobilize instantly, and the other effects are negligible on a support build.
is a strong immobilize. Coordinate with your group to use it, along with if possible, to lock in enemies inside bubbles and necromancer's wells
- Immobilize 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
- Barrier output 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.
Combo
- Hammer stun: ⇒ ⇒ ⇒ (from here you can go Sw/Wh and use )
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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