Spellbreaker - Healbreaker
This is a test build. You may comment and rate it.
Focused on: Support and Utility
Designed for: PvP Conquest
Difficulty:
TBD
This build was last updated on April 14, 2022.
Overview
A support Spellbreaker build made to carry teamfights by keeping the team alive.
Skill Bar
Sword/Warhorn
Dagger/Shield
Utility
Skill Variants
Weapons
- Hammer over Dagger/Shield - for a less defensive setup with improved CC. If you pick Hammer, replace the Sword with a Dagger on the other set.
Template Code
[&DQILKzM+PSumAHAAagCoAOIBrwCoAKkA7gCcAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- is also a viable option.
Variants
- offers more CC and slightly higher damage at the expense of defense against conditions.
Equipment
Sword
Warhorn
Sigil
Sigil
Dagger
Shield
Sigil
Sigil
Rune
Amulet
Usage
General
- Always follow the teamfights, avoid getting locked into 1v1s.
- is a 1200 range reveal. When you're not using it for healing or setting up a kill, prevent enemies with stealth access from safely disengaging.
- 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.
- The bonus damage aspect of it can also be powerful when used at the right time, for example when an ally is in .
- 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.
- is as much of a mobility tool as it is a sustain one. When you're being focused, try escaping your attackers by jumping to safety with it. Just make sure you don't have a target selected.
Support
- The primary role of 24px Superior Rune of the Soldier. Their actual baseline functionality is secondary in most cases, although they can help your team burst down targets when needed. and in this build is healing and cleansing via and
- is your strongest shout when it comes to support, 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 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 5 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.
Ratings
Fantastic support build with good healing, decent damage and good CC. The build on this page is pretty good for 5v5 conquest teamfighting mid, but for 3v3s I've been running Defense(2-1-2) instead of Discipline(2-3-3) and it still works great. For objective play you'll want that 25% movement speed from warrior's sprint, but in TDM I find that survivability is a little more important. Dagger skills do good damage and with Magebane's might gen you hurt people quite a bit while healing ~1.3k health every shout. Good build that can carry, medium skill/effort to play well.
Its functions looks really good, however its multipliers are quite low after the nerf. Not really worth playing unless you are already very used to spellbreaker, other support builds will in general, be stronger than this.
Very solid support build and pretty tanky in its own right. Plenty of healing and utility to support the team and can definitely swing team fights in your favour quite heavily.
Still meta and best heal / condi cleanse build even after the patch nerfs since tempest was hit harder. Incredibly boring to play though.
After the balance patch on 12/1/2020, the build is no longer meta. It is still viable. No longer works on solo queue.
Depois do balance patch do dia 01/12/2020, a build deixou de ser meta. Ainda é viavel. Não funciona mais em solo queue
Started getting in SPvP with this... It's fun af! Altho i'm just interested why would one need precision (talking about Amulet choice) is there any solid reason or is it free to switch to something more supportive/tanky?
Not sure if two support builds have ever been as close in terms of viability as Tempest and Spellbreaker are now. Top tier healing, good cleansing and a bunch of useful buffs + a ranged rez, just to mention a few. Really strong kit.
Very likely going to be the meta support build. This build is strong against both power and condition enemies, where as support tempest needs to choose between the Earth or Fire traitlines. In addition, it has strong offensive pressure for your allies via For Great Justice and On My Mark. This build has some access to boon removal as well.
Comments
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