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Spellbreaker - Bannerbreaker

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Focused on: HealingCondition cleanseBoon removal and Crowd control

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire Builds

Difficulty:
TBD

Overview

Heavy boon support with permanent Resistance Resistance by carrying your banner around, Might Might Quickness Quickness and Fury Fury. Burst skills can be used while carrying the banner. Can do even more by weaving weapon skills between banner drops.

Disclaimer

This build will be obsolete after the Aug 2nd game update. This page will be moved/reworked after the patches release.


Skill Bar

Hammer
Sword/Warhorn
Utility


Variants

  • Balanced Stance
  • "On My Mark!"
  • "Shake It Off!"


Template Code

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Specializations

Variants
  • Shrug It Off - if party is already capped on Might Might
  • Phalanx Strength - if party is already capped on Quickness Quickness
  • Vigorous Shouts - if party is already capped on Quickness Quickness and Might Might


Equipment

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Giver
Legs
Minstrel
Feet
Giver
Backpiece
Minstrel
Accessory
Giver
Accessory
Giver
Amulet
Giver
Ring
Giver
Ring
Giver
Hammer
Giver
Sigil
Sigil
Sword
Giver
Warhorn
Giver
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variant

Stats
Sigils
  • Some of the duplicate sigils can be swapped
    • Sigil of Superior Sigil of Nullification - will slightly reduce boonrip if swapped off hammer
    • Sigil of Superior Sigil of Absorption - technically not needed on sword/wh with a perfect rotation
  • Sigil of Superior Sigil of Concentration/Sigil of Superior Sigil of Bounty - can free up a lot of gear for more defensive stats
  • Sigil of Superior Sigil of Hydromancy - for adrenaline
  • Sigil of Superior Sigil of Energy
Runes
  • Rune of Superior Rune of the Trooper - requires gear adjustment


Consumables

  • - any 100 concentration food works
    • personal food option


Usage

Priorities

High
Moderate
  • Offensive Boons
  • CC
  • Boonrip
Low
  • Other Support


Surviving

  • This build has high passive defense
  • This build has moderate mobility skill access
    • Savage Leap will leap towards your target if you have one, make sure to drop your target if you need to use it for mobility
    • Since Savage Leap can't be used while holding a banner use Earthshaker for repositioning defensively when needed
  • This builds has low active defenses


Detailed Explanations

Resistance

  • Maximizing this build relies on dropping Banner of Defense, weaving in skill casts and picking the banner back up before your group moves away from it
    • Make sure to prioritize keeping the banner with you, Resistance Resistance is more important than the other things you can do
  • Banner of Defense can't be interacted with for three seconds after being dropped
  • Banner of Defense gives Resistance Resistance immediately when dropped, both by cast and from being carried
    • Make sure to pick up and drop the banner whenever possible to stack duration
    • The banner doesn't pulse Resistance Resistance for 5 seconds after being picked up, but afterwards will pulse normally
  • Have Hammer equipped whenever possible when picking up the banner to maintain access to Earthshaker


Offensive Boons

Boon Skills
  • Charge (warrior)
  • Marching Orders - Martial Cadence
  • "For Great Justice!"


CC

  • Use your CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing
  • Much of your boon rip comes from CC due to the synergies between Dispelling Force, Sigil of Superior Sigil of Absorption and Enchantment Collapse
    • 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 Stability
  • Aim Earthshaker to the side of enemy groups instead of center mass to avoid damage. The AoE is large enough to still catch 5 targets.
  • Full Counter should be used exclusively to reset the cooldown of Earthshaker
    • To ensure Full Counter triggers, you can briefly move into hostile enemy ground pressure.
  • Be careful with the knockback of Staggering Blow, the skill is not worth casting if it will move enemies out of damage
  • Flurry can be cancelled with Escape
    • Flurry applies its Immobilize Immobilize instantly, and the other effects are negligible on a support build.
  • Backbreaker 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


CC priority
  • Earthshaker - only when enemies lack Stability Stability
  • Full Counter - only when enemies lack Stability Stability
  • Hammer Shock - general use
  • Staggering Blow - only when enemies lack Stability Stability
  • Flurry
  • Backbreaker - only when enemies lack Stability Stability


Boon rip

  • Land Winds of Disenchantment on the enemy group while your group is in range to follow up with a spike
    • Communicate while casting, let your team know if it gets interrupted and whether it's available or not
    • Make sure Balanced Stance is ready every time Winds of Disenchantment is and use it immediately before starting the cast to protect it
    • It is worth casting Earthshaker and/or Savage Leap just to get into a better position for Winds of Disenchantment, even if they hit no enemies
  • Break Enchantments is a great way to proc Loss Aversion to give you enough Adrenaline for Earthshaker
  • Use Autoattacks to proc Sigil of Superior Sigil of Nullification and Enchantment Collapse when no other useful skills are ready and you can do it safely.


Other Support

  • Use Call of Valor just before engaging when possible, since the Barrier will last 5 seconds after application
    • If an ally in your party has Illusion of Life 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
  • "To the Limit!" should be used after your group dodges through the enemy since it also restores Endurance
  • Use Charge (warrior) to clear Immobilize Immobilize on crosses


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

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Arete gave this build 5 stars • July 2022
Pretty insane build, easily going to outperform regular support spellbreaker in most fights but has a bit less CC without leg specialist. Remains to be seen what will happen to banners in future patches so slightly questionable from a gear investment standpoint.

Comments

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