Difference between revisions of "Spellbreaker - Support Spellbreaker"

 
(13 intermediate revisions by 3 users not shown)
Line 4: Line 4:
 
| designed for = wvw zerg
 
| designed for = wvw zerg
 
| focus = Healing, Condition Cleanse, Boon Removal, Crowd Control
 
| focus = Healing, Condition Cleanse, Boon Removal, Crowd Control
| rating = great
+
| rating = good
 
| xpac = hot, pof
 
| xpac = hot, pof
 +
| difficulty = 1
 
}}
 
}}
  
Line 18: Line 19:
 
| weapon1 = hammer
 
| weapon1 = hammer
 
| weapon2 =  
 
| weapon2 =  
| weapon3 = sword
+
| weapon3 = staff
| weapon4 = warhorn
+
| weapon4 =  
 
| healing = "To the Limit!"
 
| healing = "To the Limit!"
 
| utility1 = "Shake It Off!"
 
| utility1 = "Shake It Off!"
Line 28: Line 29:
  
 
===Variants===
 
===Variants===
 +
;Heal
 +
* {{Skill|Defiant Stance}}
 +
 
;Utilities
 
;Utilities
 
* {{Skill|Balanced Stance}} can help secure winds
 
* {{Skill|Balanced Stance}} can help secure winds
Line 40: Line 44:
  
 
==Specializations==
 
==Specializations==
{{Specialization|Discipline|mid|bot|bot}}
+
{{Specialization|Discipline|mid|top|bot}}
 
;Variants
 
;Variants
 
* {{Trait|Brawler's Recovery}} if taking off {{Skill|Banner of Tactics}}
 
* {{Trait|Brawler's Recovery}} if taking off {{Skill|Banner of Tactics}}
 
{{Specialization|Tactics|top|bot|top}}
 
{{Specialization|Tactics|top|bot|top}}
 
;Variants
 
;Variants
 +
* {{Trait|Soldier's Comfort}}
 
* {{Trait|Shrug It Off}} if party is already capped on {{Tooltip|Might}}
 
* {{Trait|Shrug It Off}} if party is already capped on {{Tooltip|Might}}
 
* {{Trait|Phalanx Strength}} if party is already capped on {{Tooltip|Quickness}}
 
* {{Trait|Phalanx Strength}} if party is already capped on {{Tooltip|Quickness}}
Line 65: Line 70:
 
{{PvE equipment
 
{{PvE equipment
 
| weight = Heavy
 
| weight = Heavy
| stats = Celestial
+
| stats = Minstrel
| rune = Superior Rune of Durability
+
| rune = Superior Rune of the Monk
 
| rune-qt = 6
 
| rune-qt = 6
 +
| relic = Relic of Karakosa
 
| weapon1 = Hammer
 
| weapon1 = Hammer
 
| weapon2 =  
 
| weapon2 =  
| sigil1 = Superior Sigil of Malice
+
| sigil1 = Superior Sigil of Energy
 
| sigil2 = Superior Sigil of Absorption
 
| sigil2 = Superior Sigil of Absorption
| weapon3 = Sword
+
| weapon3 = Staff
| weapon4 = Warhorn
+
| weapon4 =  
 
| sigil3 = Superior Sigil of Nullification
 
| sigil3 = Superior Sigil of Nullification
| sigil4 = Superior Sigil of Energy
+
| sigil4 = Superior Sigil of Transference
| infusion1 = Expertise WvW Infusion
+
| infusion1 = Healing WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
 
}}
 
}}
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===Equipment Variant===
 
===Equipment Variant===
;Stats
+
;Relic
* {{tooltip|Minstrel}} for more healing with {{Trait|Vigorous Shouts}} or for extra defensive stats
+
* {{Relic|Relic of Speed}}
* '''Bringer''' for more {{Tooltip|Immobilize}} duration at the cost of {{Tooltip|Might}} and {{Tooltip|Quickness}} uptime
 
;Runes
 
* {{Rune|Superior Rune of the Trooper}} Additional cleanse but less boon support
 
;Sigils
 
* {{Sigil|Superior Sigil of Malice}} {{to}} {{Sigil|Superior Sigil of Nullification}}
 
  
  
 
===Consumables===
 
===Consumables===
* {{Food|Spherified Peppercorn-Spiced Oyster Soup}}
+
* {{Food|Bowl of Fruit Salad with Mint Garnish}}
** {{Food|Plate of Peppercorn-Spiced Poultry Aspic}} alternative option
+
** {{Food|Delicious Rice Ball}} personal food option
** {{Food|Dragon's Revelry Starcake}} personal food option
+
* {{Utility|Bountiful Maintenance Oil}}
* {{Utility|Corsair Maintenance Oil}}
 
  
  
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* Boon rip  
 
* Boon rip  
 
;Moderate
 
;Moderate
* Condition clear
+
* Support
 +
;Low
 
* Boonshare
 
* Boonshare
;Low
 
* Supporting allies
 
 
  
 
====Surviving====
 
====Surviving====
 
* This build has high passive defense
 
* This build has high passive defense
 
* This build has high mobility skill access  
 
* This build has high mobility skill access  
** {{Skill|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 {{Skill|Earthshaker}} has other uses, prioritize {{Skill|Savage Leap}} when repositioning defensively
 
** Since {{Skill|Earthshaker}} has other uses, prioritize {{Skill|Savage Leap}} when repositioning defensively
* This builds has low active defenses  
+
* This builds has moderate active defenses  
  
 
{{Collapsible
 
{{Collapsible
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|
 
|
 
* {{Skill|"Shake It Off!"}} - for stunbreaking
 
* {{Skill|"Shake It Off!"}} - for stunbreaking
* {{Trait|Warrior's Sprint}} - for {{Tooltip|Immobilize}}
+
* Mobility skills with {{Trait|Warrior's Sprint}} - for {{Tooltip|Immobilize}}
** {{Skill|Savage Leap}}/{{Skill|Earthshaker}}
 
* {{Skill|Charge (warrior)}} - for {{Tooltip|Immobilize}}
 
 
* {{Skill|"Shake It Off!"}} - for {{Tooltip|Immobilize}}
 
* {{Skill|"Shake It Off!"}} - for {{Tooltip|Immobilize}}
 
* '''Dodge'''
 
* '''Dodge'''
 +
* {{Skill|Bullet Catcher}}
 
* {{Skill|"To the Limit!"}}
 
* {{Skill|"To the Limit!"}}
 
}}
 
}}
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* Make use of {{Skill|Hammer Shock}} to proc {{Trait|Leg Specialist}} when you need a CC with a range higher than your other, melee range CCs
 
* Make use of {{Skill|Hammer Shock}} to proc {{Trait|Leg Specialist}} when you need a CC with a range higher than your other, melee range CCs
 
* Be careful with the knockback of {{Skill|Staggering Blow}}, the skill is not worth casting if it will move enemies out of damage
 
* Be careful with the knockback of {{Skill|Staggering Blow}}, the skill is not worth casting if it will move enemies out of damage
* {{Skill|Flurry}} can be cancelled with a '''Stow Weapon''' keybind. Flurry applies its {{Tooltip|Immobilize}} instantly, and the other effects are negligible on a support build.
 
 
* {{Skill|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
 
* {{Skill|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
* 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 {{Trait|Leg Specialist}} on the third hit of the chain
 
 
  
 
{{Collapsible
 
{{Collapsible
Line 160: Line 151:
 
|
 
|
 
* {{Skill|Hammer Shock}} - while enemies have {{Tooltip|Stability}} (procs {{Trait|Leg Specialist}})
 
* {{Skill|Hammer Shock}} - while enemies have {{Tooltip|Stability}} (procs {{Trait|Leg Specialist}})
 +
* {{Skill|Snap Pull}} - only when enemies lack {{Tooltip|Stability}}
 
* {{Skill|Earthshaker}} - only when enemies lack {{Tooltip|Stability}}
 
* {{Skill|Earthshaker}} - only when enemies lack {{Tooltip|Stability}}
 
* {{Skill|Full Counter}} - only when enemies lack {{Tooltip|Stability}}
 
* {{Skill|Full Counter}} - only when enemies lack {{Tooltip|Stability}}
 
* {{Skill|Hammer Shock}} - general use
 
* {{Skill|Hammer Shock}} - general use
 
* {{Skill|Staggering Blow}} - only when enemies lack {{Tooltip|Stability}}
 
* {{Skill|Staggering Blow}} - only when enemies lack {{Tooltip|Stability}}
* {{Skill|Flurry}}
 
 
* {{Skill|Backbreaker}} - only when enemies lack {{Tooltip|Stability}}
 
* {{Skill|Backbreaker}} - only when enemies lack {{Tooltip|Stability}}
* '''Sword Autoattacks''' - {{Trait|Leg Specialist}}
 
 
}}
 
}}
  
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** If you don't have {{Tooltip|Stability}} use {{Skill|Banner of Tactics}} on yourself before casting {{Skill|Winds of Disenchantment}}
 
** If you don't have {{Tooltip|Stability}} use {{Skill|Banner of Tactics}} on yourself before casting {{Skill|Winds of Disenchantment}}
 
** If using {{Skill|Balanced Stance}}, make sure it is ready every time {{Skill|Winds of Disenchantment}} is and use it immediately before starting the cast to protect it
 
** If using {{Skill|Balanced Stance}}, make sure it is ready every time {{Skill|Winds of Disenchantment}} is and use it immediately before starting the cast to protect it
** It is worth casting {{Skill|Earthshaker}} and/or {{Skill|Savage Leap}} just to get into a better position for {{Skill|Winds of Disenchantment}}, even if they hit no enemies
+
** It is worth casting movement skills just to get into a better position for {{Skill|Winds of Disenchantment}}, even if it hits no enemies/allies
 
* {{Skill|Break Enchantments}} is a great way to proc {{Trait|Loss Aversion}} to give you enough '''Adrenaline''' for {{Skill|Earthshaker}}
 
* {{Skill|Break Enchantments}} is a great way to proc {{Trait|Loss Aversion}} to give you enough '''Adrenaline''' for {{Skill|Earthshaker}}
 
* Use '''Autoattacks''' to proc {{Sigil|Superior Sigil of Nullification}} and {{Trait|Enchantment Collapse}} when no other useful skills are ready and you can do it safely.  
 
* Use '''Autoattacks''' to proc {{Sigil|Superior Sigil of Nullification}} and {{Trait|Enchantment Collapse}} when no other useful skills are ready and you can do it safely.  
  
  
====Condition Clear====
+
====Support====
* Focus on clearing {{Tooltip|Immobilize}} since your clears are very good at doing it and you have limited clears available
+
* {{Skill|Path to Victory}}, {{Skill|Valiant Leap}}, {{Skill|Line Breaker}} and {{Skill|Bullet Catcher}} {{to}} {{Skill|Defiant Roar}} should all be cast on your group when clashing with the enemy to heal
** {{Skill|Charge (warrior)}} specifically clears Immobilize in a very large radius and should be prioritized whenever possible
+
** Be careful with the aftercast on {{Skill|Line Breaker}}
** {{Skill|"Shake It Off!"}} is a massive condition clear, but has a very long cooldown. Do use it to save {{Tooltip|Immobilize}} allies, but be conservative and only use it when other supports would take too long to clear it
+
** Hit the enemy group as well with {{Skill|Path to Victory}} and {{Skill|Line Breaker}} when possible to apply {{Tooltip|Weakness}}
* The most important time to clear {{Tooltip|Immobilize}} is when enemies are spiking, watch out for the following skills:
+
* {{Skill|"Shake It Off!"}} is a massive condition clear, but also a group stunbreak. Use it to save allies with {{Tooltip|Immobilize}}, but be conservative and only use it when other supports would take too long to clear it
** Winds - {{Skill|Winds of Disenchantment}}
+
* Use {{Skill|"To the Limit!"}} after your group dodges through the enemy to restore '''Endurance'''
** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}} or {{Skill|Gravity Well}}
+
* Use {{Skill|Banner of Tactics}} if your group is missing {{Tooltip|Stability}} before a push, or during a clash to provide {{Tooltip|Resistance}} and {{Tooltip|Superspeed}}
** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
 
** Shades - {{Skill|Desert Shroud}}
 
 
 
 
 
{{Collapsible
 
|width=85
 
|;Condition clear priority
 
|
 
* {{Skill|Charge (warrior)}} (for {{Tooltip|Immobilize}}, {{Tooltip|Chill}} or {{Tooltip|Cripple}})
 
* {{Skill|"Shake It Off!"}}
 
* {{Skill|"To the Limit!"}} (with {{Rune|Superior Rune of the Trooper}})
 
}}
 
  
  
 
====Boonshare====
 
====Boonshare====
* Most of your boons come passively from {{Trait|Empower Allies}} and {{Trait|Martial Cadence}}
+
* Most of your boons come passively from {{Trait|Empower Allies}}, {{Trait|Martial Cadence}} or using {{Skill|Valiant Leap}}/{{Skill|Line Breaker}} to heal
* Use {{Skill|Charge (warrior)}} to give {{Tooltip|Quickness}} when your group is spiking
 
 
 
 
 
====Supporting allies====
 
* Use {{Skill|Call of Valor}} just before engaging when possible, since the '''Barrier''' will last 5 seconds after application
 
** If an ally in your party has {{Skill|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
 
* Use {{Skill|"To the Limit!"}} after your group dodges through the enemy to restore '''Endurance'''
 
  
  

Latest revision as of 17:34, 28 February 2024

The community gave this build a rating, making it second-tier: Good

Focused on: HealingCondition cleanseBoon removal and Crowd control

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire Builds

Difficulty:
Easy
This build was last updated on February 28, 2024 and is up to date for the March 19, 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
Staff
Utility


Variants

Heal
Utilities
  • can help secure winds
  • party boons


Template Code

[&DQILHTM2PRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
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Specializations

Variants
  • if taking off
Variants


Variants

  • Swapping Discipline to Defense gains great personal survivability and adrenaline gain in exchange for


Template Code

[&DQIWJgsdPRemAAAAagAAACcWAACwAAAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
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Equipment

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Hammer
Minstrel
Sigil
Sigil
Staff
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variant

Relic


Consumables

    • personal food option


Usage

Priorities

High
  • CC
  • Boon rip
Moderate
  • Support
Low
  • Boonshare

Surviving

  • This build has high passive defense
  • This build has high mobility skill access
    • Since has other uses, prioritize when repositioning defensively
  • This builds has moderate active defenses
Active defense priority


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
  • Much of your boon rip comes from CC due to the synergies between , and
    • 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 to the side of enemy groups instead of center mass to avoid damage. The AoE is large enough to still catch 5 targets.
  • should be used exclusively to reset the cooldown of
    • To ensure triggers, you can briefly move into hostile enemy ground pressure.
  • 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
  • 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


Boon rip

  • Land 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
    • If you don't have Stability Stability use on yourself before casting
    • If using , make sure it is ready every time is and use it immediately before starting the cast to protect it
    • It is worth casting movement skills just to get into a better position for , even if it hits no enemies/allies
  • 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.


Support

  • , , and should all be cast on your group when clashing with the enemy to heal
    • Be careful with the aftercast on
    • Hit the enemy group as well with and when possible to apply Weakness Weakness
  • is a massive condition clear, but also a group stunbreak. Use it to save allies with Immobilize Immobilize, but be conservative and only use it when other supports would take too long to clear it
  • Use after your group dodges through the enemy to restore Endurance
  • Use if your group is missing Stability Stability before a push, or during a clash to provide Resistance Resistance and Superspeed Superspeed


Boonshare

  • Most of your boons come passively from , or using / to heal


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
Jaukk gave this build 5 stars • August 2022
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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