Difference between revisions of "Spellbreaker - Support Spellbreaker"

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==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQILLzM+PRemAAAAsgAAAGoAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
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code = [&DQILKTM+PRemAAAAagAAALIAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
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{{Specialization|Tactics|bot|mid|mid}}
 
{{Specialization|Tactics|bot|mid|mid}}
 
{{Specialization|Spellbreaker|bot|top|top}}
 
{{Specialization|Spellbreaker|bot|top|top}}
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 +
===Variants===
 +
{{Specialization|Defense|mid|top|mid|variant=y}}
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 +
====Template Code===
 +
{{TemplateCode|
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code = [&DQIWJgspPRemAAAAagAAALIAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
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}}
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* Swapping Discipline to Defense gains great personal survivability and adrenaline gain in exchange for {{Trait|Fast Hands}}
  
  
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| sigil2 = Superior Sigil of Absorption
 
| sigil2 = Superior Sigil of Absorption
 
| weapon3 = Sword
 
| weapon3 = Sword
| weapon4 = Axe
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| weapon4 = Warhorn
 
| sigil3 = Superior Sigil of Nullification
 
| sigil3 = Superior Sigil of Nullification
 
| sigil4 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Energy
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| infusion1 = Healing WvW Infusion
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| infusion1-qt = 18
 
}}
 
}}
 
  
 
===Equipment Variant===
 
===Equipment Variant===
 
* {{tooltip|Celestial}} is an acceptable option with high {{tooltip|Immobilize}} duration  
 
* {{tooltip|Celestial}} is an acceptable option with high {{tooltip|Immobilize}} duration  
 
* {{Rune|Superior Rune of the Trooper}} Additional cleanse but less boon support
 
* {{Rune|Superior Rune of the Trooper}} Additional cleanse but less boon support
 
  
 
===Consumables===
 
===Consumables===
* {{Food|Delicious Rice Ball}}
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* {{Food|Bowl of Fruit Salad with Mint Garnish}}
:: {{Food|Bowl of Fruit Salad with Mint Garnish}} Feast option with additional concentration
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** {{Food|Delicious Rice Ball}} personal food option
 
* {{Utility|Bountiful Maintenance Oil}}
 
* {{Utility|Bountiful Maintenance Oil}}
  
  
 
==Usage==
 
==Usage==
'''Elite specialization basics'''
+
====Elite specialization basics====
* {{Skill|Full Counter}} (FC) recharges your '''Burst''' skills. Always try to use it when you can refresh their duration, except if you're under heavy pressure in which case you can use FC purely for defensive means.
+
* {{Skill|Full Counter}} recharges your '''Burst''' skills. Use it immediately after a burst skill refresh the cooldown.
* To ensure {{skill|Full Counter}} triggers, briefly move into hostile enemy ground pressure. It shouldn't be hard to proc, unless the enemy is retreating or disengaging.
+
** FC is primarily an offensive skill. Avoid using it defensively unless you will die without using it
* FC is both a defensive and an offensive skill in the build as it blocks, evades, grants {{tooltip|Stability}}, and performs an unblockable AoE damage/CC attack when triggered.
+
** To ensure {{skill|Full Counter}} triggers, you can briefly move into hostile enemy ground pressure.
  
'''General'''
+
====General====
 
* This build focus on supporting, heavy crowd control and boon removal.
 
* This build focus on supporting, heavy crowd control and boon removal.
* {{trait|Vigorous Shouts}} and {{trait|Roaring Reveille}} significantly enhance your support tools.
 
* Adrenaline generation revolves {{skill|"To the Limit!"}}, {{skill|Break Enchantments}} and {{trait|Loss Aversion}}.
 
  
'''Shouts'''
+
====Shouts====
 
* {{skill|"To the Limit!"}} 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.
 
* {{skill|"To the Limit!"}} 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.
* {{Skill|"Shake It Off!"}} (SIO) 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.  
+
* {{Skill|"Shake It Off!"}} 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.  
 
** {{skill|"Shake It Off!"}} is an instant cast skill, which means you can use it along other abilities without interrupting the cast.
 
** {{skill|"Shake It Off!"}} is an instant cast skill, which means you can use it along other abilities without interrupting the cast.
  
'''Boon Removal'''
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====Boon Removal====
* Unlike Scourges, your boon removal skills don't turn the enemy boons into conditions, which, at a first glance, would look bad simply because you are somehow "stealing" potential boon corrupts from your scourges and, therefore, softing the condi pressure on your foes. However, in the current meta, the fact that condition '''convert''' is still relevant, due stuff like {{trait|Purity of Purpose}} and {{tooltip|Epilogue Eternal Oasis}}, means that only ripping their boons, thus not giving then substrate to convert and reapply boons, can be way more valuable to win a fight.
+
* {{Skill|Winds of Disenchantment}} (Commonly called Winds or Bubble) is the most important skill in the build, it is very important to land on the enemy group
* {{Skill|Winds of Disenchantment}} (WoD) is a channel skill that applies an effect which prevents enemies from getting boons and also removes boons. It's the most important skill in the build, and should always be communicated whenever casting it, if it gets interrupted and whether it's available or not.
+
** Land {{Skill|Winds of Disenchantment}} on the enemy group while your group is in range to follow up with a spike
** This skill drops where you cast it. Keep this in mind.
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** Avoid overlapping with other friendly {{Skill|Winds of Disenchantment}}
* WoD can be used both offensively and defensively as long as coordinated it with your team pressure. Wells, shades and overall damage must be landed alongside WoD AoE to get enabled and enhanced. Using WoD without any relevant friendly follow up is discouraged and brings no teamplay value.
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** Communicate while casting, let your team know if it gets interrupted and whether it's available or not
* Save {{skill|Balanced Stance}} for the WoD cast, the pulsing {{tooltip|Stability}} helps to refrain CCs. Having {{tooltip|Resistance}} to ignore movement impending conditions like {{tooltip|Immobilize}}, and to deny {{tooltip|Fear}} application is important if your Stability gets corrupted.
+
* {{skill|Break Enchantments}} is your best opener due to adrenaline gain from {{trait|Loss Aversion}}
* The bubble covers a big area, so you don't have to be on top of the enemy all the time, you could lock then through the edges.
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** Land it when your group is spiking enemies to remove {{Tooltip|Stability}} and trap them in damage
* Overlapping multiple WoDs for a stronger boonrip spike might be interesting on all-in scenarios, yet pacing it is the safest choice in general.
+
* Hammers CC skills and FC, due to {{trait|Dispelling Force}}, {{trait|Enchantment Collapse}} and {{Sigil|Superior Sigil of Absorption}} are also significant sources of boon rip, though lower priority since {{Tooltip|Stability}} must first be removed
* {{skill|Break Enchantments}} will be 100% your opener whenever you get in melee range, for the huge adrenaline it provides thanks again {{trait|Loss Aversion}}. Besides that, it will be used on engages and re-engages for the spike boonrip it provides.
 
* Hammers skills and FC, due to {{trait|Dispelling Force}} tied to {{trait|Enchantment Collapse}}, are going be your main source of boonrip once your Meditation abilities are under cooldown.
 
  
'''Sword/Warhorn'''
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====Sword/Warhorn====
 
* {{Skill|Savage Leap}} grants you great mobility. Use it offensively to approach enemy's zerg. Or defensively to reposition yourself.
 
* {{Skill|Savage Leap}} grants you great mobility. Use it offensively to approach enemy's zerg. Or defensively to reposition yourself.
* {{Skill|Flurry}} is a strong immobilize and its animation can be canceled by "Stow Weapon". Coordinate with your group to use it, along with {{Trait|No Escape}} if possible, to lock in enemies inside bubbles and necromancer's wells
+
* {{Skill|Flurry}} is a strong immobilize. Coordinate with your group to use it, along with {{Trait|No Escape}} if possible, to lock in enemies inside bubbles and necromancer's wells
* {{Skill|Charge (warrior)}} 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 movement impairing conditions.
+
** Cancel the animation by a '''Stow Weapon''' keybind. Flurry applies its {{Tooltip|Immobilize}} instantly, and the other effects are negligible on a support build.
* {{Skill|Call of Valor}} is incredible against enemy pushes for its massive {{tooltip|Barrier}} output and application of {{tooltip|Resistance}} to help get your group through spikes
+
* {{Skill|Charge (warrior)}} 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 {{Tooltip|Immobilize}}
 +
* {{Skill|Call of Valor}} is incredible against enemy pushes for its massive {{tooltip|Barrier}} output
  
'''Hammer'''
+
====Hammer====
 
* {{skill|Earthshaker}} grants CC and a mobility tool, and often procs {{trait|No Escape}}. Enemies with {{tooltip|Stability}} will deny CCs and, thus, your boonrips, so try to always time it with {{skill|Break Enchantments}} and around your scourges cooldowns. Can also be used for risky plays, as the mobility can quickly reposition you.
 
* {{skill|Earthshaker}} grants CC and a mobility tool, and often procs {{trait|No Escape}}. Enemies with {{tooltip|Stability}} will deny CCs and, thus, your boonrips, so try to always time it with {{skill|Break Enchantments}} and around your scourges cooldowns. Can also be used for risky plays, as the mobility can quickly reposition you.
 
* {{Skill|Hammer Shock}} can lock people down with {{trait|Leg Specialist}} variants in the same way Earthshaker can, but ignoring stability.
 
* {{Skill|Hammer Shock}} can lock people down with {{trait|Leg Specialist}} variants in the same way Earthshaker can, but ignoring stability.
 
* {{skill|Staggering Blow}} will be chained with AoE CC skills. Keep in mind it knocks back and you group might not want to spread out targets.
 
* {{skill|Staggering Blow}} will be chained with AoE CC skills. Keep in mind it knocks back and you group might not want to spread out targets.
 
* {{skill|Backbreaker}} single target CC. Use after all your AoE CCs are unavailable.
 
* {{skill|Backbreaker}} single target CC. Use after all your AoE CCs are unavailable.
* Fill dowtime with {{skill|Fierce Blow}} and {{skill|Hammer Swing (warrior)}}.
 
  
'''Combo'''
+
====Combo====
 
* Hammer stun: {{skill|Earthshaker}} {{to}} {{skill|Full Counter}} {{to}} {{skill|Earthshaker}} {{to}} {{skill|Staggering Blow}} (from here you can go Sw/Wh and use {{skill|Flurry}})
 
* Hammer stun: {{skill|Earthshaker}} {{to}} {{skill|Full Counter}} {{to}} {{skill|Earthshaker}} {{to}} {{skill|Staggering Blow}} (from here you can go Sw/Wh and use {{skill|Flurry}})
* Immob me daddy: {{skill|Flurry}} {{to}} {{skill|Full Counter}} {{to}} {{skill|Flurry}} (from here you can go Hammer and {{skill|Earthshaker}} or camp for Warhorn CDs).
 
** Stow {{skill|Flurry}} animation.
 
** In the heat of WvW, with dodge rolls and CC, you may find it impossible to complete this rotation 100% of the time. Your priority is using as many Burst skills as possible at close range.
 
 
 
==Videos==
 
* {{YouTube|galC4dmrHCU|[LAYS] Nephistos}}
 

Revision as of 16:40, 23 February 2022

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: HealingCondition cleanseBoon removal and Crowd control

Designed for: WvW Zerg

Difficulty:
TBD
This build was last updated on February 23, 2022 and is up to date for the April 16, 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

[&DQILKTM+PRemAAAAagAAALIAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants

=Template Code

[&DQIWJgspPRemAAAAagAAALIAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code
  • Swapping Discipline to Defense gains great personal survivability and adrenaline gain in exchange for Fast Hands


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
Sword
Minstrel
Warhorn
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18

Equipment Variant

  • Celestial Celestial is an acceptable option with high Immobilize Immobilize duration
  • Rune of Superior Rune of the Trooper Additional cleanse but less boon support

Consumables

    • personal food option


Usage

Elite specialization basics

  • Full Counter recharges your Burst skills. Use it immediately after a burst skill refresh the cooldown.
    • FC is primarily an offensive skill. Avoid using it defensively unless you will die without using it
    • To ensure Full Counter triggers, you can briefly move into hostile enemy ground pressure.

General

  • This build focus on supporting, heavy crowd control and boon removal.

Shouts

  • "To the Limit!" 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.
  • "Shake It Off!" 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.
    • "Shake It Off!" is an instant cast skill, which means you can use it along other abilities without interrupting the cast.

Boon Removal

  • Winds of Disenchantment (Commonly called Winds or Bubble) is the most important skill in the build, it is very important to land on the enemy group
    • Land Winds of Disenchantment on the enemy group while your group is in range to follow up with a spike
    • Avoid overlapping with other friendly Winds of Disenchantment
    • Communicate while casting, let your team know if it gets interrupted and whether it's available or not
  • Break Enchantments is your best opener due to adrenaline gain from Loss Aversion
    • Land it when your group is spiking enemies to remove Stability Stability and trap them in damage
  • Hammers CC skills and FC, due to Dispelling Force, Enchantment Collapse and Sigil of Superior Sigil of Absorption are also significant sources of boon rip, though lower priority since Stability Stability must first be removed

Sword/Warhorn

  • Savage Leap grants you great mobility. Use it offensively to approach enemy's zerg. Or defensively to reposition yourself.
  • Flurry is a strong immobilize. Coordinate with your group to use it, along with No Escape if possible, to lock in enemies inside bubbles and necromancer's wells
    • Cancel the animation by a Stow Weapon keybind. Flurry applies its Immobilize Immobilize instantly, and the other effects are negligible on a support build.
  • Charge (warrior) 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 Immobilize Immobilize
  • Call of Valor is incredible against enemy pushes for its massive Barrier Barrier output

Hammer

  • Earthshaker grants CC and a mobility tool, and often procs No Escape. Enemies with Stability Stability will deny CCs and, thus, your boonrips, so try to always time it with Break Enchantments and around your scourges cooldowns. Can also be used for risky plays, as the mobility can quickly reposition you.
  • Hammer Shock can lock people down with Leg Specialist variants in the same way Earthshaker can, but ignoring stability.
  • Staggering Blow will be chained with AoE CC skills. Keep in mind it knocks back and you group might not want to spread out targets.
  • Backbreaker single target CC. Use after all your AoE CCs are unavailable.

Combo

  • Hammer stun: Earthshaker Full Counter Earthshaker Staggering Blow (from here you can go Sw/Wh and use Flurry)


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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