Spellbreaker - Support Spellbreaker

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 January 19, 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

[&DQILLzM+PRemAAAAsgAAAGoAAAAnFgAAnRYAAAAAAAAAAAAAAAAAAAAAAAA=]
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Specializations

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
Axe
Minstrel
Sigil
Sigil
Rune
x6


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

Feast option with additional concentration

Usage

Elite specialization basics

  • 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.
  • To ensure 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 both a defensive and an offensive skill in the build as it blocks, evades, grants Stability Stability, and performs an unblockable AoE damage/CC attack when triggered.

General

  • This build focus on supporting, heavy crowd control and boon removal.
  • Vigorous Shouts and Roaring Reveille significantly enhance your support tools.
  • Adrenaline generation revolves "To the Limit!", Break Enchantments and Loss Aversion.

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

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 Purity of Purpose and Epilogue Eternal Oasis 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.
  • 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.
    • This skill drops where you cast it. Keep this in mind.
  • 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.
  • Save Balanced Stance for the WoD cast, the pulsing Stability Stability helps to refrain CCs. Having Resistance Resistance to ignore movement impending conditions like Immobilize Immobilize, and to deny Fear Fear application is important if your Stability gets corrupted.
  • 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.
  • Overlapping multiple WoDs for a stronger boonrip spike might be interesting on all-in scenarios, yet pacing it is the safest choice in general.
  • Break Enchantments will be 100% your opener whenever you get in melee range, for the huge adrenaline it provides thanks again 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 Dispelling Force tied to Enchantment Collapse, are going be your main source of boonrip once your Meditation abilities are under cooldown.

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 and its animation can be canceled by "Stow Weapon". Coordinate with your group to use it, along with No Escape if possible, to lock in enemies inside bubbles and necromancer's wells
  • 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.
  • Call of Valor is incredible against enemy pushes for its massive Barrier Barrier output and application of Resistance Resistance to help get your group through spikes

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.
  • Fill dowtime with Fierce Blow and Hammer Swing (warrior).

Combo

  • Hammer stun: Earthshaker Full Counter Earthshaker Staggering Blow (from here you can go Sw/Wh and use Flurry)
  • Immob me daddy: Flurry Full Counter Flurry (from here you can go Hammer and Earthshaker or camp for Warhorn CDs).
    • Stow 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


Ratings

This build has a rating of 5 stars based on 1 votes.
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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

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