A beginner-friendly and relatively forgiving build for spellbreakers, which focuses on providing boons, condition cleanses and healing to allies without compromising the boon strip and cc output.
- Tanky, can confidently follow the tag anywhere.
- Has a lot of mobility, hard to pin down, can easily get back to tag if separated.
- Cheaper gearing options available (e.g. one can use cleric stats instead of minstrel, for even more healing and a DPS increase at the cost of some health and boon duration).
- The boon stripping potential comes from Winds of Disenchantment, Break Enchantments and the synergy between F2, Hammer F1 and Hammer 4 skills.
- Warhorn 4 and 5 are blast finishers.
- Thanks to the Roaring Reveille trait, warhorn skills affect 10 targets instead of five.
- Warhorn 5 provides a barrier and cleanses 3 conditions from 10 allies, and, traited, provides a couple of seconds of resistance.
- Warhorn 4 provides a damage boost for the next two damaging skills for 10 allies which means a stronger damage spike on engage.
- Warhorn 4 also removes chills, cripples and immobilize from 10 allies, helping them avoid the enemy bomb
- Up to 3 shout skills can be equipped, they are: “To the limit!”, “Shake it off!”, “For great justice!”.
- Every shout skill removes a condition from 5 allies thanks to Superior rune of the Trooper.
- Every shout skill also heals allies (for over 2000, when running healing gear) thanks to the Vigorous Shouts trait which also scales very well with healing power.
- “To the limit!” also fills up the adrenaline bar, making it easier to start spamming f-skills. It also restores endurance for 5 nearby allies, providing them with an extra dodge
- “Shake it off!” additionally cleanses 4 extra conditions from 5 allies and breaks stuns on the warrior, but has a long recharge time.
- “For great justice!” provides 12 stacks of might and fury to the group, which is extra helpful if there’s no revenant providing those.
- Winds of Disenchantment (nicknamed “bubble”) is a powerful elite skill, which shouldn’t be wasted. Some commanders explicitly call for bubbles to be used (or even assign a number to every spellbreaker in the squad). Some do not, which means the bubble can be used opportunistically.
- It’s highly advised to let the commander know they have a spellbreaker on voice. It also helps to call out whenever activating a bubble or let them known the remaining cooldown if the zergs are about to (re)engage on each other. A bubble is an important asset and knowing if it’s ready or not can affect the outcome of the fight.
- Enemies affected by a bubble cannot receive any boons (most important ones being Stability, Protection and Aegis) for the duration of the effect, which leaves them practically defenseless.
- The most common moments to cast Winds of Disenchantment are when the zergs clash. It can also be used defensively to deny enemy a push, or ambush an enemy group, denying them boons before they can even apply them.
- Since Winds of Disenchantment is a channeled skill and can be interrupted, it is best to make sure to have some stability stacks before activating it, to reduce the possibility of being interrupted.
- One can replace one of utility skill of their choice (depending on what the squad/group can do without the easiest: more cleanses, more boons or more strips?) with Balanced stance if they want an extra source of stability for the duration of the bubble.
- Winds of Disenchantment only affects 5 targets, therefore activating it in the middle of the enemy zerg is unlikely to yield good results (and is usually not only wasteful but is a death sentence). More often than not skirting the enemy blob without leaving the squad’s formation (or at least right in its path) is the way to go, unless the commander specifically says otherwise. A solitary warrior can be easily interrupted.
- Hammer is the main source of boon strips in-between the bubble cooldowns and therefore should be wielded most of the time, while sword/warhorn is the situational/support set.
- Spam hammer F1 skill fishing for interrupts (which, in turn, strip boons). Use F2 when near the enemy to proc full counter and interrupt some more. Successfully hitting with an F2 also resets the cooldown on Hammer F1, so it can be used again right away.
- When not using F1 or F2, Hammer 4 can be used to a similar effect. Hammer 3 is another good way to slow some enemies down while also generating adrenaline.
- Thanks to the Fast Hands trait, the cooldown on weapon swaps is only 5 seconds, so the second set can be easily accessed and then conveniently replaced with the hammer again.
- Sword 2 is a good mobility skill that can be used whenever it’s time to reposition.
- Use warhorn 4 and 5 skills to blast smoke fields for stealth, water fields for healing, light fields for cleanses, depending on what the squad needs most at the moment.
- Warhorn 5 is also a great skill to use right before the clash, as the barrier pads out allies’ health and resistance will allow them to stay together, unimpeded by immobilizes, chills and cripple.
- If the commander employs the use of smoke fields to re-engage mid-fight, one may expect that some field blasting will be required every now and then.
- A support warrior should ideally always be there to support the commander when they push, beefing up the melee group.
- It’s best to not exhaust every possible supportive cooldown unless the situation is already desperate. Sometimes a little bit of healing or a small cleanse can make all the difference.
- Remember to pick up any downed squadmates as long as they’re not in a compromised position. A support spellbreaker is tanky enough to survive some damage while resurrecting and doesn’t have much to do between the melee-clashes, being a melee-only class.
use - for better Immobilise, with - .
Consider Cleric Stats if its easier, you will get more healing and barrier on skills at a cost of a lower duration.
and are the ascended equivalent for clerics.