Quick and Dirty Guide to Breakbars

Quick and Dirty Guide to Breakbars

in Guild Wars 2: Heart of Thorns

Posted by: Labjax.2465

Labjax.2465

Lots of mobs in the HoT zones have a blue bar under their name. This is called a Breakbar, or Defiance Bar. It makes the mob immune to Crowd Control effects.

The usefulness of breaking a breakbar should not be underestimated! For some mobs, breaking their bar can stun them or prevent a devastating attack.

There are two types of Breakbars to look for:

Type 1: It’s always Blue, unless broken (in which case, it will be a brownish color while it regenerates).

Type 2: It turns Blue during a particular phase and you have limited time to break it before it disappears. (This type is typically found on Legendary mobs and breaking the bar will stun the mob and/or prevent a devastating attack.)

Crowd Control (CC) comes in two classifications: Hard CC and Soft CC.

Hard CC includes: Pull, Knockback, Knockdown, Stun, Daze, and Fear

Soft CC includes: Cripple, Chill, Slow, Immobilize, Blind, Weakness, and Taunt

It’s simplest to think of a Breakbar like a Health bar. It has a set amount of Hitpoints and CC reduces those Hitpoints. Hard CC does instant damage to the “Health bar” and Soft CC does damage over time. The longer the duration, the higher the damage. However! Keep in mind that for some mobs, Soft CC only reduces the regeneration of a Breakbar, but does not do damage.

For mobs whose Breakbar is exposed for only seconds at a time, you NEED to have Hard CC on hand.

The following is a quick breakdown by class to show you some of your options (I want to make this comprehensive at some point, but I’m going to skim for now):

Guardian:

Greatsword, the second half of skill 5 is a Pull
Hammer skill 4 is a Knockback
Bane Signet active ability is a 3 second Knockdown
With the Dragonhunter trait Piercing Light, all traps do a 1 second Daze when triggered

Revenant:

Hammer skill 5 is a 2 second AoE Knockdown
Staff, the second half of skill 2 is a 1/2 second AoE Daze
Staff skill 5 is a charging AoE Knockback
Sword off-hand skill 5 is a Pull
Axe off-hand skill 5 is a pull
Shiro Stance Jade Winds is a 3 second Stun
Ventari Stance skill 5 is an AoE Knockback

Warrior:

Hammer burst skill is a 1-2 second Stun, depending on burst level
Hammer 4 skill is a Knockback
Hammer 5 skill is a 2 second Knockdown
Bull’s Charge is a 2 second Knockdown
Kick is a Knockback
Stomp is a Knockback

Engineer:

Rifle 4 skill is a Knockback
Bomb Kit’s Big Ol’ Bomb is a Knockback
Tool Kit skill 5 is a Pull
Flamethrower skill 3 is a Knockback
Hammer skill 5 is a pulsing AoE Stun (can be combo’d with skill 3 on a stationary target to get Dazing Strike, which hits for a few 1 second Dazes)

Ranger:

Greatsword skill 5 is a 1/2 second Daze (or Stun, if you hit from behind)
Longbow skill 4 is a Knockback (if you don’t know this already, you’re probably a Ranger)
Shortbow skill 5 is a 1 second Daze (or Stun, if you hit from behind)
Marksmanship trait Moment of Clarity doubles the duration of your Dazes/Stuns

Thief:

Staff auto is a 2 second Knockdown IF you are stealthed when you use it
Pistol skill 4 is a 1/4 second Daze (basically it’s an interrupt – not that great for breaking bars)
Daredevil, the second half of Fist Flurry is a 2 second Stun
Daredevil Impact Strike is a 2 second Daze, followed by a Knockback

Elementalist:

Staff Air skill 3 is a Knockback
Staff Air skill 5 is an AoE Stun (sort of – they have to enter or exit the field to trigger the effect)
Focus Air skill 5 is a 2 second Knockdown
Focus Water skill 4 is a Knockback
Tornado has a Knockback effect

Mesmer:

Shatter skill Diversion is a 1 second Daze
Greatsword skill 5 is a Knockback
Sword off-hand, the second part of skill 4 is a 1 second Daze
Focus skill 4 is an AoE Pull (if you don’t know this, you’re probably any other class)
Pistol skill 5 is a 2 second Daze/Stun with bounces
Mantra of Distraction is a 1 second AoE Daze
Signet of Domination active ability is a 3 second Stun
Signet of Humility active is a freakin Moa Bird transform (it reduces Defiance bar by some amount on mobs who have one)

Necromancer:

Death Shroud skill 3 is a Fear
Reaper’s Shroud skill 5 is a 1.5 second Stun (on a field duration, so more than 1.5 if the mob stays still… I think.. I’m not a doctor or a lawyer)
Reaper’s Shroud, the second part of skill 3 is an AoE Fear
Greatsword skill 5 is an AoE Pull
Necromancer is incredibly fun to play with a Greatsword. Just sayin’

Or words to that effect.

(edited by Labjax.2465)

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

So, what you are saying is, while the mob is immune to CC effects, we should use CC skills on them?

Sounds like using CC at any time is a good idea. =)

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Posted by: saturn.4810

saturn.4810

Nice, how could I forget about the moa transform

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Posted by: Wanze.8410

Wanze.8410

So, what you are saying is, while the mob is immune to CC effects, we should use CC skills on them?

Sounds like using CC at any time is a good idea. =)

When the break bar is broken, you should focus on dps, rather than cc

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

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Posted by: Ayrilana.1396

Ayrilana.1396

Guardian can summon hammer which has decent hard CC. I had to use it on the final boss when the rift bugged and wouldn’t remove his breakbar.

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Posted by: StanleyJohny.8047

StanleyJohny.8047

Add weakness.

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Posted by: Randulf.7614

Randulf.7614

My warrior mains mace and shield. That gives access to 3 interrupts, enough to break most breakbars on unscaled up mobs.
Dps is poor, but very useful in support like this.

Useful thread

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

Yes, very useful thread. Thank you.
Can I ask – for eles, is there no hard cc on any other weapon but staff or focus?

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Posted by: Randulf.7614

Randulf.7614

Yes, very useful thread. Thank you.
Can I ask – for eles, is there no hard cc on any other weapon but staff or focus?

Updraft on Air dagger 5 launches foes
Earthquake on Earth dagger 4 should knockdown
Warhorn Tidal Surge knocks back I think

I imagine it will become quite a comprehensive list if the OP does decide to update for every skill/weapon

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Posted by: Labjax.2465

Labjax.2465

When the break bar is broken, you should focus on dps, rather than cc

Yes, the priority after breaking the bar is generally damage.

Guardian can summon hammer which has decent hard CC. I had to use it on the final boss when the rift bugged and wouldn’t remove his breakbar.

My warrior mains mace and shield. That gives access to 3 interrupts, enough to break most breakbars on unscaled up mobs.
Dps is poor, but very useful in support like this.

Useful thread

Cool, thanks for that. I’ll add it to the list.

Add weakness.

Forget that one. I’ll add it when I edit.

Yes, very useful thread. Thank you.
Can I ask – for eles, is there no hard cc on any other weapon but staff or focus?

There is probably something on another weapon. I will take a look later and get back to you. The list I made is sort of an overview for now. Doesn’t have every hard CC listed.

Or words to that effect.

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Posted by: Labjax.2465

Labjax.2465

Yes, very useful thread. Thank you.
Can I ask – for eles, is there no hard cc on any other weapon but staff or focus?

Updraft on Air dagger 5 launches foes
Earthquake on Earth dagger 4 should knockdown
Warhorn Tidal Surge knocks back I think

I imagine it will become quite a comprehensive list if the OP does decide to update for every skill/weapon

:O ninja’d. Thanks Randulf. Appreciate it. And yes, I’m gonna try to get this updated with everything eventually.

Or words to that effect.

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

Thank you Labjax and Randulf.

I don’t know why I didn’t think of those hard cc options. Momentary brain failure, I guess.

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Useful thread. Thank you.

Be careful what you ask for
ANet may give it to you.

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Posted by: Ayrilana.1396

Ayrilana.1396

When the break bar is broken, you should focus on dps, rather than cc

Yes, the priority after breaking the bar is generally damage.

Guardian can summon hammer which has decent hard CC. I had to use it on the final boss when the rift bugged and wouldn’t remove his breakbar.

My warrior mains mace and shield. That gives access to 3 interrupts, enough to break most breakbars on unscaled up mobs.
Dps is poor, but very useful in support like this.

Useful thread

Cool, thanks for that. I’ll add it to the list.

Add weakness.

Forget that one. I’ll add it when I edit.

Yes, very useful thread. Thank you.
Can I ask – for eles, is there no hard cc on any other weapon but staff or focus?

There is probably something on another weapon. I will take a look later and get back to you. The list I made is sort of an overview for now. Doesn’t have every hard CC listed.

https://wiki.guildwars2.com/wiki/Hammer_of_Wisdom

In case you wanted to add links to items

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Posted by: Chaba.5410

Chaba.5410

Add Engineer Slick Shoes. I’m surprised they aren’t on the list. They burn through a breakbar fast.

Chaba Tangnu
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast

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Posted by: Rymer.4017

Rymer.4017

Revenant Dwarf stance skill 8 Forced Engagement is also hard cc with the taunt. But you also need to know what works on which mobs not all CC’s work the same across all mobs or do the same to the break bar. I have been trying to figure out this on things like chak some CC’s effect them better then others like Rev skill above does a ok job on Gerent but there hammer 5 skill does more to the bar. On the wyvern in VB the skill 8 works better on the break bar where skill 5 hammer does not. This is with all of the professions and it also seems like some are effected by other effects like burning and such as well not sure how it all works but its more interesting then watching everyone try to dps the wyvern or the chak Gerent with out trying to break there bar’s some enemy’s do enrage on you.

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Posted by: Darkwvlf.9018

Darkwvlf.9018

Elementalist.
Ice bow number 5, freeze.
Lightning Hammer number 3, knock back.

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Posted by: TheSwede.9512

TheSwede.9512

Druid’s Lunar Impact and Glyph of Equality should definitely be added, as they add a 3/6s Daze and a 2/4s Daze respectively, in an AoE. Latter numbers are when traited with Moment of Clarity.

Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Also, Sigil of Mischief and Sigil of Hydromancy. Nice to have on the swap set that you use to break bars ASAP, then swap back. Like Mace/Shield on Warrior.

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Posted by: KotCR.6024

KotCR.6024

The following is a quick breakdown by class to show you some of your options (I want to make this comprehensive at some point, but I’m going to skim for now):

Here’s a few more common ones you missed:

Guardian:

Shield skill 5 is an AoE Knockback on activation.
Dragonhunter F1 Virtue – the follow-up Chain Skill is a piercing Pull.

Also less common in PvE, but, Hammer 5 and Staff 5 Wards, and Sanctuary utility, are a knockdown against any opponent that crosses them (will have to check but I’m pretty sure these work for breakbar damage).

Necromancer:

Staff skill 5 is a Fear

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Posted by: morrolan.9608

morrolan.9608

So, what you are saying is, while the mob is immune to CC effects, we should use CC skills on them?

Sounds like using CC at any time is a good idea. =)

No, when the bar turns orange cc speeds up the regeneration.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

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Posted by: Axialbloom.8109

Axialbloom.8109

I have found the Tempest is HORRIBLE for breaking bars.

Also asura’s Technobabble is OP for breaking them (asura still need to be purged).

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Posted by: Eponet.4829

Eponet.4829

Thief:

Staff auto is a 2 second Knockdown IF you are stealthed when you use it and use it from behind
Pistol skill 4 is a 1/4 second Daze (basically it’s an interrupt – not that great for breaking bars)
Daredevil, the second half of Fist Flurry is a 2 second Stun
Daredevil Impact Strike is a 2 second Daze, followed by a Knockback

Sword/Pistol 3 is a 1/2 second stun.
Sword auto is a 2 second stun if you’re stealthed when you use it
Scorpion Wire is a pull
Tripwire is a 3 second knockdown
Steal traited with sleight of hand is a 1 second daze
The female thief summoned by ambush (50% of the time) or thieves guild will cast scorpion wire
Basalisk venom is 2 1 second stuns, 10 with venomous aura builds
Some of the stolen skills like mace, rifle, skull, or rock are hard CCs.

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Posted by: Fluffball.8307

Fluffball.8307

You missed like 95% of the CC in the game, OP.

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Posted by: Bandini.6185

Bandini.6185

Thanks OP, very useful thread.

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

Ok, let me get this straight.

When the mobs are immune to CC, use them.

When the mobs are not immune to CC, don’t use them. (Mainly use skill 1, then?…if your characters’ other skills all have some kind of debilitating effect?)

Lol. So confusing for us know-nothings.

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Posted by: Xhyros.1340

Xhyros.1340

https://wiki.guildwars2.com/wiki/Breakbar

Mobs with breakbars are always immune to cc. When to cc you ask? When their bar is blue. Soft cc dot is not equal. Cripple is weak, while fear is very strong. Someone should probably try to figure out their relative strengths, that would be useful information.

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Posted by: rchu.8945

rchu.8945

Engineer personal battle ram affect breakbars, no?

Sanctum of Rall
Pain Train Choo [Choo]
Mind Smack – Mesmer

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Posted by: Xhyros.1340

Xhyros.1340

It’s a knockback with a crippling toolbelt. Engineers have an absurd amount of soft and hard cc. Turrets can be traited to knockback on death or detonation. Thumper has a launch. Throw mine has a knockback. Supply drop stuns, and can be detonated. Net turrets immobilize. Overcharged rocket turret knocks back. Grenades can chill. They have so many choices for breaking bars, they are king of control. Also during the raid testing I heard they were also top dps? Engis aren’t a jack of all trades, they’re a master of all.

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Posted by: Labjax.2465

Labjax.2465

You missed like 95% of the CC in the game, OP.

Labjax

The following is a quick breakdown by class to show you some of your options (I want to make this comprehensive at some point, but I’m going to skim for now)

And yes, I’m gonna try to get this updated with everything eventually.

Anyway,

Thank you to all the people adding class info. Takes some of the load off of me. I do intend to get it all in there. Once I add enough, I’ll have to change this to “comprehensive” instead of “quick and dirty.” :P

Ok, let me get this straight.

When the mobs are immune to CC, use them.

When the mobs are not immune to CC, don’t use them. (Mainly use skill 1, then?…if your characters’ other skills all have some kind of debilitating effect?)

Lol. So confusing for us know-nothings.

Sort of. Lemme try to break it down a bit more:

If you’re up against mobs who don’t have breakbars at all, or very few of them do (for example, many of the mordrem mobs in the HoT story missions) then it’s advisable to use CC as you normally would… to Stun, Knockback, Knockdown mobs, etc. as you deem necessary.

In many group events in open world, however (in HoT maps), you are going to run into numerous mobs who have a breakbar, who you get a distinct advantage against by breaking that bar. For instance, breaking the bar of a Champion usually makes it a lot easier to survive against, due to the period of them being stunned and/or slower.

Try thinking of it like this: When mobs are immune to CC and they have an exposed breakbar up, each CC ability you use on them (particularly hard CC) is going toward a pool that, if added up to enough, will actually CC them in some way.

When you are in a situation with a lot of breakbars around, its advisable to save your CC for contributing to breaking those bars. But this is partly a matter of making a judgment call. Sometimes when I’m doing events in Auric Basin, I’ll pop some CC on Snipers to make it easier for me to kill them before they move (and I mean the ones who don’t have a breakbar at all).

Probably the one situation where you should save your CC for the breakbar, without question, is when you are up against a Legendary mob. From what I’ve seen, they are pretty much all way easier to kill when their bar gets broken. And their bar turns blue for brief periods of time, so it’s best to have your CC off cooldown and ready to go for those moments.

You don’t need to mash only 1 in-between, unless that’s your only way to avoid using hard CC abilities.

Hope that helps some.

Or words to that effect.

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Posted by: Varezenem.2813

Varezenem.2813

Currently fear and taunt are soft CCs.

Senbu Ren[Wind]
Herald of Ventari

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Posted by: Labjax.2465

Labjax.2465

Currently fear and taunt are soft CCs.

Can you give an example of when Fear is acting like a soft CC? I went out and did some testing just now to be sure and it seems to be hard CC.

Taunt – thanks for the reminder, I added that one.

Or words to that effect.

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Posted by: Varezenem.2813

Varezenem.2813

Currently fear and taunt are soft CCs.

Can you give an example of when Fear is acting like a soft CC? I went out and did some testing just now to be sure and it seems to be hard CC.

Taunt – thanks for the reminder, I added that one.

Try it on reaper shroud 3 it’s really noticeable.

Senbu Ren[Wind]
Herald of Ventari

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Posted by: Grover.8753

Grover.8753

Also, With Dragonhunter Heavy Light – Longbow arrows knock back when enemies are within range Threshold (300). 10sec CD.

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Posted by: rhodoc.2381

rhodoc.2381

Can you address the phase after the mob is stunned and regenerates its break bar and immune to consume break-bar?

[VcY] Velocity – Gargamell

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Posted by: Axialbloom.8109

Axialbloom.8109

So CC makes the breakbar regenerate faster after you have broken it?

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Posted by: Kal Spiro.9745

Kal Spiro.9745

So far in my experience Immobilize is absolutely amazing for breakbars. I play a sword/sword:sword/shield warrior and sword power attack breaks some bars all on its own.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: Labjax.2465

Labjax.2465

Can you address the phase after the mob is stunned and regenerates its break bar and immune to consume break-bar?

rhodoc, are you referring to this

So CC makes the breakbar regenerate faster after you have broken it?

or something else?

Axial: From my testing, I’m seeing no such indication. CC simply has no impact on the brown, or “broken” breakbar.

Or words to that effect.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

Can you address the phase after the mob is stunned and regenerates its break bar and immune to consume break-bar?

rhodoc, are you referring to this

So CC makes the breakbar regenerate faster after you have broken it?

or something else?

Axial: From my testing, I’m seeing no such indication. CC simply has no impact on the brown, or “broken” breakbar.

Agreed, the break bar regenerates a predefined rate and nothing you do changes that.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: Red Mistress Denna.9804

Red Mistress Denna.9804

Just marking for future reference.

Gracias.

Who knew the Jungle was filled with so much Salt
water?! -tonyajc.2618

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Posted by: Ardid.7203

Ardid.7203

It’s a knockback with a crippling toolbelt. Engineers have an absurd amount of soft and hard cc. Turrets can be traited to knockback on death or detonation. Thumper has a launch. Throw mine has a knockback. Supply drop stuns, and can be detonated. Net turrets immobilize. Overcharged rocket turret knocks back. Grenades can chill. They have so many choices for breaking bars, they are king of control. Also during the raid testing I heard they were also top dps? Engis aren’t a jack of all trades, they’re a master of all.

Only one trade at a time, but still true.

Mortar also have some chill, and pistols have glue. Shield have 3 CC: Magnetic Inversion pushes, Static Shield stun (if you got hit), Throw Shield daze. There are also a ton of different blinds.

“Only problem with the Engineer is
that it makes every other class in the game boring to play.”
Hawks

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Posted by: Eponet.4829

Eponet.4829

Currently fear and taunt are soft CCs.

Can you give an example of when Fear is acting like a soft CC? I went out and did some testing just now to be sure and it seems to be hard CC.

Taunt – thanks for the reminder, I added that one.

Try it on reaper shroud 3 it’s really noticeable.

Are you sure that it’s the fear that’s acting as the soft CC and not the chill from the reaper’s “Whenever you inflict fear, you also chill.” trait?

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Posted by: UnbentMars.9126

UnbentMars.9126

So, what you are saying is, while the mob is immune to CC effects, we should use CC skills on them?

Sounds like using CC at any time is a good idea. =)

Well, you can. But for optimal results you should try to time it so that you can drop the bar down and stun the mob when it will be useful.

For example, there is a Hero Point in Verdant Brink that has a giant vampire bat that will drain health and heal close to full when it gets down to 25%. If you knock the bar down prior to that, you won’t be able to interrupt it when you actually need to.

Additionally, higher level mobs require several people to use their CC in a coordinated manner, and if everyone is throwing it up at odd times the bar won’t be broken when you need it to be.

Rev, Ele, Burnzerker
“Beware he who would deny you access to information,
for in his heart he dreams himself your master.”

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Posted by: Tattered.7641

Tattered.7641

So if I am reading this correctly

Hard CC Direct Break Bar damage
Daze, Float, Knockback, Knockdown, Launch , Pull, Sink, Stun

Soft CC damage over time to break bar
Blind, Chilled, Crippled, Fear, Immobile, Slow, Taunt, Weakness

I am guessing as a thief daredevil I would use the combo below on the blue break bar?

Distracting Dagger
Impairing Daggers
Steal – if you have the right setup
fist furry – palm strike
impact strike – uppercut
stealth ability 1
4-3-2-4-3-2

1 Knockdown from stealth 2 sec
2 Weakness – 2 sec
3 Cripple – 6 sec
4 Blind – 5 sec

Distracting dagger = Daze 1/4 sec
fist furry → palm strike = Stun 2 Sec
Imparing Daggers = Slow 4 sec, Immobilize 2 sec

Elite
Impact Strike – Daze 2 sec
—→ Uppercut – Launch 2 sec

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Posted by: PlatinumMember.5274

PlatinumMember.5274

One of the best breakbar is Flesh Golem.

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Posted by: Eurantien.4632

Eurantien.4632

- Ranger: Druid: Glyphs:
Aoe Knockback
Aoe Daze: 2s daze
- Other:
Staff 4: immob
Celestial Avatar: 3 = 2s daze
Celestial Avatar: 5 = immob
Ancient Seeds (Druid GM) = immob

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Posted by: Rauderi.8706

Rauderi.8706

So, what you are saying is, while the mob is immune to CC effects, we should use CC skills on them?

Sounds like using CC at any time is a good idea. =)

No, when the bar turns orange cc speeds up the regeneration.

For reals?
That would have me giddy.
I’ll experiment with it to be sure.

And thanks for starting the thread, Labjax!

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Quick and Dirty Guide to Breakbars

in Guild Wars 2: Heart of Thorns

Posted by: Fluffball.8307

Fluffball.8307

You missed like 95% of the CC in the game, OP.

Labjax

The following is a quick breakdown by class to show you some of your options (I want to make this comprehensive at some point, but I’m going to skim for now)

And yes, I’m gonna try to get this updated with everything eventually.

Anyway,

Ya I read that, but you left out so many and such obvious ones that your list was completely pointless. Nearly every response in this entire thread is people listing CCs you missed, which makes for a fun discussion. /eyeroll

People know what abilities provide CC.

Quick and Dirty Guide to Breakbars

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

Thief breakbar tips 2:

Trickery’s daze on steal trait is great at breakbar damage, and can often lead in to a combo with a branch, mace, or skull stolen item, giving you a lot of breakbar damage without any skill swaps.

Basilisk venom, if traited for venoms is also a nice breakbar hit, giving two heavy stuns.

IF you really want to wreck breakbars, full venomshare builds with basi venom give up to 5 players around you a hard stun on their next two attacks. That’s ten stuns, plus your two stuns. Just casting BV with a venomshare build is often enough to wipe out a breakbar on most chams and many bosses if there aren’t to many people around scaling up the bar.

For encounters where break bars are a must, venom share thief is actually the best support build to take down break bars, allowing the thief to single handedly take control of breakbar smashing even if nobody else is paying particular attention to timing breakbar spikes.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Quick and Dirty Guide to Breakbars

in Guild Wars 2: Heart of Thorns

Posted by: TexZero.7910

TexZero.7910

Focus Water skill 4 is a Knockback

Since when ?