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For me, the answer is no. Why? Because the spellbreaker barely has any anti boon capabilities.
By default, the only baseline boon strips are on hard CC abilities. This means that core warrior only has Mace (notable mention to offhand mace for being 6 target knockdown), Hammer, and Shield for boon strip as far as weapons go. For utilities, all of the physicals EXCEPT throw bolas (forever sad =/ ) work. But if you take physicals, that means less sustain and less space for the new meditations.
Speaking of which, how does the default spellbreaker fair?
Full Counter has a daze on a low cooldown, and it’s aoe. Excellent, it’s basically an aoe Mace 2 with a daze on top.
Dagger Burst strips 2 boons, is a leap finisher with some damage. Boring, but it does strip 2 boons. Everything else however has nothing to do with spellbreaking. Dagger 3 is a daze/stun and that’s it.
Ok, so how about utilities? There’s only 1 boon strip utility, Break Enchantments. It has a cast time (can’t be used mid burst to strip critical boons), only strips 2 boons (same as dagger burst with double the cd), and does a bit of damage (bonus if you do strip any but it is still not a ton).
The elite is quite amazing, and I believe the spellbreaker should be centered around the elite’s unique debuff, Disenchantment. This is what spellbreaker should be all about.
How do we fix this? To start all WEAPON (not full counter) burst skills should apply Disenchantment for 1-2 seconds per hit. While spellbreaker is not a condi class, this gives main hand Sword a unique use for its lockdown, while making ALL weapons have the spellbreaker theme of boon supression (instead of just hammer and mace).
Break Enchantment should also do the same, applying Disenchantment per boon stripped.
Enchantment Collapse now doesn’t need to be an aoe boon strip on boon strip, since more weapons can actually strip boons. I propose that it instead be: Instead of stripping boons, boons are converted to slow. Strip a boon whenever you apply slow or immobolize. This allows for synergy with things like Sword Burst (remember immobolize is only applied once, not per hit), Longbow, THROW BOLAS, the immobolize on cripple trait, and even the No Escape trait. This makes weapons like hammer and mace still powerful and disruptive, while enabling other weapons (including that jank dagger 2 leap) to have more options.
Thoughts/ideas for change are welcome.
Instead of complex reworks I’d just change how Attacker’s Insight works. Make it so it no longer triggers when you CC the enemy but only when you strip a boon, but instead make it cap at 10 stacks instead of 5. Spellbreaker sucks at boon stripping (outside of the Elite) and would require massive changes to become good at it. Instead he needs to convert boon stripping into his own power, so that the theme is preserved, but instead of weakening the enemy you empower yourself when stripping boons.
Plus I think Loss Aversion needs to be a bit stronger, that trait barely stings. Either make it deal more damage or also heal on boon strip.
Actual boon stripping is Scourge’s job, that class is amazing at it.
(edited by YuiRS.8129)
I thought u are missing sigil like absorption, sigil of revocation and sigil of annulment on spvp. I really thought what the change spellbraker needs is swap places on their third dagger skill to the fourth skill on dagger this simple change allow us bring a shield with out lose the burst combo on dagger/dagger.
Those sigils are available to ALL classes and has nothing to do with the class theming with itself, as well as its synergy with the entirety of Warrior’s kit.
And relegating boon corruption (not boon stripping) to Scourge is a boring way to say “yeah, it’s just full counter warrior, not SPELLBREAKER” xD
I am a huge fan of the disenchantment idea! Improves the base warrior t1 bursts while using an effect already in the game.
Not sure about the feedback loop of strip = slow = strip though, but enchantment collapse looks like it was made specifically for wvw zerg fights so i think it’s alright to leave it as is.
That’s fair, although I do hope they would have a way to stop that kind of loop. I mean they have to, since otherwise Enchantment Collapse would cause a feedback loop on itself (which it doesn’t).
Imminent Threat is tragically useless. Dispelling Force needs to be buffed to affect all CCs, that way it elevates lesser used skills like Fear Me, when used with Enchantment Collapse. Imminent Threat would actually be somewhat useful too.
I think when making statements about the merits of a skill it’s important to relate it to the game mode to keep the feedback relevant.
Imminent Threat in WvW is actually quite useful. It’s a large adrenaline generator, retaliation, and when used properly keeps people where you want them during the taunt, i.e. WoD. It’s in line with the theme that we’re there to make your life hell through cc while ripping your boons so us or our buddies can wreck you. The problem is its cooldown.
Break Enchantments, again, in WvW is pretty much a must. Adrenaline generation, boon rip, AoE boon rip, and it can crit over 3k. Unblockable on a 15 sec. CD. Keep in mind that if you drop Defense and SoR adrenaline generation becomes an issue. Your only way to replace this is boon rip and when done right it’s plenty of adrenaline.
I think when making statements about the merits of a skill it’s important to relate it to the game mode to keep the feedback relevant.
Imminent Threat in WvW is actually quite useful. It’s a large adrenaline generator, retaliation, and when used properly keeps people where you want them during the taunt, i.e. WoD. It’s in line with the theme that we’re there to make your life hell through cc while ripping your boons so us or our buddies can wreck you. The problem is its cooldown.
Break Enchantments, again, in WvW is pretty much a must. Adrenaline generation, boon rip, AoE boon rip, and it can crit over 3k. Unblockable on a 15 sec. CD. Keep in mind that if you drop Defense and SoR adrenaline generation becomes an issue. Your only way to replace this is boon rip and when done right it’s plenty of adrenaline.
Imminent Threat is a good skill, but it needs to be on a 20-25 second CD and also grant 1 stability for 4 seconds per enemy taunted.
Break Enchantments is okay, but could use a damage buff. Loss Aversion for that matter could use a damage buff as well.
I think when making statements about the merits of a skill it’s important to relate it to the game mode to keep the feedback relevant.
Imminent Threat in WvW is actually quite useful. It’s a large adrenaline generator, retaliation, and when used properly keeps people where you want them during the taunt, i.e. WoD. It’s in line with the theme that we’re there to make your life hell through cc while ripping your boons so us or our buddies can wreck you. The problem is its cooldown.
Break Enchantments, again, in WvW is pretty much a must. Adrenaline generation, boon rip, AoE boon rip, and it can crit over 3k. Unblockable on a 15 sec. CD. Keep in mind that if you drop Defense and SoR adrenaline generation becomes an issue. Your only way to replace this is boon rip and when done right it’s plenty of adrenaline.
Imminent Threat is a good skill, but it needs to be on a 20-25 second CD and also grant 1 stability for 4 seconds per enemy taunted.
Break Enchantments is okay, but could use a damage buff. Loss Aversion for that matter could use a damage buff as well.
Don’t really disagree on Imminent Threat. I look at Break Enchantments and Loss Aversion solely as boon rip and adrenaline which directly translate to more damage, that they can do unblockable damage is a little bonus. Like I said Break Enchantments can really do a chunk of damage.
I feel like if Imminent Threat gets buffed, Fear Me deserves some love as well. It just fears (which is arguably worse than taunt), has no extra benefits, and a longer cooldown (freaking 60 seconds).
I feel like Imminent Threat should not give you boons/adrenaline, but instead hurt enemies more. Magebane Tether up to 3 (5 would be a little silly) targets around you might be an interesting choice, forcing them to deal with you or get pulled back in. EG Kill the warrior quick or get punished (because he is a threat to you).
Fear Me would then be the one that empowers the warrior (plus his allies) as his foes flee from his presence, giving adrenaline to himself, and boons per foe feared to him and his allies (the warrior gets more of course). Maybe reduce the cooldowns of all shouts by 1 per target feared. I dunno, something interesting.
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