Power Spellbreaker Spear / Axe Spellbreaker trades the Warrior's adrenaline economy for a boon-stripping one.
Spellbreaker's Conviction caps your adrenaline at two bars and leaves you only level-1 bursts, and in exchange gives you
Full Counter — a burst that absorbs the next attack aimed at you and counterattacks everyone around you, interrupting them — and Meditation skills, which is where
Winds of Disenchantment lives: an area where foes take reduced boon duration, lose boons every interval, and cannot land missiles through it.
That elite is why squads bring the spec, and both of our builds carry it. They differ in everything else. Power Spellbreaker turns the strip into a kill —
Loss Aversion makes each boon you remove deal damage,
Enchantment Collapse spreads the removal to nearby foes, and
Destruction of the Empowered and
Pure Strike between them reward you for hitting a target with boons and for hitting one you have already emptied. Boon Spellbreaker keeps the bubble and the strip, drops the damage, and plays from Minstrel's with
Empower Allies and
Phalanx Strength handing
Might to everyone nearby.
Neither one wins a fight by itself. Winds opens a window; someone else has to walk through it.
Power Spellbreaker Spear / Axe
Boon Spellbreaker Hammer / Staff The mechanic you actually play is
Full Counter. It is a burst you press before the hit lands, not after: it eats the next attack against you and counterattacks the people around you, and
Attacker's Insight refreshes all of your bursts when it connects. The rest of the strip is passive —
Dispelling Force means every stun, daze, pull, knockdown, knockback and launch you land removes boons, so control and stripping are the same action, and
Enchantment Collapse carries each removal outward to the foes standing next to the one you hit.
What the spec asks of you is positioning. Everything that matters — the bubble, the counter, the strip — happens at melee range inside the enemy stack, and the elite is a placed area, so it is worth nothing if the enemy walks around it or your own squad does not push into it. Read that timing wrong and you have thrown away the only reason you were brought.
Where it struggles is on its own. The damage build's adrenaline is capped, so its bursts are small and its damage leans on boons being present or absent rather than on raw output; the support build has no real burst healing. Both are built to make a push work, not to fight without one.