Firebrand - Frontline Firebrand

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Focused on: Ground controlHealingSupportUtility.

Designed for:


Frontline firebrand provides a large amount of Stability Stability as well as moderate damage, healing and utility.

Skill Bar


Weapon Variants


Wave of Wrath
Wave of Wrath
Make a powerful shock wave, hitting up to five foes.
Damage.pngDamage: 222
Targets.pngNumber of Targets: 5
Range.pngRange: 600
Orb of Light
Orb of Light
Fire a moving orb of light that damages enemies and heals allies it touches. Detonate the orb to heal nearby allies.
Damage.pngDamage: 444
Healing.pngHealing: 271
Targets.pngNumber of Targets: 5
Range.pngRange: 1,200
Symbol of Swiftness
Symbol of Swiftness
Symbol. Sear a mystic symbol into the target area, damaging foes and granting swiftness to allies.
Damage.pngDamage (5x): 185
Swiftness.pngSwiftness (4s): 33% Movement Speed
Targets.pngNumber of Targets: 5
Duration.pngSymbol Duration: 4 seconds
Radius.pngSymbol Radius: 180
Combo.pngCombo Field: Light
Range.pngRange: 1,200
Channel might to yourself and allies around you. Heal nearby allies when it ends.
Healing.pngHealing: 1,500
Might.png12Might (10s): +360 Power, +360 Condition Damage
Targets.pngNumber of Targets: 5
Radius.pngRadius: 600
Line of Warding
Line of Warding
Ward. Create a line in front of you that foes cannot cross.
Duration.pngDuration: 5 seconds
Range.pngRange: 1,200
  • Staff can be used instead of hammer or Mace/Shield to provide a very powerful healing burst and additional might through empowers, on top of its general usefulness through symbols and CC.

Skill Variants


  • slightly lesser but more frequent healing.


  • group conditions cleanse.
  • if projectile hate is needed.
  • strong option against personal short time condition overload
  • A powerful mobility, healing and reviving tool. Extremely effective if used well


  • personal defense option



  • trades rezz proficiency for increased healing output.
  • higher stability uptime but looses personal sustain and healing output.

  • when lacking protection uptime. Looses a good source of quickness.


Swap Virtues to Valor for higher uptime of the Tome of Courage at the cost of group healing and offensive power.


  • excellent passive healing bonus, preferred option if having multiple guards using Valor as doesn't stack.
  • excellent self sustain option but reduces access to the tome.


Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
PvE weapon swap.png
Celestial stat icon.png
Celestial stat icon.png
Superior Rune of Durability
Mighty WvW Infusion




  • Swap Celestial for Crusader's for an easier to obtain stat.
  • Minstrel's, Wanderer's and Commander's are good options to add boon duration.
  • Marauder is a good option to add damage.
  • Cleric's can be used to add healing power.


  • good access to constant healing with
  • highest healing option - good when using several Minstrel's parts
  • strong option for GvG


  • for Stability Stability and Quickness Quickness uptime.
  • or for increased group healing.
  • instead of Sigil of Energy. While outscales the Renewal Sigil at 370+ Healing Power, it can be useful for inexperienced players.


  • 18x
    Healing WvW Infusion Healing WvW Infusion
    Healing WvW Infusion.pngHealing WvW Infusion
    +5 Healing Power -1% Damage taken from Guards and Lords


  • offensive variant of the damage reduction food.
  • good option when requiring more group heal.
  • alternative feast option against condition pressure.


  • alternative support option, also benefits from other modificators of outgoing healing.
  • offensive option.



  • Use to escape damage. will also refresh your tomes, meaning it is best used when all tomes are on cooldown.
  • Use when you are being overwhelmed with conditions. Try to use it during fights and not on regroups, where you may block allies from blasting water fields.
  • - gives area Stability to help secure stomps/resurrection or mitigate the effectiveness of an enemy CC (try to use SYG proactively, before a bomb). It is only a stun break for yourself, not your party.
    • If possible use while and/or are ready/active.
  • is your -and your party's- panic stability and area break stun. Use it only after is on cooldown and stability it urgently needed.
  • and make up a significant part of your group healing. Try to use your dodge rolls and aegis skills not only just for personal defense but also when your group requires some healing.


  • Tomes will go on full cooldown once stowed so make sure to only pull them out when you can make full use of them.
  • Use on spikes and for general DPS
    • Use Epilogue: Ashes of the Just as often as possible for a significant group damage increase.
    • On spikes pull enemies in with Chapter 3: Heated Rebuke then follow up with Chapter 4: Scorched Aftermath and Chapter 2: Igniting Burst
  • brings high healing and condition cleanse.
    • Try to use Epilogue: Eternal Oasis before other healing skills to benefit from the increased healing.
    • Chapter 4: Shining River creates a Water Field - coordinate with your allies to blast it for healing.
  • Use for its Stability Stability access to fill in gaps between
    • Chapter 4: Stalwart Stand brings a very strong pulsing Resistance Resistance field, make use of it against condition pressure.


  • Rotation: Engage with , and immediately after use . Catch enemies with . Continue autoattacking until is ready or until you regroup, in which case save to blast Water Fields.
  • is a blast finisher - use it on combo fields like fire, water, and chill.


  • Use Mace/Shield to support your group and create heavy burst CC and healing. The autoattack provides very strong AoE healing.
  • Rotation: Autoattack continuously throughout the fight. When bombing the enemy in Mace, use your to give an extremely high healing Regeneration plus AoE pressure. Then activate on your shield for a burst heal to allies and protection, followed by for a high damage skill and a small damage mitigation. Either when you see a downed enemy or ally, use to push back a res/stomp attempt, either double tapping for a large burst AoE heal or channeling for projectile defense.
Build rating - 5 stars
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4 Ratings
5 stars
TwanBr gave this build 5 stars April 2018

What Watercube said several months ago still applies. Celestial looks nice on paper but does not sufficiently augment the supportive potential Firebrand has, nor is the damage (especially the power damage) substantial enough to justify not opting for more healing power or concentration. Even more so because a lot of time will be spent on the supportive tome (F2 and F3) helping allies rather than damaging enemies. That said, the basic kit of Firebrand is strong enough to make the build good.

5 stars
Watercube gave this build 5 stars November 2017

This is a solid build, but in the current meta not the optimal choice. Most upper tier servers (EU) play pirate ship focused, which makes the dps part of celestial very useless imho. Also, other classes dealing more than enough damage, while firebrand has by far the best support/heal set ingame at the moment, which celestial can't serve the way other stats do.

5 stars
Xivor gave this build 5 stars September 2017

Fills the same role Guardian always has filled, but with the capability of more DPS from Tome of Justice and much more insane group support in heals and boons from the other Tomes. Mace/Shield/Hammer provide great protection uptime, quickness buffs to the team, and pulsing resistance. Tomes give good swiftness uptime without the need for staff. Very strong stability output to the team. All around the best well-rounded Guardian frontliner possible.

1 More Rating
5 stars
Monko gave this build 5 stars September 2017

perfect build , protection , heal , and little dps , max CC change mass by scepter