Firebrand - Sagebrand
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Contents
Overview
A more condition damage oriented version of Symbolbrand that often sees play on NA.
Skill Bar
Slot Changes
Utility
can be replaced by either of the following skills (if you do this, take on Virtues):
- - very defensive choice, great against conditions.
- - another stun break and more focus on boons with some added group cleansing.
- - great choice in case you and your allies need better protection against CC.
Template Code
Specializations
Equipment






Equipment Changes
Runes
- - easy access to
Resistance if you can afford to give up some mobility.
Usage
General
- Sustained healing (when not flipping through tomes) for the most part will come from dodge rolling and
Aegis spamming (specifically through the traits and ).
- recharges all your Tomes, try to exhaust them for your sustain before having to resort to this elite.
- NOTE: the cooldown of a tome which is actively being used during a CD reset WILL NOT be reset! For instance if you still have 3 pages on but a target is just about to die, exit the tome so it can recharge.
- CD resets are limited to the tomes themselves, skills within the tomes are excluded.
Symbols and damage
- Most of the damage comes from symbols, autoattacks, and passive procs.
- Thanks to the passive of Tome of Justice is greatly enhanced, especially when targets ball up. Let's say 2 enemies are reviving a downed teammate. If you hit 3 targets with 1 Axe slash, the passive will immediately be charged and 1 stack of AoE
Burning will be inflicted on all of them. Throw in a ,
- Because of your symbols can cover an entire capture point on certain maps. They'll also heal allies, damage foes, and apply boons among other things. Stand in them for as long as possible!
- There are 3 symbols in the build:
- (Scepter) is a high uptime symbol that delivers lots of hits, making it ideal for proccing Burning from Tome of Justice's passive.
- (Axe) which probably does more things than any other symbol. There are 2 important things to note about this skill - one, it's always placed in front of your character, not below you or the target and two, turns this skill into a CC which
Dazes upon being placed on the ground.
- A lesser version of procs from your mantra heal via . This is a short duration one but fairly important because there's not a lot of
Protection in the build, not to mention that it can be activated instantly by blowing mantra charges even while CC'd. Being instant, it's also a good source of extra damage if you need some additional cleave.
- If you want to do burst damage, overlap a bunch of symbols and keep targets inside them with CCs such as or whilst autoattacking.
- is both a defensive and offensive utility skill. Against condition builds you should hold onto it and use it for cleansing when appropriate. Otherwise it could be used to stack
Burning on your target with the help of some other skills. Enemies receive 2 stacks of Burning whenever they enter or leave the skill's area, so you could drop it right on top of them for 2 stacks, knock them outside with , and then pull them right back in with .
- Every CC skill in the build procs
Chill via .
Mantras
- Given enough time Mantras will recover their charges as long as at least one charge is left, so think twice before using the final charge - that's the most powerful one, but will put the Mantra on full CD.
- is your healing skill.
- should be shared with as many allies as possible. They do not receive the initial healing, but they do gain
Aegis with all its related trait benefits. Note that this skill can be used while CC'd.
- The
Aegis can be shared with downed players when you're reviving them in case you're being cleaved down.
- should be shared with as many allies as possible. They do not receive the initial healing, but they do gain
- is a mix of both damage and sustain.
- Each charge inflicts damage and various conditions, most notably
Weakness (mitigates incoming direct damage significantly) and
Blind (the skill's instant, and being able to make attack miss no matter what you're doing can be really strong when used right).
- is the final charge which applies
Immobilize. While the immob doesn't last too long, it's still good for pinning targets down in a team fight or just rooting them into multiple overlapping symbols.
- Each charge inflicts damage and various conditions, most notably
Tomes
- Swapping out of a tome sends it on CD even if you didn't consume all the pages. Skills #4 and #5 are usually the strongest but with the longest recharge.
- It's possible to switch directly from tome to tome.
- Since the build doesn't trait for extra pages, your use of tomes is going to be a bit more limited, often prioritizing the use of only 2-3 skills.
Damage boost and some CC
Weakness, which means this is arguably the most defensive skill here.
- is the only CC on this tome, and a rather good one at that. As usual, CCs are mostly situational.
- should be used at least once, this skill has 3 charges, each as strong as an autoattack on its own. Great for adding some extra damage to your burst.
Healing, cleansing, boon stacking
- Usually start with
The tome of emergencies
- should be used as often as possible on this tome, both as an offensive and defensive skill.
- is a reflect which makes it very situational. A life saver in some matchups, borderline useless in others. The CD almost matches its duration which allows for nearly permanent upkeep.
Resistance provided by this skill are going to be quite useful. This is also the only tome skill which breaks stun. Try to use it twice before leaving the tome, if possible.
- is the best tool you have against direct damage. Don't leave the tome without using it at least once.
Related Builds
- Firebrand - Symbolbrand - Mender amulet version.
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