Difference between revisions of "Firebrand - Support Firebrand"

m (Usage)
m (Usage)
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** If possible and opportune, try to cast it on top of combo fields, especially on light and water fields.
 
** If possible and opportune, try to cast it on top of combo fields, especially on light and water fields.
 
** At last, can be used as an 1,200-range offensive skill if the supportive aspect isn't required.
 
** At last, can be used as an 1,200-range offensive skill if the supportive aspect isn't required.
* {{Skill|Symbol of Swiftness}} is a 240-radius light field that pulses {{agw2wiki|Swiftness}}. Use it o
+
* {{Skill|Symbol of Swiftness}} is a 240-radius light field (symbol) that pulses {{agw2wiki|Swiftness}}.  
* {{Skill|Empower}}
+
** Constantly use it, while your group is standing (not moving), to stack Swiftness for allies. Be careful to not place it when your commander is asking to blast smoke fields, unless you want to get yelled at.
 +
** Can also be blasted by {{Skill|Holy Strike}} for minor condition clear or used as ranged forward pressure.
 +
* {{Skill|Empower}} pulses {{gw2wiki|Might}} 3 times and heals allies every pulse. Completing the channel grants more health to allies. It's recommend to have "Stow Weapon" binded for using this skill properly.
 +
** Bear in mind that, without {{gw2wiki|Quickness}}, this skill has a long channel time
 
* {{Skill|Line of Warding}}
 
* {{Skill|Line of Warding}}
  

Revision as of 13:19, 8 April 2019

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Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Legendary.png

Part of the current metagame.

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great.

Focused on: Ground controlHealingSupportUtility.

Designed for:

Overview

A support Firebrand build for WvW. Provides a large amount of Stability Stability and great downstate control, as well as powerful healing, cleansing and boon support.

Skill Bar

StaffHealingUtilityElite
Axe/Shield

Weapon Variants

Mace/Shield

Brings a powerful block and boon support at the cost of CC.

Skill Variants

Heal

  • viable burst heal option.

Utility

  • when quickness uptime is required.
  • provides more personal sustain at the cost of team support.
  • AoE condition cleanse at the cost of your 1 personal defense skill.
  • AoE pulsing stability.
  • if projectile hate is needed
  • AoE ticking healing.

Elite

  • Personal defense

Specializations


  • if you are the second guardian in a party.
  • if running any Consecration skill.


  • if regen/protection uptime isn't an issue.

Variants

Swap Virtues to Valor for more personal sustain and availability at the cost of general improvements for tomes. Recommended as a second Firebrand in a party.


  • excellent passive healing bonus, preferred option if having multiple guards using Valor as does not stack.

Equipment

Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
PvE weapon swap.png
Minstrel stat icon.png
Minstrel stat icon.png
6x
Superior Rune of the Monk
18x
Healing WvW Infusion

Consumables

Variants

Stats

  • Giver's can be an easier stat to obtain stat in place of Minstrel's but loses effective health.
  • Cleric's can be used to add healing power at the cost of boon support and personal sustain.

Runes

  • strongest boon support and defensive option with less healing
  • strong option for GvG
  • for more condition clear with stab mantra.

Sigils

It isn't recommended to drop Superior Sigil of Energy for any of the following sigils

  • for boon uptime.
  • when confident on 25 stack uptime.
  • AoE heal on weapon/tome swaps.
  • quickness access on weapon/tome swaps.

Food

Utility

  • boon duration option.

Usage

Settings

  • Under General Options / User Interface check "Always show squad health bars" and "Always show party health bars". These will make it much easier to keep track of who needs your support. "Thick squad health bars" and "Thick party health bars" are even better for proper usage, but are up to personal preference.
  • Check "Party View" mode instead of "Squad View" mode. This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.


General

  • and both bring new skill sets which grant access to an extremely powerful boon support, healing and cleanses as well as unique buffs for your group. Knowing when to enter or to stow a tome, which tomes skills must be prioritized based on the situation and how to play while a tome is on cooldown are fundamental.
  • Outside of tomes usage and in between tomes usage; Staff, Mace and Shield skills along with your Mantras and utilities, coupled with various traits will provide a consistent and strong group support.
  • and make up a significant part of your group healing. Try to use your dodge rolls and Aegis Aegis skills not only just for personal defense but also when your group requires some healing. Aegis on you that blocks an attack procs as well, enhancing your outgoing healing.


Merciful Intervention is a 1,200-range shadowstep skill which can instantly rally downed allies, giving the firebrand a great downstate control tool.

  • The more outgoing healing modifiers you have, the better are your chances you have to instantly rally a fallen ally since you will be restoring a big part of his downed health.
    • If an ally is about to go down and to ensure you have 10 stacks of 6th effect for the healing modifier, you can quickly pop either , or since those all give 2 boons to each ally, (5-man) then 10 boons. Not recommend to use stab mantra if it's the last charge.
  • The longer you take to MI, even with several healing modifiers, your chances of instantly rally (without hand rez) are reduced, since your ally will start being cleaved and will likely have Poison Poison. Paying attention to your allies' health is essential so you can MI as soon as they drop.
  • If your ally is about to go down and is heavily condi'ed, let him go down and then MI. If you MI preemptively there's a possibility that he has Poison Poison, meaning your MI will be less effective compared to a MI used to rally him. If he goes down, he loses all his conditions and goes invulnerable for a brief moment, that is the moment when you MI him.
  • Don't try to be a hero and use MI on an ally if you have a great chance to die as well. It is better to only one to die, instead of two.
  • MI gives plenty of AoE healing and can be used to teleport away from danger to an ally which can be a life saver. Even without an ally to jump to, the amount of healing this provides can be invaluable for your personal survival too.


"Stand Your Ground!" is an immensely strong and game changing skill. Being able to deny up to five crowd control skills for ten people makes it an indispensable skill on this build.

  • SYG gives 5 stacks of Stability Stability for 10-man for 9s (with boon duration) with a 30 seconds cooldown. It also breaks stun for you. Position yourself to maximize the number of affected allies.
  • This is your main and most important source of group stability. It is an opener, don't use it prior to an imminent or at the moment the engage happens, use it preemptively (like 3-4s before) since the stability from SYG has a considerabĺe duration and you have other skills that can upkeep stability after that as well. Thus, allies won't get caught behind by CC skills like or .
  • Make sure you are looking at your party' boons often, mainly at stability.
  • If you are CC'ed, don't use SYG as a stunbreak unless absolutely neccessary, use .
  • If Stability Stability on you or allies gets corrupted it turns into Fear Fear which can be easily cleansed with your .


Tomes

  • All tomes retain their passives after activation due to and have shorter cooldowns due to , so don't hesitate to use them if your group is pressured. It's possible to switch directly from tome to tome.
  • Due to , there are 2 sources of self Quickness Quickness in the build: entering a tome and stowing a tome. Use these brief windows to land tome #4 and #5 skills faster, to recharge depleted Mantras or to .
    • You have additional quickness sources if running and/or
    • Quickness Quickness also enhances your healing power and toughness due to .
  • Swapping out of a tome sends it on cooldown even if you didn't consume all the pages. Therefore, try to only enter a tome if you can make full use of it. Skills #4 and #5 are usually the strongest but with the longest recharge, look after using them at least twice before running out of pages whenever that's possible. You get 3 extra pages through as well.


Filler tome that's low on the priority list, won't be used much unless you are out of options: need a quick CC, need to proc Superior Sigil of Energy or have to contribute with some damage.

  • Keep in mind that you will be giving free Aegis Aegis for enemies if they convert your Burning Burning from the tome skills. Therefore, try to only pull this tome when it's going to be impactful somehow, like cleaving and snowball'ing on the enemy group.
  • Epilogue: Ashes of the Just Epilogue: Ashes of the Just
    &34;Activation.png
    12Recharge.png
    Epilogue: Ashes of the Just
    Recall the memory of fallen heroes, granting allies the searing blades of justice.
    Epilogue Ashes of the Just.png3Ashes of the Just (10s): Your next strike burns with justice.
    Burning.pngBurning (3s): 393 Damage
    Radius.pngRadius: 600
    will be used for a group damage increase.
  • Chapter 4: Scorched Aftermath Chapter 4: Scorched Aftermath
    ½Activation.png
    10Recharge.png
    Chapter 4: Scorched Aftermath
    Detail the suffering in fire and blood inflicted during Vabbi's occupation.
    Damage.pngDamage: 1135 (3.2)
    Bleeding.pngBleeding (2s): 44 Damage
    Burning.pngBurning (2s): 262 Damage
    Book.pngNumber of Targets: 5
    Book.pngPulses: 5
    Book.pngDuration: 4 seconds
    Book.pngInterval: 1 second
    Radius.pngRadius: 360
    Combo.pngCombo Field: Fire
    is a 360-radius pulsing damage skill. Use this when pushing through enemies, trading sides or cleaving.
  • Chapter 3: Heated Rebuke Chapter 3: Heated Rebuke
    ¾Activation.png
    8Recharge.png
    Chapter 3: Heated Rebuke
    Ignite the air around you in an expanding burst.
    Damage.pngDamage: 160 (0.45)
    Radius.pngPull: 240
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Range.pngRange: 900
    is a 240-radius pull usable up to 900-range. It is the only CC on this tome, and a rather good one at that. As usual, CCs are mostly situational.
  • Chapter 1: Searing Spell Chapter 1: Searing Spell
    ½Activation.png
    Chapter 1: Searing Spell
    Fueled by tales of the desolation in Istan, incite a great swelling of heat before you.
    Damage.pngDamage: 391 (1.1)
    Burning.pngBurning (3s): 393 Damage
    Book.pngNumber of Targets: 5
    Range.pngRange: 600
    spam can add some 600-range cleave, but it's somewhat unimportant in this build.
    • On spikes, pull enemies in with
      Chapter 3: Heated Rebuke Chapter 3: Heated Rebuke
      ¾Activation.png
      8Recharge.png
      Chapter 3: Heated Rebuke
      Ignite the air around you in an expanding burst.
      Damage.pngDamage: 160 (0.45)
      Radius.pngPull: 240
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 240
      Range.pngRange: 900
      then follow up with
      Chapter 4: Scorched Aftermath Chapter 4: Scorched Aftermath
      ½Activation.png
      10Recharge.png
      Chapter 4: Scorched Aftermath
      Detail the suffering in fire and blood inflicted during Vabbi's occupation.
      Damage.pngDamage: 1135 (3.2)
      Bleeding.pngBleeding (2s): 44 Damage
      Burning.pngBurning (2s): 262 Damage
      Book.pngNumber of Targets: 5
      Book.pngPulses: 5
      Book.pngDuration: 4 seconds
      Book.pngInterval: 1 second
      Radius.pngRadius: 360
      Combo.pngCombo Field: Fire
      and
      Chapter 2: Igniting Burst Chapter 2: Igniting Burst
      ¾Activation.png
      4Recharge.png
      Chapter 2: Igniting Burst
      Ignite the air around you in an expanding burst.
      Damage.pngDamage: 195 (0.55)
      Burning.png2Burning (6s): 1572 Damage
      Weakness.pngWeakness (4s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 240
      .


Tome of Resolve brings high healing and condition cleanse (converts too) as well as unique passive bonus for your party. As a support Firebrand, you will be fulling healing allies with only a few skills, and may sometimes have to camp the tome.

  • All Tome 2 skills grant Regeneration Regeneration from .
  • By simply existing, Tome 2 (even if it's on CD) will continously heal and regenerate endurance for your group through and .
  • Upon entering Tome 2, you grant Regeneration due to and cleanse 3 conditions on nearby allies due to . It also enhances Resolve's passive effect.
  • Epilogue: Eternal Oasis Epilogue: Eternal Oasis
    ¾Activation.png
    12Recharge.png
    Epilogue: Eternal Oasis
    Purify your allies with the waters of Amnoon and increase the healing they receive.
    Epilogue Eternal Oasis.png[PvE] Eternal Oasis (8s): 33% Heal Effectiveness
    Epilogue Eternal Oasis.png[PvP/WvW] Eternal Oasis (8s): 20% Heal Effectiveness
    Book.pngConditions Converted to Boons: 5.
    Book.pngNumber of Allied Targets: 5
    Range.pngRange: 600
    5-man 600-radius skill that converts up 5 conditions and increases incoming heal effectiveness for 8s. Try to use as the first and the last tome skill, for the increased incoming healing effectiveness on your allies (especially useful there is another support in your party). Can also be used to nullify heavy condition pressure when going through shade bombs or being pushed by enemies, granting boons to allies.
  • Chapter 4: Shining River Chapter 4: Shining River
    ¾Activation.png
    10Recharge.png
    Chapter 4: Shining River
    Release a torrent of pages describing the water cycle of the Elon River. Heal allies and grant them swiftness.
    Heal.png[PvE] Healing: 376 (0.26)
    Heal.png[PvP/WvW] Healing: 287 (0.26)
    Swiftness.pngSwiftness (5s): 33% Movement Speed
    Book.pngPulses: 5
    Combo.pngCombo Field: Water
    Radius.pngRadius: 360
    creates a 360-radius water field that pulses heals for 5s and grants Swiftness Swiftness. This is a priority skill and usually the 2nd you going to use after entering the tome for an continuous AoE healing. Since it is static, try to cast it on top of the zerg or, if your commander is moving, a little ahead based on his movement.
  • Chapter 3: Azure Sun Chapter 3: Azure Sun
    ¾Activation.png
    8Recharge.png
    Chapter 3: Azure Sun
    Inspired by countless poems describing the comforting powers of the water-reflected sun, grant boons to allies.
    Vigor.pngVigor (5s): 50% Endurance Regeneration
    Regeneration.pngRegeneration (6s): 780 Heal
    Swiftness.pngSwiftness (5s): 33% Movement Speed
    Book.pngNumber of Allied Targets: 5
    Radius.pngRadius: 240
    Range.pngRange: 900
    grants Vigor Vigor, Regeneration Regeneration and Swiftness Swiftness on a 240-radius. Don't use this unless you need some Vigor Vigor uptime.
  • Chapter 2: Radiant Recovery Chapter 2: Radiant Recovery
    ¾Activation.png
    4Recharge.png
    Chapter 2: Radiant Recovery
    Release a torrent of pages describing the water cycle of the Elon River. Heal allies and grant them swiftness.
    Heal.png[PvE] Healing: 457 (0.77)
    Heal.png[PvP/WvW] Healing: 388 (0.5)
    Book.png[PvE/WvW] Conditions Removed: 3
    Book.png[PvP] Conditions Removed: 2
    Book.pngNumber of Allied Targets: 5
    Radius.pngRadius: 240
    cleanses up to 3 conditions on 240-radius and heals for each condition removed. This is a solid skill (with low cooldown) that will be used whenever moderate condition clear is needed. It has an average priority and works well with if Tome 2 #5 is not available. Try to hug your allies to ensure they get affected by the skill since it has a small radius.
  • Chapter 1: Desert Bloom Chapter 1: Desert Bloom
    ½Activation.png
    Chapter 1: Desert Bloom
    Tales of desert blooms create a wave of healing for your allies.
    Heal.png[PvE] Healing: 730 (0.96)
    Heal.png[PvP/WvW] Healing: 564 (0.728)
    Book.pngNumber of Allied Targets: 5
    Radius.pngRadius: 600
    provides a significant 600-range conal healing. Use it if your group is under heavy damage pressure and a quickly health filler is necessary. Also usable, due to the range, to heal caught allies, trying to reposition themselves, from a safe distance. Be careful to not spam since this isn't a priority tome skill.
    • Constantly look at your party members' health and conditions. Knowing if it's better to use
      Chapter 2: Radiant Recovery Chapter 2: Radiant Recovery
      ¾Activation.png
      4Recharge.png
      Chapter 2: Radiant Recovery
      Release a torrent of pages describing the water cycle of the Elon River. Heal allies and grant them swiftness.
      Heal.png[PvE] Healing: 457 (0.77)
      Heal.png[PvP/WvW] Healing: 388 (0.5)
      Book.png[PvE/WvW] Conditions Removed: 3
      Book.png[PvP] Conditions Removed: 2
      Book.pngNumber of Allied Targets: 5
      Radius.pngRadius: 240
      or
      Epilogue: Eternal Oasis Epilogue: Eternal Oasis
      ¾Activation.png
      12Recharge.png
      Epilogue: Eternal Oasis
      Purify your allies with the waters of Amnoon and increase the healing they receive.
      Epilogue Eternal Oasis.png[PvE] Eternal Oasis (8s): 33% Heal Effectiveness
      Epilogue Eternal Oasis.png[PvP/WvW] Eternal Oasis (8s): 20% Heal Effectiveness
      Book.pngConditions Converted to Boons: 5.
      Book.pngNumber of Allied Targets: 5
      Range.pngRange: 600
      based on the amount of condis they have, or if an ally that you can't see on your screen needs healing based on his health for example, are fundamental decisions which optimize pages usage.
    • If under heavy damage pressure:
      Chapter 4: Shining River Chapter 4: Shining River
      ¾Activation.png
      10Recharge.png
      Chapter 4: Shining River
      Release a torrent of pages describing the water cycle of the Elon River. Heal allies and grant them swiftness.
      Heal.png[PvE] Healing: 376 (0.26)
      Heal.png[PvP/WvW] Healing: 287 (0.26)
      Swiftness.pngSwiftness (5s): 33% Movement Speed
      Book.pngPulses: 5
      Combo.pngCombo Field: Water
      Radius.pngRadius: 360
      Chapter 1: Desert Bloom Chapter 1: Desert Bloom
      ½Activation.png
      Chapter 1: Desert Bloom
      Tales of desert blooms create a wave of healing for your allies.
      Heal.png[PvE] Healing: 730 (0.96)
      Heal.png[PvP/WvW] Healing: 564 (0.728)
      Book.pngNumber of Allied Targets: 5
      Radius.pngRadius: 600
      (x times).
      Epilogue: Eternal Oasis Epilogue: Eternal Oasis
      ¾Activation.png
      12Recharge.png
      Epilogue: Eternal Oasis
      Purify your allies with the waters of Amnoon and increase the healing they receive.
      Epilogue Eternal Oasis.png[PvE] Eternal Oasis (8s): 33% Heal Effectiveness
      Epilogue Eternal Oasis.png[PvP/WvW] Eternal Oasis (8s): 20% Heal Effectiveness
      Book.pngConditions Converted to Boons: 5.
      Book.pngNumber of Allied Targets: 5
      Range.pngRange: 600
      usable if you need the incoming healing modifier. Use Mantras as well if needed.
    • If under heavy condition pressure:
      Epilogue: Eternal Oasis Epilogue: Eternal Oasis
      ¾Activation.png
      12Recharge.png
      Epilogue: Eternal Oasis
      Purify your allies with the waters of Amnoon and increase the healing they receive.
      Epilogue Eternal Oasis.png[PvE] Eternal Oasis (8s): 33% Heal Effectiveness
      Epilogue Eternal Oasis.png[PvP/WvW] Eternal Oasis (8s): 20% Heal Effectiveness
      Book.pngConditions Converted to Boons: 5.
      Book.pngNumber of Allied Targets: 5
      Range.pngRange: 600
      Chapter 2: Radiant Recovery Chapter 2: Radiant Recovery
      ¾Activation.png
      4Recharge.png
      Chapter 2: Radiant Recovery
      Release a torrent of pages describing the water cycle of the Elon River. Heal allies and grant them swiftness.
      Heal.png[PvE] Healing: 457 (0.77)
      Heal.png[PvP/WvW] Healing: 388 (0.5)
      Book.png[PvE/WvW] Conditions Removed: 3
      Book.png[PvP] Conditions Removed: 2
      Book.pngNumber of Allied Targets: 5
      Radius.pngRadius: 240
      (if condi are still an issue) or
      Chapter 4: Shining River Chapter 4: Shining River
      ¾Activation.png
      10Recharge.png
      Chapter 4: Shining River
      Release a torrent of pages describing the water cycle of the Elon River. Heal allies and grant them swiftness.
      Heal.png[PvE] Healing: 376 (0.26)
      Heal.png[PvP/WvW] Healing: 287 (0.26)
      Swiftness.pngSwiftness (5s): 33% Movement Speed
      Book.pngPulses: 5
      Combo.pngCombo Field: Water
      Radius.pngRadius: 360
      . Use Mantras as well if needed.


Tome of Courage provides a very strong boon support and great access to stability, as well a unique passive bonus for your party. This tome will likely be prioritized over Tome of Resolve unless you are the second FB in the party.

  • Upon entenring Tome 3 and Tome 3 skills grant Protection Protection due to and respectively, making this tome very effective against direct damage.
  • If running Valor traitline, will make Tome 3 cooldown way shorter since you have great access to Aegis Aegis through and traits. Also if you successfully resurrect an ally (hand rez or MI) you reduce Tome 3 cooldown by 10s due to .
  • Epilogue: Unbroken Lines Epilogue: Unbroken Lines
    ¾Activation.png
    12Recharge.png
    Epilogue: Unbroken Lines
    Recalling the memory of heroes past, enchant nearby allies with formidable defenses.
    Aegis.pngAegis (4s): Block the next incoming attack.
    Protection.pngProtection (5s): -33% Incoming Damage.
    Retaliation.pngRetaliation (3s): Reflect incoming damage back to its source.
    Stability.pngStability (5s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
    Unbroken Lines.pngUnbroken Lines (PvE, 5s): 300 Toughness
    Unbroken Lines.pngUnbroken Lines (PvP/WvW, 5s): 200 Toughness
    Radius.pngRadius: 600
    is a 5-man 600-radius skill that provides Aegis Aegis, Protection Protection, Retaliation Retaliation, Stability Stability and a bonus to toughness for 5s. This one of the key skills. It grants allies several defensive boons and extra armor through toughness, enabling a better survivability for DPS classes. Try to use as the 2nd and the last tome skill or whenever committing for a push or being heavily pressured. Synergizes well with .
  • Chapter 4: Stalwart Stand Chapter 4: Stalwart Stand
    ¼Activation.png
    10Recharge.png
    Chapter 4: Stalwart Stand
    Recount the stand of Elonian loyalists against Palawa Joko, granting resistance to your allies.
    Resistance.pngResistance (1s): Conditions currently on you are ineffective; stacks duration.
    Book.pngNumber of Pulses (PvE): 4
    Book.pngNumber of Targets: 3
    Interval.pngInterval: 1 second
    Radius.pngRadius: 360
    Combo.pngCombo Field: Light
    Range.pngRange: 1,200
    Stun-Break.pngBreaks stun
    grants a 360-radius light field which pulses Resistance Resistance 3 times and is a stunbreak for you. This is your opener tome skill against condition pressure and one of strongest tools in the build. Pulsing Resistance Resistance means that even if it gets corrupted and turned into Immobilize Immobilize the next resistance pulse will deny the immob, making it an extremely powerful ability to temporaly nulify any condition in a large area, notably helpful against negative effects like Cripple Cripple, Chill Chill and Slow Slow. Use it to negate scourges' shades and red circles in a big area, also usable when pushing or retreating to ensure that allies caught behind receive the resistance pulse. Since it is static, try to cast it on top of the zerg or, if your commander is moving, a little ahead based on his movement.
  • Chapter 3: Valiant Bulwark Chapter 3: Valiant Bulwark
    ¼Activation.png
    10Recharge.png
    Chapter 3: Valiant Bulwark
    Manifest the shimmering purity of the desert sun, reflecting enemy missiles.
    Duration.png5 seconds.
    Radius.pngRadius: 240
    Book.pngReflects Missiles
    Range.pngRange: 900
    will only be used to reflect projectiles or to stack Protection Protection. Don't prioritize this skill. It can be placed on top of your blob, between zergs or into the enemy zerg to ensure any outgoing projectile gets reflected.
  • Chapter 2: Daring Challenge Chapter 2: Daring Challenge
    ¼Activation.png
    4Recharge.png
    Chapter 2: Daring Challenge
    As the tales recount of Turai, taunt your enemies by issuing an insightfully inciting challenge.
    Damage.pngDamage: 497 (1.4)
    Taunt.pngTaunt (1s): Involuntarily attack foes.
    Aegis.pngAegis (3s): Block the next incoming attack.
    Radius.pngRadius: 240
    grants you Aegis Aegis and Taunt Taunt nearby foes. Low priority tome skill. Should only be used while on melee range, when trading sides or going through the enemy zerg and to disrupt enemies trying to manually resurrect or trying to cleave your allies. Can also be used on enemies stuck inside friendly to prevent then from dodging out or escaping.
  • Chapter 1: Unflinching Charge Chapter 1: Unflinching Charge
    ½Activation.png
    Chapter 1: Unflinching Charge
    Roused by tales of mythical Sunspear charges, ground and motivate allies before you.
    Stability.pngStability (4s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
    Swiftness.pngSwiftness (6s): 33% Movement Speed.
    Book.pngNumber of Allied Targets: 5
    Range.pngRange: 600
    is a 600-range conal skill that grants Stability Stability and Protection Protection (traited) for allies. Don't spam it mindlessly, use it to fill the stability gaps from SYG. Since it has 600-range, can be used to boon support allies behind from a safe distance.
    • Always check your party' boons to be sure you are not wasting a tome page, giving a boon that is well covered or, for example, landing
      Chapter 4: Stalwart Stand Chapter 4: Stalwart Stand
      ¼Activation.png
      10Recharge.png
      Chapter 4: Stalwart Stand
      Recount the stand of Elonian loyalists against Palawa Joko, granting resistance to your allies.
      Resistance.pngResistance (1s): Conditions currently on you are ineffective; stacks duration.
      Book.pngNumber of Pulses (PvE): 4
      Book.pngNumber of Targets: 3
      Interval.pngInterval: 1 second
      Radius.pngRadius: 360
      Combo.pngCombo Field: Light
      Range.pngRange: 1,200
      Stun-Break.pngBreaks stun
      when there's few red circles on top of your group and no conditions on your party.
    • If under heavy damage pressure:
      Epilogue: Unbroken Lines Epilogue: Unbroken Lines
      ¾Activation.png
      12Recharge.png
      Epilogue: Unbroken Lines
      Recalling the memory of heroes past, enchant nearby allies with formidable defenses.
      Aegis.pngAegis (4s): Block the next incoming attack.
      Protection.pngProtection (5s): -33% Incoming Damage.
      Retaliation.pngRetaliation (3s): Reflect incoming damage back to its source.
      Stability.pngStability (5s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
      Unbroken Lines.pngUnbroken Lines (PvE, 5s): 300 Toughness
      Unbroken Lines.pngUnbroken Lines (PvP/WvW, 5s): 200 Toughness
      Radius.pngRadius: 600
      Chapter 4: Stalwart Stand Chapter 4: Stalwart Stand
      ¼Activation.png
      10Recharge.png
      Chapter 4: Stalwart Stand
      Recount the stand of Elonian loyalists against Palawa Joko, granting resistance to your allies.
      Resistance.pngResistance (1s): Conditions currently on you are ineffective; stacks duration.
      Book.pngNumber of Pulses (PvE): 4
      Book.pngNumber of Targets: 3
      Interval.pngInterval: 1 second
      Radius.pngRadius: 360
      Combo.pngCombo Field: Light
      Range.pngRange: 1,200
      Stun-Break.pngBreaks stun
      . Use Mantras as well if needed.
    • If under heavy condition pressure:
      Chapter 4: Stalwart Stand Chapter 4: Stalwart Stand
      ¼Activation.png
      10Recharge.png
      Chapter 4: Stalwart Stand
      Recount the stand of Elonian loyalists against Palawa Joko, granting resistance to your allies.
      Resistance.pngResistance (1s): Conditions currently on you are ineffective; stacks duration.
      Book.pngNumber of Pulses (PvE): 4
      Book.pngNumber of Targets: 3
      Interval.pngInterval: 1 second
      Radius.pngRadius: 360
      Combo.pngCombo Field: Light
      Range.pngRange: 1,200
      Stun-Break.pngBreaks stun
      Epilogue: Unbroken Lines Epilogue: Unbroken Lines
      ¾Activation.png
      12Recharge.png
      Epilogue: Unbroken Lines
      Recalling the memory of heroes past, enchant nearby allies with formidable defenses.
      Aegis.pngAegis (4s): Block the next incoming attack.
      Protection.pngProtection (5s): -33% Incoming Damage.
      Retaliation.pngRetaliation (3s): Reflect incoming damage back to its source.
      Stability.pngStability (5s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
      Unbroken Lines.pngUnbroken Lines (PvE, 5s): 300 Toughness
      Unbroken Lines.pngUnbroken Lines (PvP/WvW, 5s): 200 Toughness
      Radius.pngRadius: 600
      . Use Mantras as well if needed.


Mantras

  • Mantras are ammunition type skills with 3 charges, which affects up to 5 allies (4 and you) in 180-radius (around you), and in 450-range (conal) based on where you are facing.
  • Given enough time Mantras will recover their charges so long as at least one charge's left, so think twice before using the final charge - that's the most powerful one, but will put the Mantra on full CD.
  • You can still use Mantras while CC'ed.
  • is your healing skill. It grants you great Aegis Aegis share. If running Valor, it triggers and synergizes well with .
    • should be shared with as many allies as possible. They do not receive the initial healing, but they do gain Aegis Aegis with all its related trait benefits. The Aegis is essential do negate direct spike damage, and can be shared with downed players when you're manually reviving them in case they are being cleaved down.
    • is the final charge and only heals you more.
  • is your on demand AoE cleansing skill.
    • removes 2 conditions and grants Regeneration Regeneration. Use it whenever minor/moderate condition clear is required for you or your party. Always check if your allies have conditions on then, thus you don't waste a mantra's charge for nothing.
    • is the final charge. It converts up to 5 conditions into boons, similar to Epilogue Eternal Oasis Epilogue Eternal Oasis. Only use this skill if you don't have any access to condi clear/mitigation sources ( on CD for example) and are being heavily condition pressured. Be sure you are facing the right way to ensure your allies are benefited as well.
  • will be picked over cleanse mantra for on demand AoE Quickness Quickness and Might Might.
    • use it prior to casting skills like and , and to land Tome skills faster. Also enhancing you party as a whole (mainly Hammer Revs and Support Scrappers). Can also be used to maintain Might Might for your group.
    • will not be used unless a big Quickness Quickness duration is requested.
  • is your on demand AoE stunbreak and Stability Stability skill. Bear in mind it has a long charge time and recharge time once depleted.
    • will often be used whenever minor Stability Stability or a stunbreak is necessary. Recommended to use this skill (along with healing mantra) over SYG if you aren't sure if the enemy zerg is going to push, or if they are just fake pushing to burn your CDs; and when your commander is committing for small and ranged skirmishes. Can also be used as a stability filler if you don't have Tome 3 or SYG available, but is strongly discouraged. At last, will be used as a stunbreak for you and allies if you need to escape, for example, from an enemy . Stunbreaks also deny Fear Fear if you can't cleanse it.
    • provides 5 stacks of Stability Stability, Retaliation Retaliation and Swiftness Swiftness for 8s (with boon duration). Similar to SYG, but 5-man only, will be mainly used for the stability output for your party whenever you lack other big stability sources, or need a stunbreak instantly, don't be afraid to use if your party really needs it. If either Tome 3 or SYG are about to go back, don't use the last charge, try to fill with aegis from mantra or weapon skills. Always check your party' stability to ensure you are not over-booning.


Staff

Staff brings solid and versatile skills which can be used either offensively, as ground control and CC, or defensively, through Might share, healing and cleanses.

  • shouldn't ever be prioritized unless you literally don't have any cooldowns available. It has a slow projectile speed, but will be mostly used to apply ranged pressure and to aid on cleaving enemies.
  • is a 1,200-range skill which pulses heals (static 240-radius) and then gives a blast finisher in the area.
    • It provides an AoE healing burst that can be used to support caught allies, trying to reposition themselves, from a safe distance.

Since it's static, try to cast it based on your ally' movement.

    • Use it, preemptively, on top of your group to mitigate incoming damage.
    • If possible and opportune, try to cast it on top of combo fields, especially on light and water fields.
    • At last, can be used as an 1,200-range offensive skill if the supportive aspect isn't required.
  • is a 240-radius light field (symbol) that pulses Agw2wiki.
    • Constantly use it, while your group is standing (not moving), to stack Swiftness for allies. Be careful to not place it when your commander is asking to blast smoke fields, unless you want to get yelled at.
    • Can also be blasted by for minor condition clear or used as ranged forward pressure.
  • pulses Might Might 3 times and heals allies every pulse. Completing the channel grants more health to allies. It's recommend to have "Stow Weapon" binded for using this skill properly.
    • Bear in mind that, without Quickness Quickness, this skill has a long channel time


Mace/Shield

  • 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.


Axe/Shield

  • Use Axe/Shield for both defensive support from the shield and for offensive plays with , an AoE pull. This combos effectively with Wells and with , where you can pull enemies back inside of your group's ground pressure.
Build rating - 5 stars
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8 Ratings
5 stars
Eolh gave this build 5 stars September 2019

5 star. One of the best support build in the current meta. Mandatory one FB each party.

Mace is better for large scale combat over Axe.

Double sigil of transference is a waste. use 1 life if you need more healing power or 1 benevolence if you want to maximise MI.

Also use Stalwart Speed if you have support tempest in squad.

5 stars
Threather gave this build 5 stars May 2019

Best build in the game, must have in a party providing all boons necessary for survivability. Resistance field in F3 tome is the best skill in the game.

1x life sigil , 1x transference would give you more healing than 2x transference though.

5 stars
Kurnian gave this build 5 stars February 2019

Best support by far at the moment. The whole kit provides tons of boons (like aegis, stability and resistance), cleanse and healing. Must have build in any composition.

5 More Ratings
5 stars
Freya gave this build 5 stars September 2018

Alpha and Omega of group WvW play and the most OP build in WvW imo. It's just great with defensive boon support, healing and group stunbreaks. Totaly OP.

5 stars
TwanBr gave this build 5 stars April 2018

Even after the latest nerfs this build remains incredibly powerful. It provides nearly everything your team needs from a support.

5 stars
Xivor gave this build 5 stars January 2018

Hands down the most effective heal and support build in the game right now. The bar compression of support utility eliminates other classes from having to spec for resistance, cleanse, stability, etc. Coupled with very decent healing, this is now the goto heal/support slot build. With Firebrand, hybrid Guardians have moved away and split roles have been created due to the unique role of the Tomes. This build finds very low use of weapons for DPS, but brings awesome aegis spam, and the shield gives a very nice defensive bubble. After recent buffs, I have swapped in Merciful Intervention instead of CoP, which scales real nicely and provides downstate control

5 stars
Nailuj gave this build 5 stars December 2017

Extremely effective build. This is the bread and butter sustain for any organized group. Sigil of water should be taken out and replaced with monk. It is objectively superior to the rune of water. Merciful intervention and pure of voice should be listed as alternates.

5 stars
The Blue Rangerr gave this build 5 stars October 2017

Despite a lack of damage, I found this build the single most effective way to support a group, comparable with tempests and druids but with the powerful addition of Stability, CC and additional boons. Even in a pug zerg, the healing output alone more than compensates for the minimal damage loss, and is an incredibly good build to run for any Firebrand player.

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