Firebrand - SA Burn
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Focused on: Healing, Boon support and Crowd control
Designed for: WvW Zerg
Difficulty:
Hard
Overview
A build that uses Stability support of the normal Firebrand build.
to proc for damage while keeping the
Skill Bar
Scepter/Torch
Mace/Shield
Utility
Variants
- Weapons
- You have 4 viable weapon options:
- Mace is the easiest to use and has extra defensive utility
- Axe has a powerful CC with
- Main hand Pistol is the highest damage
- Spear has a huge amount of hits and strong support through Resistance
- Utilities
Template Code
[&DQEqJy4bPipLFwAANgEAAEwBAAAAAAAAGBYAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
Equipment
Head
Celestial
Celestial
Shoulders
Celestial
Celestial
Chest
Celestial
Celestial
Hands
Celestial
Celestial
Legs
Celestial
Celestial
Feet
Celestial
Celestial
Backpiece
Celestial
Celestial
Accessory
Celestial
Celestial
Accessory
Celestial
Celestial
Amulet
Celestial
Celestial
Ring
Celestial
Celestial
Ring
Celestial
Celestial
Scepter
Celestial
Celestial
Torch
Celestial
Celestial
Sigil
Sigil
Mace
Celestial
Celestial
Shield
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Sigils
- Poison increases consistency vs
- Rune
- Relic
- Swiftness source - make sure party has a good
Consumables
- or
Usage
General
- Focus on using your pages for your highest value skills: Chapter 4 Scorched Aftermath, Epilogue Ashes of the Just, Chapter 4 Stalwart Stand, and Epilogue Unbroken Lines
- Chapter 3 Heated Rebuke can sometimes be worth the pages
- If you use Chapter 4 Scorched Aftermath and Epilogue Ashes of the Just while in make sure to use Tooltip|Chapter 2: Igniting Burst to proc
- Avoid using the final charge of
Priorities
- High
- Stability
- Stunbreaking aliies
- - if applicable
- Moderate
- Damage
- Low
Surviving
- This build has high passive defense
- This build has no mobility skill access
- This build has high active defense
- While your active defenses are strong, they are ideally saved for your group and not used selfishly
- can be prioritized over , but only if your entire party is in range and not stunned (or not in range of )
Active defense priority
- - for stunbreaking
- - for stunbreaking
- Immobilize - for
- Immobilize + Chapter 4 Stalwart Stand - for
- Dodge
- - only if the knockback isn’t disruptive
- Aegis
Stability
- Apply Stability before allies get caught by enemy CC
- When using
- is ideal for this
cover the application by applying other boons immediately after the cast
- Avoid overlapping multiple Stability sources on your party, both your own and other players
- The final charge of Stability are expended is very powerful, but should be conserved for use when all other
- Enemy CC is most likely to land when they spike your group, your group is moving through theirs, or your group is moving away from theirs.
Stability priority
- Epilogue Unbroken Lines +
- - if applicable
Stunbreaking
- is your group stunbreak, use its charges very carefully - the cooldown is too long to waste them
- Allies are most likely to be CCed at the same times they need Stability or while they are the focus target.
- Turn your camera, make use of a “Look Behind” keybind and listen to voice communications to pay attention to caught allies.
- Give them additional support after stunbreaking as needed
Signet of Mercy
Signet of Mercy
- Watch for low allied health bars to enable precasting (Using the skill before an ally is downed so that it finishes casting on them as soon as they do go down)
- Give yourself quickness with before beginning the cast
- Cover the cast with Stability ( or only - the others are too slow)
- Make sure to communicate over voice comms. Broadcast that you are beginning, casting and finishing the rez, include the name of the person being rezzed if possible.
- If another player with a higher priority calls they are rezzing at the same time, cancel the rez (“Stow Weapon” keybind or Escape button while in a Tome skill) and communicate the fact you are cancelling.
Damage
- Start fights on Scepter/Torch to use (and if in range) before swapping to Mace/Shield
- The majority of your damage comes from
- Whenever the enemy is in range to be hit by
- Make sure to space out your casts slightly to give the aegis time to be hit by the enemy, if you overwrite Aegis with a new application you'll waste a proc
use or
and
- Whenever the enemy is in range to be hit by
- The other way you proc Chapter 4 Scorched Aftermath is with your ground AoEs: , , and
- Epilogue Ashes of the Just can be used right before your group engages to increase the spike
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.
- Also under General Options / User Interface turn on Thick party health bars
- Thick squad health bars can be used too as a matter of personal preference, but is not recommended for large numbers
- Under Squad Options uncheck View as a grid. This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.
Ratings
Profits from people being close to you, but only really shines in point blank range. Other times it falls behind against proper ranged dps classes, on top a large share of its potential damage in both ranged and point blank is a single condition, which is actively mitigated by the enemy, unless they are already failing. Thus, it can exploit an edge in a fight, but seldom creates an edge on its own.
It does bring some additional utility that supplements the rest of the group support, but doesn't really break into either role.
Comments
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