Firebrand - Support Firebrand
The community gave this build a rating, making it top-tier: Great
Focused on: Healing, Boon support and Crowd control
Designed for: WvW Zerg
Difficulty:
Hard
This build was last updated on October 30, 2025 and is up to date for the October 28, 2025 patch.
Overview
A support Firebrand build for WvW. Provides a large amount of
Stability and boon support.
Skill Bar
Staff
Mace/Shield
Utility
- Weapon Variants
- Axe provides excellent CC but at a short range
- Recommended for smaller numbers
- Staff ⇒ Spear
- Good if you need condition clear or
Resistance
- Generally Spear works well with Tempest/Scrapper healer in party and Staff is always better otherwise due to party
Might uptime
- Generally Spear works well with Tempest/Scrapper healer in party and Staff is always better otherwise due to party
- Good if you need condition clear or
- Skill Variants
- for
Quickness - for CC
- if extra cleanse is needed
- for smaller numbers
Template Code
[&DQExNy47PhpLFwAANgEAAEsBAAAAAAAAGBYAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
- with Spear
- Variants
Equipment
Head
Minstrel
Minstrel
Shoulders
Minstrel
Minstrel
Chest
Minstrel
Minstrel
Hands
Minstrel
Minstrel
Legs
Minstrel
Minstrel
Feet
Minstrel
Minstrel
Backpiece
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Amulet
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Staff
Minstrel
Minstrel
Sigil
Sigil
Mace
Minstrel
Minstrel
Shield
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Relic
- Sigils
Consumables
Usage
Quick Guide
- Firebrand supports its group by maintaining critical boons, particularly
Stability - Keep
Stability on your group for each push by spreading out your cooldowns
|
- Watch for caught allies and use your reactive tools such as , + , or
Epilogue Eternal Oasis to save them - Keep up
Resistance for your party by using ⇒
Chapter 2 Daring Challenge and
Chapter 4 Stalwart Stand as often as possible - Give your party
Quickness for spikes with + - Keep
Might,
Protection, and
Swiftness on your party
|
- CC enemies on your groups spikes
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General
- Focus on using your pages for your highest value skills:
Chapter 4 Stalwart Stand,
Epilogue Eternal Oasis, and
Chapter 2 Daring Challenge
Chapter 3 Heated Rebuke and can sometimes be worth the pages
- Avoid using the final charge of
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
Priorities
- High
Stability- Stunbreaking aliies
- - if applicable
- Moderate
- Boon support
- CC
- Low
- Condition clear
- Healing
Detailed Explanations
Stability
- Use your
Stability skills in the following priority order:
|
- Apply
Stability before allies get caught by enemy CC
- 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
- It is better to use your
Stability too early than too late
- It is better to use your
- 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
- Spread your
Stability application as much as you can without letting allies get caught by CC
- Avoid overlapping multiple
Stability sources on your party, both your own and other players
- Avoid overlapping multiple
- + is on cooldown and will not activate when the red Dormant Courage buff is on your buff bar
- The final charge of is very powerful, but should be conserved for use when all other
Stability are expended - ⇒
Epilogue Unbroken Lines is your last resort for
Stability due to the high page cost - When using
Stability skills without pulsing application (everything other than ) cover the application by applying other boons immediately after the cast
- and + are ideal for this because they are instant, but any boon application is worth doing
- This is done because boon strips (which are the most common type of boon removal) always work on a first in, last out priority
- This means boon strips will always remove the most recently applied boons first
- Boon corrupts remove a random boon which this technique can still mitigate by ensuring you have as many unique boons as possible
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.
- Additional support will often be needed after stunbreaking. Follow up with for general protection or one of your Condition Clear skills if the player is stuck via soft CC
- Clicking on players you're trying to save will make it easier to see what support they need
Signet of Mercy
|
Boon Support
|
- Defensive boons like
Protection,
Resistance or
Aegis should be prioritized when your group is on the defensive
- Use
Chapter 2 Daring Challenge and
Chapter 4 Stalwart Stand off cooldown to keep high
Resistance uptime
- Make sure to only use these skills if you'll hit an enemy with
Chapter 2 Daring Challenge and your group will stand in at least a few ticks of
Chapter 4 Stalwart Stand
- Make sure to only use these skills if you'll hit an enemy with
- Use
- Offensive boons like
Might and
Quickness should be prioritized when your group is on the offensive
- Especially as your group spikes, try to always use a charge of
- has a long cast time, so use it before your group is about to push
- Blast Fire fields before fights start with your group with
- Use to keep
Swiftness on your party whenever you have downtime
CC
|
- Use your CC when:
- Your group calls a spike such as Wells ()
- On top of enemy downs (while alive enemies are on top of them)
- Enemy groups move defensively while your group is pushing
- Do not use your
Knockback CC at the normal time, instead use it while your group is on the defensive or before your group pushes in
- All of your CC skills proc if they hit an enemy without
Stability
- As long as it hits an enemy
Chapter 2 Daring Challenge will proc even if the enemy has
Stability
- As long as it hits an enemy
- The position of can be changed by turning your character during the cast time before it finishes
- Since the page cost of ⇒
Chapter 3 Heated Rebuke is high it should be saved for your most important group spikes such as Wells
Condition clear
|
- You have limited condition clear compared to other supports, focus on using yours when allies have
Immobilize
- Allies are very likely to get
Immobilize at the same times they need
Stability or
- Allies are very likely to get
- + is on cooldown and will not activate when the red Dormant Resolve buff is on your buff bar
Healing
|
- Most of Firebrand's healing output happens incidentally while doing other things
- The heal on is substantial, but heavily backloaded to the final tick
- Prioritize using for
Might, but if you have a chance to full channel it while your group is staying in place during a clash with the enemy then doing so is almost always worth it
- Prioritize using for
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
02/20/2025: Still meta for boons, utility, CC. 1234
This is still the most important support in the game, since there is so much cc in the game. No other build has the ability to negate this much other than firebrand, even after the rework.
Comments
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