Firebrand - Support Icebrand
This is a test build. You may comment and rate it.
Focused on: Support, Sustain and Crowd control
Designed for: PvP Conquest
Overview
A PvP support Firebrand build focusing on healing, cleansing, and boon sharing, as well as crowd control. Generally considered to be one of the hardest support specializations to play due to the high number of available skills and resource management. However, this makes the build excellent for adapting to any situation when played well. It's worth noting that personal survival can be more difficult than on the Core version due to the lack of and overall healing/cleanse/boons may be worse than on the more traditional Firebrand build.
Skill Bar
Skill Variants
Weapons
- Mace over Axe - more forgiving and beginner-friendly option with increased sustain/support but less crowd control. Take in Honor and change in Firebrand to another trait.
Template Code
Specializations
- Take if using a Mace.
- Can take if conditons are not a problem or if using .
- Take or if using a Mace.
Protection.
can be taken for a more aggressive playstyle but reduces team healing and
Equipment
Equipment Variants
Amulet
- - lower health but higher damage. Only take if running to make up for the lost health and consider an alternate rune, such as the ones below.
Rune
- - higher healing for less tankiness.
- - tankier vs. high Power teams for lower healing.
- - tankier in general for lower healing.
Usage
Elite specialization basics
- Each Virtue skill is now a tome with 5 unique skills inside.
- Tomes have no cooldown, so you can swap in/out of them at will. Passive Virtue effects still go on cooldown (turning the icon red until they recharge) and effects which trigger on Virtue activation share a cooldown with the Virtue passives.
- Tome skills cost pages; you generate 1 page every 8 seconds. Pages are a shared resource between all your tomes, so spend them carefully and don't waste them on skills that won't have much of an impact in the moment.
Settings
- Under General Options > User Interface, consider enabling "Thick party health bars" and "Always show health bars". These will make it much easier to keep track of which allies need your help. For more tips, check out our settings guide.
Healing, Damage Mitigation
- . heals you and nearby allies whenever you disable, immobilize, or chill an enemy. A lot of your healing comes from spamming crowd control effects to proc this trait while keeping enemies locked down (therefore preventing them from dealing as much damage). See the Crowd Control section below for more details.
Protection and
Regeneration to affected allies.
grants
Aegis to block incoming attacks.
grants on-demand
Aegis heals when it blocks an attack thanks to .
Chapter 1 Unflinching Charge can be used in fights for some clutch AoE
Swiftness and
Protection or to help you rotate faster, but usually not worth spending pages on.
Chapter 3 Valiant Bulwark creates a bubble to reflect enemy missiles. Very strong against specific builds which rely heavily on projectiles.
Epilogue Unbroken Lines one of the strongest skills in the build, this should be used proactively to protect your team right before the enemy team's burst.
focuses on preventing and mitigating damage.
Chapter 1 Desert Bloom is a small spammable AoE heal.
Chapter 2 Radiant Recovery cleanses allies and heals them for each condition removed.
Chapter 3 Azure Sun heals allies and grants them boons (including
Regeneration).
Chapter 4 Shining River creates a Water field that pulses a small heal to allies in it and grants them Swiftness, and which can be blasted with or
Chapter 2 Igniting Burst for extra AoE healing.
- In addition to being a massive cleanse/boon source,
Epilogue Eternal Oasis increases your healing to affected allies.
focuses on healing and cleansing conditions.
- The end of your dodge roll heals you and nearby allies for a decent amount, so try to dodge into allies when you can.
Condition Cleansing
Epilogue Eternal Oasis is the best mass cleanse in the build, converting several conditions on allies into boons. Use it before healing allies to increase the healing by 20%.
Chapter 2 Radiant Recovery is another good cleanse with a low CD. If your team is under heavy condition pressure it's worth swapping back to this tome every 6 seconds just to use this.
is the go-to skill for cleansing conditions.
- makes your Shouts convert a condition into a boon.
Chapter 2 Igniting Burst) for some AoE cleansing.
, , and are Light fields; try to combo them with (or possibly
Chapter 4 Stalwart Stand (the 4th skill in ) is also a Light field and is a group stun break that provides
Resistance to help deal with non-damaging conditions (including
Fear).
Resistance and
Might whenever you disable, immobilize, or slow an enemy (sadly,
Chilled does not count).
provides you and nearby allies with
Crowd Control
- In addition to slowing down or disabling your enemies, your goal is to proc and as much as possible. This will keep your allies healed up, dealing more damage, and immune to enemy soft CC. With , you'll feel like a walking !
Chilled, which in turn procs . Why should Warriors have all the fun?
causes your Shouts to inflict nearby enemies with
- chills and procs . It is also a Blast finisher.
Chapter 3 Heated Rebuke, and
Chapter 2 Daring Challenge all proc both and . Dare your foes to bring enough
Stability!
(with ), , , , , ,
General
- Your role is to go wherever the teamfight is and keep your team alive. Avoid duels or sidenoding as much as possible.
- Play proactively and aggressively! This build can't react as quickly as some other support builds out there due to the long cast times, so think ahead and try to anticipate your opponents' moves. You also can't heal from afar as well as some other builds, so position carefully and try to stay in the middle of the fight to get the most value from your skills. Keep your enemy on the back foot and maintain tempo advantages because big mistakes will be harder for you to recover from.
- Your main weakness is personal survivability, so be ready to pivot to protecting yourself if you become your enemy team's focus target.
Stability, you can use it to safely execute a finisher during a fight or to protect an important skill cast (such as ).
is your primary stunbreak and it also affects allies! As it grants
Chapter 2 Igniting Burst mitigates strike damage via
Weakness.
Chapter 4 Scorched Aftermath does decent damage and covers an entire node, as well as being a Fire field (can be blasted for AoE
Might). As it costs only 1 page, it's often worth throwing down to help your team win fights on point.
- Use
Epilogue Ashes of the Just a few seconds before entering a fight to give nearby allies a minor damage boost. Your pages will likely be back to full again before you need them.
focuses on damage but can still be worth using.
- The knockback can be used to peel for allies or interrupt important enemy skills like , etc.
- While channeling, it is a Light field around you even while moving, though it is difficult to combo with it yourself (requires precasting something that takes long enough to blast).
- The channeled bubble absorbs projectiles (does not count as blocking) and can blank a wide range of enemy skills.
- The dome can be detonated at any time for AoE healing. This can be done immediately if you don't need the channeled portion.
is quite versatile:
- Just before the start of the game, stack
Swiftness on your allies by casting ,
Chapter 4 Shining River, and
Chapter 3 Azure Sun.
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