Team - Path of Fire Open Field Zerg Pirate Ship

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This build is unrated.

Focused on: Direct damageSupportMobility.

Designed for:

Introduction

This team composition revolves around a high damage comp that generates large amounts of downed enemies quickly.

For a detailed reference on class roles, see https://metabattle.com/wiki/Team:Team_-_Path_of_Fire_Open_Field_Zerg

Party Composition

(Maximum Damage - Pirate Ship)

Qty Profession Build
Party 1
1 Firebrand Icon Color.png Firebrand Support Firebrand
1 Firebrand Icon Color.png Firebrand Burn Firebrand
1 Spellbreaker Icon Color.png Spellbreaker DPS Spellbreaker
1 Scourge Icon Color.png Scourge Condition Scourge
1 Herald Icon Color.png Herald Backline Herald
Party 2
1 Firebrand Icon Color.png Firebrand Support Firebrand
1 Firebrand Icon Color.png Firebrand Burn Firebrand
1 Scourge Icon Color.png Scourge Condition Scourge
1 Weaver Icon Color.png Weaver Backline Weaver
1 Herald Icon Color.png Herald Backline Herald
Party 3
1 Firebrand Icon Color.png Firebrand Support Firebrand
1 Chronomancer Icon Color.png Chronomancer Support Chrono
1 Scourge Icon Color.png Scourge Condition Scourge
1 Weaver Icon Color.png Weaver Backline Weaver
1 Herald Icon Color.png Herald Backline Herald
15 total

Variants

  • Guardians can be run in pairs, sacrificing a DPS slot in order to have more support.
  • AH frontliner and Merciful Frontliner are also builds that can be used in this composition, replacing Firebrands
  • Hammer Herald and Backline Weaver are interchangeable slots.
  • Healers can be slotted in for extra sustain over and of the DPS slots available.
  • Some groups drop the Chronomancer, but it is unadvised for single Guardian parties, especially in a pirate ship setting where and can generate easy downs.
  • Eles(/Druids) can be played in their own parties to spread healing better

General Usage

Opening

Guardians can start fights with then swap off staff or blast fire fields for Might Might. Blast smoke fields from Druids or use to stealth engage. Upon engaging enemies, it is recommended to use , and to have your Spellbreakers use them in an order (such as Winds 1 - 2 - 3). Spellbreakers in a pirate ship comp should use their Winds exclusively to punish enemies that attempt to push into their group.

Pirate Shipping

Pirate shipping is a term used to describe a group or groups that will not engage the enemy head on, but instead prefers to sit at 900-1200 range and cast abilities at the enemy from a distance. This falls heavily on the DPS Weavers, Heralds and Scourges, with the remaining classes supporting their effort through boons, healing and defensive abilities. A typical bomb from a pirate ship comp comes from co-ordinating CCs and damage at the same time. A typical bomb such as -> -> & + on top of caught enemies in a safe and easy way to generate multiple downed enemies.

Targeting

A Pirate Ship composition benefits greatly from focused targeting. With multiple Heralds focusing in the same place it is a simple process to generate a down for your group to co-ordinate damage on top of. Call focus targets with squad markers, party targets, and communicate over voice who you are focusing, to ensure that every player is using CCs and damage on the same person to maximize damage in an area.

Focusing Downstates

In a composition that relies completely on generating high amounts of pressure to stay alive, it is imperative that downed enemies are focused and cleaved as soon as possible. Any downstate enemy should be the go to place for all members of your group to use high damage and CC skills, with the goal of both finishing the downed player and potentially catching and downing players who are attempting to revive their allies. The process of downing and focusing that down is the core gameplay element of a pirate ship composition.

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