Firebrand - Condi DPS
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage
Designed for: Raids and Fractals
Overview
A condition DPS build for Firebrand in fractals and raids. This build can inflict massive AoE Burning bursts with , which resets on killing (most) enemies. This makes it one of the burstiest condition damage builds and very strong if it can consistently reset .
In addition to DPS, Firebrand's tomes can provide high defensive utility to its subgroup including Aegis, Protection, Resistance, Resolution, Stability, projectile destruction, and emergency healing.
Skill Bar
Weapon Variants
For players that don't own Secrets of the Obscure,
makes Axe strong enough that you don't need to swap to another weapon set. Scepter is a good pick to provide a ranged option.
Skill Variants
Utility
- can be swapped out for more utility:
Elite
- is totally optional - it gives you access to invulnerability, more pages for utility tome skills, and can allow you to recover from accidentally spending too many pages, but provides no extra damage.
Template Code
Specializations
Trait Variants
- You could run for more support and personal sustain.
Equipment
Viper
Viper
Viper
Viper
Viper
Viper
Sinister
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x18
Non-SotO Relics
The best core damage relic for condi firebrand is
. Unfortunately the standard build cannot trigger this, so Virtues must be swapped out for the Zeal traitline:- Swap the for .
- Swap your food for , or alternatives.
The rotation remains the same.
Consumables
Food
- or ascended variants
Utility
-
- or for a cheaper alternative
Usage
The basic idea is to use skills off cooldown while spamming Burning with key skills.
Thanks to , expending all charges of generates two pages. This means that you can frequently jump into and use any or all of the following skills (listed in order of priority):
Rotation
Opener
During the opener spam all
charges as fast as you can without delaying other skills. is a decent CC skill, so you can slightly adjust its position in the opener to line up with breakbars.- ⇒ - allow to charge fully, and detonate immediately as is passes through your target.
- Weapon Swap
- and during the cast
- Epilogue Ashes of the Just
- Chapter 4: Scorched Aftermath
- Chapter 2: Igniting Burst
- Stow Tome
- and during the cast
Rest of the rotation
- Outside of Weapon swaps though. , and are your highest priorities. Don't delay
Axe
- Open and close each axe section with . Cast the second just before you swap away, as triggers extra burning when you hit a target within it so we want as many damage ticks as possible in order to trigger it close to the ICD.
- Use once without interrupting your auto chains. This can be saved for CC or ignored entirely if it causes problems, as the damage is low.
- Use ⇒ off cooldown. On your first loop you want to cast this three times. Otherwise, do not delay your weapon swap for it.
Pistol
- Open each pistol section with Weapon swap. , then follow up with all available pistol skills (remember to let charge fully, and manually detonate it after it hits your target). Hold on to skill 4 when it recharges, use it immediately after the second use of , then
- Try to cover as much time on pistol with dips. Try to avoid having to use pistol autos as much as possible.
Tome Usage
- You cannot see the cooldown of your tome skills outside of your tome, but Epilogue Ashes of the Just has the same cooldown as . By casting these skills in close succession it is somewhat possible to keep track. Using three skills in one burst provides a page refund via so the third skill is essentially free.
- Try to make note of the remaining cooldowns on Chapter 2: Igniting Burst and Chapter 4: Scorched Aftermath to give yourself an idea when you should jump back in.
Axe-only Rotation
Axe is by far the most damaging weapon set. However, if you need to swap to Sceptre for ranged damage, you have several long cast-times that that can be used to cover the time and minimise the need to use Sceptre's weak autoattacks.
Opener
During the opener spam all charges as fast as you can without delaying other skills
- and during the cast
- Epilogue Ashes of the Just
- Chapter 4: Scorched Aftermath
- Chapter 2: Igniting Burst
- Stow Tome
- - if you're very fast you can fit this in before the Zealot's Fire throw, but don't miss it!
Axe
While on Axe, you mostly use
and off cooldown and autoattack in between, making sure to finish auto chains.Use ⇒ when available. As long as doesn't reach maximum charges you can't waste the cooldown, so feel free to fit its usage around other skills.
Tome Usage
You cannot see the cooldown of your tome skills outside of your tome, but Epilogue: Ashes of the Just has the same cooldown as , and Chapter 2 Igniting Burst has the same cooldown as . By casting these skills in close succession it is somewhat possible to keep track. Using three skills in one burst provides a page refund via so the third skill is essentially free.
Scepter
You may occasionally want to swap to Scepter for ranged damage. As the autoattacks are very weak, you want to cover as much time on this weapon with the following:
- throws
Using these skills means you spend as little time autoattack as possible whilst still being able to benefit from
.
General Tips
- All mantras are instant cast and should be used while performing the rest of the rotation.
- ⇒ should be used in place of autoattacks when up. As an ammunition skill, you are free to delay use of this as long as you don't reach maximum charges.
- Make sure to always complete your auto attack chain while on Axe.
Encounter Specific Tips
Spirit Vale
- Use Immobilize Seekers that are getting too close. on Scepter to
- Make sure not to face Seekers when using to ensure you don't pull them into the group.
- You can bring Quickness in the split phase, if you will not have any other source. to provide some
- can be used to invuln the damage if you are skipping greens.
- If you don't trust your healers, you can bring to heal up after a skipped green.
- can be used to quickly recover after a skipped green, or at the end of the split phase.
- The split phase guardian will reset your when they die, so you don't need to save it for the main phase.
For more information, see our Vale Guardian Guide.
For more information, see our Spirit Woods Guide.
- can be used to pull the little spirits into Gorseval to they can be cleaved down.
- During the split phase, use on the big spirits to prevent them moving into Gorseval.
- During the later parts of the encounter it may be worth dropping your on the Orbs to prevent them expanding into the group.
For more information, see our Gorseval the Multifarious Guide.
For more information, see our Sabetha the Saboteur Guide.
Salvation Pass
- Use
- Slublings reset your when they die, so be on the lookout for stray ones to pull in.
to pull slublings (NOT the friendly slubling) into the stack.
- If you are the only firebrand in the group, you might want to bring Stability for the Fear. to provide
- can be used while jumping in Slothasor's hitbox to block the spores from the shake attack.
- can be used to quickly cleanse conditions if people are hit by the shake attack.
- If slubling pressure is too high, then Chapter 3: Valiant Bulwark in can reduce it, though some slubling attacks are unblockable.
For more information, see our Slothasor Guide.
- is worth taking to reduce general annoyance from the various bandit CCs.
For more information, see our Bandit Trio Guide.
- You can be the group's primary reflect if you bring . Note that you must place the wall inside Matthias' hitbox, or the targeted person will need to remain still in order to ensure all the shards are reflected correctly.
- if you are not the main reflect, you can be a backup by using Chapter 3: Valiant Bulwark in .
- If your group's CC is bad, take to easily break the sacrifice. Matthias will no longer try to sacrifice players in the abomination phase, so you can use it to block the Shards of Rage attack instead (make sure not the block the bubble attack).
- Matthias will Fear the whole squad when transitioning into the abomination phase. If it's available, enter and apply as much Stability and Resolution to your group as possible to protect against this.
For more information, see our Matthias Gabrel Guide.
Stronghold of the Faithful
- is worth taking to reduce general annoyance from the various White Mantle CCs.
For more information, see our Escort Guide.
- can be used to pull the orb into a rift.
- Slightly delay Confusion and Torment from your subgroup. after the orb collecting phase and drop it on the group and KC when it starts using phantasmal blades to cleanse the
For more information, see our Keep Construct Guide.
- is worth taking to reduce general annoyance from the various White Mantle CCs.
For more information, see our Twisted Castle Guide.
- Use to pull adds into the stack.
- Use Swiftness, and keep everyone alive. during the split phase and on the "puzzle islands" to clear condis, provide
- You can help clear shards with without having to run into the AoEs.
For more information, see our Xera Guide.
Bastion of the Penitent
- If you have no other source of Stability, you can bring to help your group to skip greens.
- If you are skipping greens and Stability to your subgroup instead. is not off cooldown, you can use to provide some
For more information, see our Cairn the Indomitable Guide.
For more information, see our Mursaat Overseer Guide.
- Epilogue Eternal Oasis in can be dropped on the target of Brutalize to boost healing to them during the break bar.
- If your group's CC is lacking, you can bring . Try to drop it on the target of Brutalize to provide some incidental healing as well as CC.
For more information, see our Samarog Guide.
- When blocking Mind Crush rather than hiding in the dome, you will take ticking damage for 10 seconds afterwards, so will be useful to keep people alive.
- If you are responsible for Aegis then you need to take as the duration and AoE are much larger.
- Immobilize Prides to keep them away from Saul. can be used to
For more information, see our Deimos Guide.
Hall of Chains
- Make sure not to pull the Tormented Dead into the group with .
- After the Tormented Dead has been knocked, you can use Immobilized at range. to keep it
- can be useful in dealing with conditions if people are hit by scythes or the Tormented Dead AoE.
- If CC is severely lacking, you could take to help.
For more information, see our Soulless Horror Guide.
- You could bring as an emergency heal.
For more information, see our River of Souls Guide.
- Do not run Daze will overwrite the orb stun. on the eyes, as the
For more information, see our Statues of Grenth Guide.
- You can use Epilogue Eternal Oasis at every Greater Death Mark to convert the Torment.
For more information, see our Dhuum Guide.
Mythwright Gambit
- Use to pull in swords and CC shields.
For more information, see our Conjured Amalgamate Guide.
For more information, see our Sorting and Appraisal Guide.
- As it's hard to maintain DPS during Nikare's charge, use Protection. or to heal and clear condis, or provide extra toughness and
- The breakbar attack fires out projectiles than can be blocked with Chapter 3: Valiant Bulwark.
- The Largos are Exposed for eight seconds after being broken, so it may be beneficial to try your burst to coincide with this - if you enter your tome as the breakbar appears this should be approximately the correct timing.
For more information, see our Largos Assassins Guide.
- can be used to pull Magma Elementals (either into the group or away, depending on strategy).
- If the squad is really struggling to prevent the Lava Elementals from reaching Qadim, you could consider bringing as this will prevent them from being able to enter his hitbox for five seconds. Be aware that this will also push Magma Elementals out, so be very careful when you use it.
For more information, see our Qadim Guide.
The Key of Ahdashim
- is a good choice here as Sabir cannot be damaged during one of his defiance bars, so breaking it quickly is a group DPS increase.
- will allow you to invuln through some shockwaves and hold on to the damage buff.
For more information, see our Cardinal Sabir Guide.
- Chapter 3: Valiant Bulwark in can be used to protect against the hand knockback in the split phase by camping the tome to keep using it. Note that will not be up for every split phase (unless you are very slow) so you will either need to alternate with another player, or just keep it as a backup.
For more information, see our Cardinal Adina Guide.
- If the group lacks another source of Stability, you should bring to protect everyone from the knock-back attack at the start of each phase.
For more information, see our Qadim the Peerless Guide.
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