Difference between revisions of "Firebrand - Frontline Firebrand"

m (Usage)
m (Usage)
Line 103: Line 103:
 
* {{Skill|Tome of Resolve}} brings high healing and condition cleanse.
 
* {{Skill|Tome of Resolve}} brings high healing and condition cleanse.
 
** Try to use {{skill|Epilogue: Eternal Oasis}} before other healing skills to benefit from the increased healing.  
 
** Try to use {{skill|Epilogue: Eternal Oasis}} before other healing skills to benefit from the increased healing.  
** {{skill|Chapter 4: Shining Water}} creates a Water Field - coordinate with your allies to blast it for healing.
+
** {{skill|Chapter 4: Shining River}} creates a Water Field - coordinate with your allies to blast it for healing.
 
* Use {{Skill|Tome of Courage}} for its {{gw2skill|Stability}} access to fill in gaps between {{skill|"Stand Your Ground!"}}
 
* Use {{Skill|Tome of Courage}} for its {{gw2skill|Stability}} access to fill in gaps between {{skill|"Stand Your Ground!"}}
 
** {{skill|Chapter 4: Stalwart Stand}} brings a very strong pulsing {{gw2wiki|Resistance}} field, make use of it against condition pressure.
 
** {{skill|Chapter 4: Stalwart Stand}} brings a very strong pulsing {{gw2wiki|Resistance}} field, make use of it against condition pressure.

Revision as of 02:34, 22 September 2017

The Official API is experiencing issues; skill, trait and item data cannot be loaded at the moment.
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Basic.png

This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a Comment or on the Discussion page.

Focused on: Ground controlHealingSupportUtility.

Designed for:


Overview

Skill Bar

HammerHealingUtilityElite
Mace/Shield

Skill Variants

Utility

  • if projectile hate is needed
  • personal defense

Specializations

Variants

  • Increases healing output and adds a lot of stats but hurts Stability Stability output.




Variants

Variants

  • Only one Guardian per party needs to take since its effect does not stack, and Communal Defenses gives excellent passive healing.

Swap Honor to Valor for more personal sustain at the cost of group healing and utility.

Equipment

Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
PvE weapon swap.png
Celestial stat icon.png
Celestial stat icon.png
6x
Superior Rune of Durability
18x
Mighty WvW Infusion

Variants

Stats

  • Swap Celestial for Crusader's for an easier to obtain stat.
  • Minstrel's, Wanderer's and Commander's are good options to add boon duration.
  • Marauder is a good option to add damage.
  • Cleric's can be used to add healing power.

Infusions

  • 18x
    Healing WvW Infusion Healing WvW Infusion
    Healing WvW Infusion.pngHealing WvW Infusion
    +5 Healing Power -1% Damage taken from Guards and Lords

Sigils

  • Superior Sigil of Energy Superior Sigil of Energy
    9Recharge.png
    Superior Sigil of Energy.pngSuperior Sigil of Energy
    Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
    Superior Sigil of Renewal Superior Sigil of Renewal
    9Recharge.png
    Superior Sigil of Renewal.pngSuperior Sigil of Renewal
    Heal Nearby Allies on Weapon Swap (360 radius). (Cooldown: 9s)
    At 370+ Healing Power, out scales the healing of Renewal Sigil, however Renewal can be useful for inexperienced players.
  • Superior Sigil of Concentration Superior Sigil of Concentration
    9Recharge.png
    Superior Sigil of Concentration.pngSuperior Sigil of Concentration
    Boons you apply last 33% longer for 7 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
    for Stability Stability uptime.
  • Superior Sigil of Transference Superior Sigil of Transference
    Superior Sigil of Transference.pngSuperior Sigil of Transference
    Outgoing healing effectiveness is increased by 10%.
  • Superior Sigil of Benevolence Superior Sigil of Benevolence
    Superior Sigil of Benevolence.pngSuperior Sigil of Benevolence
    Gain a charge that grants 0.5% outgoing healing effectiveness toward other allies each time you kill a foe, five if you kill an enemy player.

Consumables

Food

  • Plate of Mussels Gnashblade Plate of Mussels Gnashblade
    Plate of Mussels Gnashblade.pngPlate of Mussels Gnashblade
    Nourishment (30 min):
    Food.png+10% Damage Reduction+70 Concentrationn+10% Experience from kills
    Consumable
    Defensive option.
  • Fried Oyster Sandwich Fried Oyster Sandwich
    Fried Oyster Sandwich.pngFried Oyster Sandwich
    Nourishment (30 m):
    Food.png+10% Damage Reduction+70 Power+10 Experience from kills
    Consumable
    Offensive option.
  • Loaf of Saffron Bread Loaf of Saffron Bread
    Loaf of Saffron Bread.pngLoaf of Saffron Bread
    Nourishment (30 m):
    Food.pngIncoming damage reduced by 20% while stunned, knocked down, or knocked back.-20% condition duration+10 Experience from kills
    Consumable
    Alternate defensive option vs condi pressure.
  • Delicious Rice Ball Delicious Rice Ball
    Delicious Rice Ball.pngDelicious Rice Ball
    Nourishment (30m):
    Food.png100 Healing Power+10% Healing Effectiveness (Outgoing)+25% Magic Find during Lunar New Year
    Consumable

Utility

  • Magnanimous Maintenance Oil Magnanimous Maintenance Oil
    Magnanimous Maintenance Oil.pngMagnanimous Maintenance Oil
    Nourishment (30 m):
    Potion.pngGain Concentration equal to 3% of your VitalityGain Concentration equal to 3% of your Toughness+10% Experience from Kills
    Consumable
    Support option.
  • Magnanimous Sharpening Stone Magnanimous Sharpening Stone
    Magnanimous Sharpening Stone.pngMagnanimous Sharpening Stone
    Nourishment (30 m):
    Potion.pngGain Power equal to 3% of your VitalityGain Power equal to 3% of your Toughness+10% Experience from Kills
    Consumable
    Offensive option.

Usage

Hammer

  • Rotation: Engage with , and immediately after use . Catch enemies with . Continue autoattacking until is ready or until you regroup, in which case save to blast Water Fields.
  • is a blast finisher - use it on combo fields like fire, water, and chill.

Mace/Shield

  • Use Mace/Shield to support your group and create heavy burst CC and healing. The autoattack provides very strong AoE healing.
  • Rotation: Autoattack continuously throughout the fight. When bombing the enemy in Mace, use your to give an extremely high healing Regeneration plus AoE pressure. Then activate on your shield for a burst heal to allies and protection, followed by for a high damage skill and a small damage mitigation. Either when you see a downed enemy or ally, use to push back a res/stomp attempt, either double tapping for a large burst AoE heal or channeling for projectile defense.

General

  • Use to escape damage. will also refresh your tomes, meaning it is best used when all tomes are on cooldown.
  • Use when you are being overwhelmed with conditions. Try to use it during fights and not on regroups, where you may block allies from blasting water fields.
  • - gives area Stability to help secure stomps/resurrection or mitigate the effectiveness of an enemy CC (try to use SYG proactively, before a bomb). It is only a stun break for yourself, not your party.
    • If possible use while and/or are ready/active.
  • is your -and your party's- panic stability and area break stun. Use it only after is on cooldown and stability it urgently needed.


Tomes

  • Tomes will go on full cooldown once stowed so make sure to only pull them out when you can make full use of them.
  • Use on spikes and for general DPS
    • Use as often as possible for a significant group damage increase.
    • On spikes pull enemies in with then follow up with and
  • brings high healing and condition cleanse.
    • Try to use before other healing skills to benefit from the increased healing.
    • creates a Water Field - coordinate with your allies to blast it for healing.
  • Use for its Stability Stability access to fill in gaps between
    • brings a very strong pulsing Resistance Resistance field, make use of it against condition pressure.
Build rating - 5 stars
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
4 Ratings
5 stars
TwanBr gave this build 5 stars April 2018

What Watercube said several months ago still applies. Celestial looks nice on paper but does not sufficiently augment the supportive potential Firebrand has, nor is the damage (especially the power damage) substantial enough to justify not opting for more healing power or concentration. Even more so because a lot of time will be spent on the supportive tome (F2 and F3) helping allies rather than damaging enemies. That said, the basic kit of Firebrand is strong enough to make the build good.

5 stars
Watercube gave this build 5 stars November 2017

This is a solid build, but in the current meta not the optimal choice. Most upper tier servers (EU) play pirate ship focused, which makes the dps part of celestial very useless imho. Also, other classes dealing more than enough damage, while firebrand has by far the best support/heal set ingame at the moment, which celestial can't serve the way other stats do.

5 stars
Xivor gave this build 5 stars September 2017

Fills the same role Guardian always has filled, but with the capability of more DPS from Tome of Justice and much more insane group support in heals and boons from the other Tomes. Mace/Shield/Hammer provide great protection uptime, quickness buffs to the team, and pulsing resistance. Tomes give good swiftness uptime without the need for staff. Very strong stability output to the team. All around the best well-rounded Guardian frontliner possible.

1 More Rating
5 stars
Monko gave this build 5 stars September 2017

perfect build , protection , heal , and little dps , max CC change mass by scepter