Difference between revisions of "Firebrand - Frontline Firebrand"
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===Skill Variants=== | ===Skill Variants=== | ||
+ | '''Heal''' | ||
+ | * {{Skill|Mantra of Solace}} | ||
+ | |||
'''Utility''' | '''Utility''' | ||
* {{Skill|Wall of Reflection}} if projectile hate is needed | * {{Skill|Wall of Reflection}} if projectile hate is needed |
Revision as of 20:18, 27 September 2017
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Contents
Overview
Frontline firebrand provides a large amount of Stability as well as moderate damage, healing and utility.
Skill Bar
Skill Variants
Heal
Utility
- if projectile hate is needed
- personal defense
Elite
Specializations
Variants
- Increases healing output and adds a lot of stats but hurts
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
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
Sigils
Stability uptime.
Consumables
Food
- Defensive option.
- Offensive option.
- Alternate defensive option vs condi pressure.
Utility
- Support option.
- 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 access to fill in gaps between
- brings a very strong pulsing
Resistance field, make use of it against condition pressure.
- brings a very strong pulsing
Comments