Difference between revisions of "Firebrand - Support Firebrand"

(completely reworked usage)
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* Under "Squad Options" uncheck "View as a grid". This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.
 
* Under "Squad Options" uncheck "View as a grid". This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.
  
====General====
+
===Overall Skill Priorities===
* {{Skill|Tome of Resolve}} and {{Skill|Tome of Courage}} both bring new skill sets which grant access to an extremely powerful boon support, healing and cleanses as well as unique buffs for your group. Knowing when to enter or to stow a tome, which tomes skills must be prioritized based on the situation and how to play while a tome is on cooldown are fundamental.
+
====High====
* Outside of tomes usage and in between tomes usage; Staff, Mace/Axe and Shield skills along with your Mantras and utilities, coupled with various traits will provide a consistent and strong group support.
+
* Apply {{Tooltip|Stability}} for allies
* {{trait|Selfless Daring}} and {{trait|Pure of Heart}} make up a significant part of your group healing. Try to use your dodge rolls and {{tooltip|Aegis}} skills not only just for personal defense but also when your group requires some healing. Remember, going into/out tomes and swapping weapons procs {{Sigil|Superior Sigil of Energy}}.
+
* Stunbreak caught allies
 +
* Resurrect downed allies with {{Skill|Signet of Mercy}}
 +
====Moderate====
 +
* Condition clear {{Tooltip|Immobilize}} from allies
 +
* CC enemy players in allied spikes
 +
* Heal allied players
 +
* Apply primary boons to allied players
 +
====Low====
 +
* Apply cover boons to allied players
  
===={{Skill|"Stand Your Ground!"}}====
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===Specific Priorities===
'' "Stand Your Ground!" is an immensely strong and game changing skill. Being able to deny up to five crowd control skills for ten people makes it an indispensable skill on this build.
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===={{Tooltip|Stability}} skills by priority====
* This is your main and most important source of group stability. It is an opener, don't use it prior to an imminent or at the moment the engage happens, use it preemptively (like 3-4s before) since the stability from SYG has a considerable duration and you have other skills that can upkeep stability after that as well. Thus, allies won't get caught behind by CC skills like {{Skill|Drop the Hammer}} or {{Skill|Reaper's Mark}}.
+
* {{Skill|"Stand Your Ground!"}}
* If you are CC'ed, don't use SYG as a stunbreak unless absolutely neccessary. Use {{Skill|Mantra of Liberation}}.
+
* {{Skill|Tome of Courage}} + {{Tooltip|Epilogue Unbroken Lines}} + {{Tooltip|Chapter 1 Unflinching Charge}}
 +
* {{Skill|Hallowed Ground}}
 +
* {{Skill|Mantra of Liberation}}
  
====Tomes====
+
====Condition ({{Tooltip|Immobilize}}) clear skills by priority====
* All tomes retain their passives after activation due to {{Trait|Loremaster}}, so don't hesitate to use them if your group is pressured. It's possible to switch directly from tome to tome.
+
* {{Skill|Mantra of Lore}} (if applicable)
* Swapping out of a tome sends it on cooldown even if you didn't consume all the pages. Therefore, try to only enter a tome if you can make full use of it. Skills #4 and #5 are usually the strongest but with the longest recharge, look after using them at least twice before running out of pages whenever that's possible.
+
* {{Skill|Tome of Courage}} + '''Chapter 4 Stalwart Stand''' (Only outside of {{Skill|Winds of Disenchantment}})
 +
* {{Skill|Tome of Resolve}} (to proc {{Trait|Absolute Resolve}}
 +
* {{Tooltip|Epilogue Eternal Oasis}}
 +
* {{Tooltip|Chapter 2 Radiant Recovery}}
 +
* {{Skill|Symbol of Swiftness}} into {{Skill|Holy Strike}} (Blast finisher)
  
===={{Skill|Tome of Justice}}====
+
====CC skills by priority====
''Filler tome that's low on the priority list, won't be used much unless you are out of options: need a quick CC, need to proc Superior Sigil of Energy or have to contribute with some damage.''
+
* {{Skill|Blazing Edge}} (if applicable)
* Keep in mind that you will be giving free {{tooltip|Aegis}} for enemies if they convert your {{tooltip|Burning}} from the tome skills. Therefore, try to only pull this tome when it's going to be impactful somehow, like cleaving and snowballing on the enemy group.
+
* {{Skill|Line of Warding}}
* '''Epilogue: Ashes of the Just''' will be used for a group damage increase.
+
* {{Tooltip|Chapter 3 Heated Rebuke}}
* '''Chapter 4: Scorched Aftermath''' use this when pushing through enemies, trading sides or cleaving.
+
* {{Tooltip|Chapter 2 Daring Challenge}}
* '''Chapter 3: Heated Rebuke''' is the only CC on this tome, and a rather good one at that. As usual, CCs are mostly situational.
 
* '''Chapter 1 Searing Spell''' spam can add some 600-range cleave, but it's somewhat unimportant in this build.
 
** On spikes, pull enemies in with '''Chapter 3: Heated Rebuke''' {{to}} '''Chapter 4: Scorched Aftermath'''.
 
  
===={{Skill|Tome of Resolve}} ====
+
====Heal skills by priority====
''Tome of Resolve brings high healing, condition cleansing, condition conversion, as well as a unique boon called '''Eternal Oasis''' for your party. As a support Firebrand you will be able to fully heal allies with only a few skills so you may sometimes need to camp the tome.''
+
* {{Skill|Empower}} (if you have time to finish cast)
* '''Epilogue: Eternal Oasis''' try to use this as the first and the last tome skill for the increased ''incoming'' healing effectiveness on your allies (especially useful there is another support in your party). It can also be used to nullify condition pressure when going through shade bombs or being pushed by enemies and granting boons to allies.
+
* {{Skill|Holy Strike}}
* '''Chapter 4: Shining River''' is a priority skill and usually the 2nd you will use after entering the tome for continuous AoE healing. Since it is static: try to cast it on top of the zerg or a little bit ahead of your commander if he is moving.
+
* {{Skill|Shield of Absorption}} (only if the knockback isn’t disruptive)
* '''Chapter 3: Azure Sun''' won't be used unless you need some {{tooltip|Vigor}} uptime.
+
* '''Dodge''' ({{Trait|Selfless Daring}})
* '''Chapter 2: Radiant Recovery''' is a solid skill (with low cooldown) that will be used whenever moderate condition removal is needed. It has an average priority and it works well with {{Skill|Mantra of Lore}} if Tome 2 #5 is not available. Try to hug your allies to ensure they get affected by the skill since it has a small radius.
+
* {{Tooltip|Aegis}}
* '''Chapter 1: Desert Bloom''' use it as a filler heal when necessary if your group is under heavy damage pressure. Also usable due to its range to heal allies who are out of position from a safe distance. Be careful to not spam since this isn't a priority tome skill.
+
** {{Skill|Protector's Strike}}
** Constantly look at your party members' health and conditions. Knowing if it's better to use '''Chapter 2: Radiant Recovery''' or '''Epilogue: Eternal Oasis''' based on the amount of conditions they have, or if an ally that you can't see on your screen needs healing based on his health. For example:
+
** {{Skill|Mantra of Solace}}
** If under heavy damage pressure: {{Skill|Tome of Resolve}} {{to}} '''Chapter: 4: Shining River''' {{to}} '''Chapter 1: Desert Bloom''' (x times). '''Epilogue: Eternal Oasis''' usable if you need the ''incoming'' healing modifier. Use Mantras as well if needed.
+
** {{Skill|Shield of Judgment}}
** If under heavy condition pressure: {{Skill|Tome of Resolve}} {{to}} '''Epilogue: Eternal Oasis''' {{to}} '''Chapter 2: Radiant Recovery''' (if condis are still an issue) or '''Chapter 4: Shining River'''. Use Mantras as well if needed.
+
* {{Tooltip|Regeneration}}
 +
** {{Skill|Symbol of Faith}}
  
===={{Skill|Tome of Courage}}====
+
====Primary boon skills by priority====
'' Tome of Courage provides a very strong boon support and great access to stability, as well a unique passive bonus for your party. This tome will likely be prioritized over Tome of Resolve unless you are the second FB in the party.''
+
* {{Skill|Empower}} - {{Tooltip|Might}}
* '''Epilogue: Unbroken Lines''' grants allies several defensive boons and extra armor through toughness, enabling a better survivability for DPS classes. Try to use as the 2nd and the last tome skill or whenever committing for a push or being heavily pressured.
+
* {{Skill|Mantra of Solace}} - {{Tooltip|Quickness}} + {{Tooltip|Aegis}}
* '''Chapter 4: Stalwart Stand''' is your opener tome skill against condition pressure and one of strongest tools in the build. The {{tooltip|Resistance}} makes it an extremely powerful ability to temporally nullify any non-damaging conditions in a large area, notably helpful against negative effects like {{tooltip|Cripple}}, {{tooltip|Immobilize}} and {{tooltip|Chill}}. Use it to negate scourges' shades and red circles in a big area, also usable when pushing or retreating to ensure that allies caught behind receive the resistance pulse. Since it is static, try to cast it on top of the zerg or, if your commander is moving, a little ahead based on his movement.
+
* {{Skill|Protector's Strike}} - {{Tooltip|Protection}} + {{Tooltip|Aegis}}
* '''Chapter 3: Valiant Bulwark''' will only be used to reflect projectiles or to stack {{tooltip|Protection}}. Don't prioritize this skill. It can be placed on top of your blob, between zergs or into the enemy zerg to ensure any outgoing projectile gets reflected.
+
* {{Skill|Shield of Judgment}} - {{Tooltip|Protection}} + {{Tooltip|Aegis}}
* '''Chapter 2: Daring Challenge''' is a low priority tome skill. Should only be used while on melee range, when trading sides or going through the enemy zerg and to disrupt enemies trying to manually resurrect or trying to cleave your allies. Can also be used on enemies stuck inside friendly {{Skill|Winds of Disenchantment}} to prevent then from dodging out or escaping.
 
* '''Chapter 1: Unflinching Charge''' don't spam it mindlessly, use it to fill the stability gaps from SYG. Since it has 600-range, can be used to boon support allies behind from a safe distance.
 
** Always check your party' boons to be sure you are not wasting a tome page, giving a boon that is well covered or, for example, landing '''Chapter 4: Stalwart Stand''' when there's few red circles on top of your group and no conditions on your party.
 
** If under heavy damage pressure: {{Skill|Tome of Courage}} {{to}} '''Epilogue: Unbroken Lines''' {{to}} '''Chapter 4: Stalwart Stand'''. Use Mantras as well if needed.
 
** If under heavy condition pressure: {{Skill|Tome of Courage}} {{to}} '''Chapter 4: Stalwart Stand''' {{to}} '''Epilogue: Unbroken Lines'''. Use Mantras as well if needed.
 
  
====Mantras====
+
====Cover boon skills by priority====
* Position yourself a little behind to ensure your allies are being affected by your mantra skills.
+
* {{Tooltip|Chapter 3 Azure Sun}} - {{Tooltip|Vigor}} + {{Tooltip|Regeneration}}
* Given enough time Mantras will recover their charges so long as at least one charge's left, so think twice before using the final charge - that's the most powerful one, but will put the Mantra on full CD.
+
* {{Skill|Symbol of Swiftness}} - {{Tooltip|Swiftness}}
* You can still use Mantras while CC'ed.
+
* {{Skill|Symbol of Vengeance}} - {{Tooltip|Fury}} (if applicable)
* {{Skill|Mantra of Solace}} is your healing skill. It allowd you to constantly share {{tooltip|Aegis}} to your sub. Should be shared with as many allies as possible. They do not receive the initial healing, but they do gain {{tooltip|Aegis}} with all its related trait benefits.
+
* {{Skill|Symbol of Faith}} - {{Tooltip|Regeneration}}
** Aegis can be shared with downed players when you're manually reviving them in case they are being cleaved down.
 
* {{Skill|Mantra of Lore}} is your on demand AoE cleansing skill. Use it whenever minor/moderate condition clear is required for you or your party. Always check if your allies have conditions on then, thus you don't waste a mantra's charge for nothing.
 
* {{Skill|Mantra of Liberation}} is your on demand AoE stunbreak and {{tooltip|Stability}} skill. Bear in mind it has a long charge time and recharge time once depleted. Will often be used whenever minor {{tooltip|Stability}} or a stunbreak is necessary. Recommended to use this skill (along with healing mantra) over SYG if you aren't sure if the enemy zerg is going to push, or if they are just fake pushing to burn your CDs; and when your commander is committing for small and ranged skirmishes. Can also be used as a stability filler if you don't have Tome 3 or SYG available, but is strongly discouraged. At last, will be used as a stunbreak for you and allies if you need to escape, for example, from an enemy {{Skill|Winds of Disenchantment}}. Stunbreaks also deny {{tooltip|Fear}} if you can't cleanse it.
 
  
====Staff====
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===Detailed Explanations===
''Staff brings solid and versatile 1,200-range skills which can be used either offensively, as ground control and CC, or defensively, through Might share, healing and cleanses.''
+
====Applying Stability for allies====
* {{Skill|Holy Strike}} provides an AoE healing burst that can be used to support caught allies, trying to reposition themselves, from a safe distance. Since it's static, try to cast it based on your ally' movement.
+
* Apply {{Tooltip|Stability}} before allies get caught by enemy CC
** Use it, preemptively, on top of your group to mitigate incoming damage. Also, if possible and opportune, try to cast it on top of combo fields, especially on light and water fields.
+
* Enemy CC is most likely to land when they spike your group, your group is moving through theirs, or your group is moving away from theirs.  
** At last, can be used as an offensive skill if the supportive aspect isn't required.
 
* {{Skill|Symbol of Swiftness}} is useful to upkeep {{Rune|Superior Rune of the Monk}} 6th effect.
 
** Constantly use it, while your group is standing (not moving), to stack Swiftness for allies. Be careful to not place it when your commander is asking to blast smoke fields, unless you want to get yelled at.
 
** Can also be blasted by {{Skill|Holy Strike}} for minor condition clear or used as ranged forward pressure.
 
* {{Skill|Empower}} It is recommend to have "Stow Weapon" bound for using this skill properly.
 
** Pay attention to "Empower" call outs. Ensuring your allies get 12 stacks of {{tooltip|Might}}, prior to a fight, is essential to hit your enemy harder. Don't drop your current Tome to Empower allies, unless you have few pages left.
 
** Empower grants a strong healing through its full channel and shouldn't only be used as a pre-buff skill. Use it during the fights whenever swapping to Staff or stowing a Tome.
 
** Bear in mind this skill has a long channel time, meaning that you stand still for a considerable time. Always be ready to "Stow Weapon" to cancel it if needed.
 
* {{Skill|Line of Warding}} negates evades frames which means enemies without {{tooltip|Stability}} will get knockdown anyway, even if they dodge. You can "Stow Weapon" if you notice the line won't be effective like in situations, for example, where an enemy group is fake pushing.
 
  
====Mace/Shield====
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====Stunbreaking caught allies====
'' Use Mace/Shield for fast defensive support, {{Tooltip|Aegis}} and {{Tooltip|Protection}}
+
* Allies are most likely to be CCed at the same times they need {{Tooltip|Stability}} or while they are the focus target.
* {{Skill|Symbol of Faith}} generally low value, only use when nothing else available
+
* Turn your camera, make use of a “Look Behind” keybind and listen to voice communications to pay attention to caught allies.  
* {{Skill|Protector's Strike}} used to upkeep Aegis and Protection. Use whenever pushing to give your frontline defensive boons.
+
* Give them additional support after stunbreaking as needed
* {{Skill|Shield of Judgment}} also used to upkeep Aegis and Protection. Make use of its range compared to {{Skill|Protector's Strike}}
 
* {{Skill|Shield of Absorption}} use it to knockback enemies attempting to res/stomp. Futhermore, use it to support by either double tapping for a large burst AoE heal or channelling for projectile defense.
 
  
====Axe====
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====Resurrect downed allies with Signet of Mercy====
'' Axe is used for offensive plays with {{Skill|Blazing Edge}}, an AoE pull.''
+
* Watch for low allied health bars to enable precasting (Using the skill before an ally is downed so that it finishes casting on them as soon as they do go down)
* {{Skill|Symbol of Vengeance}} use it after pulling enemies with Blazing Edge to AoE {{tooltip|Cripple}} them. Can also be used to share {{Tooltip|Fury}} for your party.
+
* Give yourself quickness with {{Skill|Mantra of Solace}} before beginning the cast
* {{Skill|Blazing Edge}} combos effectively with {{Skill|Desert Shroud}} and with {{Skill|Winds of Disenchantment}}, where you can pull enemies back inside of your group's ground pressure.
+
* Cover the cast with {{Tooltip|Stability}} ({{Skill|"Stand Your Ground!"}} or {{Skill|Mantra of Liberation}} only - the others are too slow)
 +
* Make sure to communicate over voice comms. Broadcast that you are beginning, casting and finishing the rez, include the name of the person being rezzed if possible.
 +
* If another player with a higher priority calls they are rezzing at the same time, cancel the rez (“Stow Weapon” keybind or Escape button while in a Tome skill) and communicate the fact you are cancelling.
 +
 
 +
====Condition clear Immobilized allies====
 +
* Allies are very likely to get {{Tooltip|Immobilize}} at the same times they need {{Tooltip|Stability}}
 +
* If allies are not in a {{Skill|Winds of Disenchantment}} and close by, prioritize resistance from '''Chapter 4 Stalwart Stand'''
 +
* If allies are too far for F3-4 or in a {{Skill|Winds of Disenchantment}}, use F2 and related skills
 +
 
 +
====CC enemy players in allied spikes====
 +
* Try to CC enemy players when:
 +
** Your group calls a spike
 +
*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
 +
*** Shades - {{Skill|Desert Shroud}}
 +
*** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
 +
*** {{Skill|Winds of Disenchantment}}
 +
** On top of enemy group downed players
 +
** Enemy groups move defensively while your group is pushing
 +
 
 +
====Heal allied players====
 +
* Be careful when healing others, {{Skill|Empower}} and {{Trait|Selfless Daring}} are powerful heals but can easily leave you out of position if misused
 +
* Give yourself quickness with {{Skill|Mantra of Solace}} before casting {{Skill|Empower}}
 +
 
 +
====Apply primary boons to allied players====
 +
* Defensive boons like {{Tooltip|Protection}} or {{Tooltip|Aegis}} should be prioritized when your group is on the defensive
 +
* Offensive boons like {{Tooltip|Might}} and {{Tooltip|Quickness}} should be prioritized when your group is on the offensive
 +
** Especially as your group spikes, try to always use a charge of {{Skill|Mantra of Solace}}
 +
 
 +
====Apply cover boons to allied players====
 +
* Cover boons are low value boons applied to soak strips instead of critical boons like {{Tooltip|Stability}}
 +
* While most boon rips randomly choose from the boons on a target, boon corrupts always work on a first in, last out priority.
 +
** This means that cover boons should be applied ''after'' primary boons when possible

Revision as of 15:14, 23 February 2022

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: HealingBoon support and Crowd control

Designed for: WvW Zerg

Difficulty:
TBD
This build was last updated on February 23, 2022 and is up to date for the April 16, 2024 patch.

Overview

A support Firebrand build for WvW. Provides a large amount of Stability Stability, powerful healing, cleansing and boon support.


Skill Bar

Staff
Mace/Shield
Utility

Weapon Variants

  • Axe provides excellent CC but at a short range
    • Recommended for smaller numbers

Skill Variants

  • Mantra of Lore swap Signet of Mercy if condition clear is needed or the rez is unneeded.


Template Code

[&DQExGS4rPjpLFwAANgEAAEsBAAAyAQAAGBYAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants

  • Weighty Terms can be useful for lower Mantra of Liberation cooldown, especially if Quickness Quickness is already covered


Equipment

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Staff
Minstrel
Sigil
Sigil
Mace
Minstrel
Shield
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

Stats

  • Healing infusions are also a viable choice

Sigils

  • Sigil of Superior Sigil of Concentration for higher Stability Stability uptime

Runes

  • Rune of Superior Rune of the Monk better healing but less boons, boon uptime and survivability

Consumables

    • personal food option

Usage

Settings

  • Under General Options / User Interface check "Always show squad health bars" and "Always show party health bars". These will make it much easier to keep track of who needs your support.
  • Also under General Options / User Interface turn on "Thick party health bars"
    • "Thick squad health bars" can be used too as a matter of personal preference, but is not recommended for large numbers
  • Under "Squad Options" uncheck "View as a grid". This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.

Overall Skill Priorities

High

  • Apply Stability Stability for allies
  • Stunbreak caught allies
  • Resurrect downed allies with Signet of Mercy

Moderate

  • Condition clear Immobilize Immobilize from allies
  • CC enemy players in allied spikes
  • Heal allied players
  • Apply primary boons to allied players

Low

  • Apply cover boons to allied players

Specific Priorities

Stability Stability skills by priority

Condition (Immobilize Immobilize) clear skills by priority

  • Mantra of Lore (if applicable)
  • Tome of Courage + Chapter 4 Stalwart Stand (Only outside of Winds of Disenchantment)
  • Tome of Resolve (to proc Absolute Resolve
  • Epilogue Eternal Oasis Epilogue Eternal Oasis
  • Chapter 2 Radiant Recovery Chapter 2 Radiant Recovery
  • Symbol of Swiftness into Holy Strike (Blast finisher)

CC skills by priority

Heal skills by priority

  • Empower (if you have time to finish cast)
  • Holy Strike
  • Shield of Absorption (only if the knockback isn’t disruptive)
  • Dodge (Selfless Daring)
  • Aegis Aegis
    • Protector's Strike
    • Mantra of Solace
    • Shield of Judgment
  • Regeneration Regeneration
    • Symbol of Faith

Primary boon skills by priority

Cover boon skills by priority

Detailed Explanations

Applying Stability for allies

  • Apply Stability Stability before allies get caught by enemy CC
  • Enemy CC is most likely to land when they spike your group, your group is moving through theirs, or your group is moving away from theirs.

Stunbreaking caught allies

  • Allies are most likely to be CCed at the same times they need Stability Stability or while they are the focus target.
  • Turn your camera, make use of a “Look Behind” keybind and listen to voice communications to pay attention to caught allies.
  • Give them additional support after stunbreaking as needed

Resurrect downed allies with Signet of Mercy

  • Watch for low allied health bars to enable precasting (Using the skill before an ally is downed so that it finishes casting on them as soon as they do go down)
  • Give yourself quickness with Mantra of Solace before beginning the cast
  • Cover the cast with Stability Stability ("Stand Your Ground!" or Mantra of Liberation only - the others are too slow)
  • Make sure to communicate over voice comms. Broadcast that you are beginning, casting and finishing the rez, include the name of the person being rezzed if possible.
  • If another player with a higher priority calls they are rezzing at the same time, cancel the rez (“Stow Weapon” keybind or Escape button while in a Tome skill) and communicate the fact you are cancelling.

Condition clear Immobilized allies

  • Allies are very likely to get Immobilize Immobilize at the same times they need Stability Stability
  • If allies are not in a Winds of Disenchantment and close by, prioritize resistance from Chapter 4 Stalwart Stand
  • If allies are too far for F3-4 or in a Winds of Disenchantment, use F2 and related skills

CC enemy players in allied spikes

  • Try to CC enemy players when:
    • Your group calls a spike
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
      • Winds of Disenchantment
    • On top of enemy group downed players
    • Enemy groups move defensively while your group is pushing

Heal allied players

  • Be careful when healing others, Empower and Selfless Daring are powerful heals but can easily leave you out of position if misused
  • Give yourself quickness with Mantra of Solace before casting Empower

Apply primary boons to allied players

  • Defensive boons like Protection Protection or Aegis Aegis should be prioritized when your group is on the defensive
  • Offensive boons like Might Might and Quickness Quickness should be prioritized when your group is on the offensive
    • Especially as your group spikes, try to always use a charge of Mantra of Solace

Apply cover boons to allied players

  • Cover boons are low value boons applied to soak strips instead of critical boons like Stability Stability
  • While most boon rips randomly choose from the boons on a target, boon corrupts always work on a first in, last out priority.
    • This means that cover boons should be applied after primary boons when possible


Ratings

This build has a rating of 5 stars based on 2 votes.
Log in or register to rate this build.
5 stars
Soldier198 gave this build 5 stars • July 2023
One Firebrand per party is still mandatory due to the immense amount of defensive boons it brings in addition to tons of other utility. Stability, protection, aegis, resistance, swiftness, might stacking, CC's, ranged revive, group stunbreaks, minor healing and supplemental condition cleansing. It is an extremely effective build.
5 stars
OuterOcean gave this build 5 stars • December 2022
This is still the most important support in the game, since there is so much cc in the game. No other build has the ability to negate this much other than firebrand, even after the rework.

Comments

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