Team - Path of Fire Open Field Zerg
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This team composition revolves around a high sustain, high damage comp that generates large amounts of downed enemies quickly.
The parties listed are a strong open field choice for pug zergs and large guild runs, however moving around classes to suit what you have, dropping or adding healers, swapping DPS roles and using extra support guardians are all viable choices. A detailed list of strong variants can be found underneath the class tables.
The higher your numbers go, the more of these parties you can add to your comp. It is perfectly fine using single Guardian + Double Guardian parties, or other variants listed below.
- Guardians/Firebrands support their party with boons and sustain, enabling damaging classes to survive against enemy groups. This job can be completed effectively by the core Guardian build, but is outclassed by Firebrand at a fairly steep difficulty increase. The most important duty of the Guardian/Firebrand is to provide Stability for their party during engages as well as cleansing of conditions and healing.
- Scourge is primarily a damage dealer, but is also able to provide unique access to AoE Barrier, some reasonable condition cleansing and powerful boon corrupting abilities. First and foremost consider this a DPS role, with variants that can make it a unique and powerful support.
- Chronomancer is vital for CC and boon support in any group, with access to unique skills such as Signet Passive: Grants swiftness and an additional random boon every ten seconds.
Signet Active: Copy all of your boons to nearby allies.
- Spellbreaker provide AoE and single target burst damage, but primarily belongs in any Zerg due to Winds of Disenchantment, an AoE skill that can annihilate large groups of enemies and enables your Zerg to perform huge damage spikes on vulnerable targets.
- Tempests provide AoE healing and condition cleanse, as well as unique access to powerful auras. One of the strongest condition cleansing and healing classes in the game over short periods and also able to bring small amounts of CC.
- Druids provide access to numerous unique buffs such as and , as well as powerful healing and stealth for downed allies.
- Herald is a powerful spike DPS class that can operate at large ranges, making them one of the best classes to use if you do not plan to engage the enemy group head on but still need to be dishing out damage.
(Standard Scourge Party + Standard Spellbreaker Party)
- Guardians who are solo must almost always be on the Support build, but duo guardians may also run the Support build in lieu of healers for the party
- AH frontliner and Merciful Frontliner are also builds that can be used in this composition, replacing Firebrands
- Scourge can be replaced by backline hammer Heralds, which trades boonstrip for a greater ability to range and 'pirate ship'
- Eles and Druids are somewhat interchangable, but keep Protection uptime in mind. Druids also should always be with the Spellbreakers
- Some groups drop the Chronomancer, but it is unadvised for single Guardian parties
- Eles(/Druids) can be played in their own parties to spread healing better
Guardians can start fights with then swap off staff or blast fire fields for 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)
As soon as the enemy team is out of stealth a target should be quickly selected, typically by the driver, as the focus target for the squad. Squad markers should be used on the intended focus target, and each individual party should use the red reticle target to assist their party members in selecting the target. Good targets are low survivability (DPS Elementalist, Power Shatter Mesmer) or mobility builds (Necromancers) and players that are caught out of position. Targets should typically not be swapped off of until they are killed, even if they use defensive cooldowns the best course of action is normally to stay on target until they run out of defensive options entirely.
Setting Up Burst
Try to coordinate mass corrupts (, ) to remove important boons such as Stability and Resistance before using CC and burst on a target. Engage with as many boon removing abilities as possible, including Winds, and have chronomancers using and to ensure targets are locked inside of burst areas.
Have players communicate with the team while under focus pressure so they can be supported by the rest of the squad. If going into downstate is inevitable, make sure players die in a good position to be quickly revived by the teams guardians, especially if running
. Downed allies should be stealthed, Transfused or Search and Rescued. If a friendly down is launched by or , a priority is to stealth them and move them back to friendly players
When pressuring enemy players make sure to be ready to begin a stomp as soon as they go into downstate. Mesmers with , Elementalists with and Guardians with can combine their skills with a launch such as or to begin a stomp, knock the downed player away from their teammates then blink to the downed player before the stomp ends to finish them.