Team - Path of Fire Open Field Zerg

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This build is unrated.

Focused on: Direct damageSupportMobility.

Designed for:


Introduction

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.

Class Roles

  • 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 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 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
    Veil Veil
    ¼Activation.png
    72Recharge.png
    Veil
    Glamour. Create a wall that grants stealth to you and your allies.
    Stealth.pngStealth (2s): Invisible to foes.
    Duration.pngCurtain duration: 6 seconds
    Combo.pngCombo Field: Light
    Range.pngRange: 900
    and
    Portal Entre Portal Entre
    72Recharge.png
    Portal Entre
    Glamour. Create an entry portal at your location that teleports allies to your exit portal.
    Book.pngRange Threshold: 5,000
    Duration.pngDuration: 60 seconds
    . They provide excellent AoE boon support through
    Signet of Inspiration Signet of Inspiration
    ¾Activation.png
    30Recharge.png
    Signet of Inspiration
    Signet Passive: Grants swiftness and an additional random boon every ten seconds.
    Signet Active: Copy all of your boons to nearby allies.
    Aegis.pngAegis (10s): Block the next incoming attack.
    Fury.pngFury (5s): 20% Critical Chance
    Might.pngMight (20s): 35 Power, 35 Condition Damage
    Protection.pngProtection (3s): -33% Incoming Damage
    Regeneration.pngRegen (5s): 650 Heal
    Retaliation.pngRetaliation (5s): Reflect incoming damage back to its source.
    Swiftness.pngAlways receive - Swiftness (5s): 33% Movement Speed
    Vigor.pngVigor (5s): 100% Endurance Regeneration
    Book.pngNumber of Targets: 5
    Range.pngRange: 600
    as well as unique access to AoE
    Distortion Distortion
    50Recharge.png
    Distortion
    Shatter. Destroy all your clones and phantasms, gaining distortion for each one shattered.
    Distortion.pngDistortion (1s): Evade all attacks.
    Book.pngPrevents Capture-Point Contribution
    Range.pngRange: 1,200
    to avoid enemy damage.


  • Spellbreaker provide AoE and single target burst damage, but primarily belongs in any Zerg due to Winds of Disenchantment 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.

Party Composition

(Standard Scourge Party + Standard Spellbreaker Party)

Qty Profession Build
Party 1
2 Firebrand Icon Color.png Firebrand Frontline Firebrand
1 Tempest Icon Color.png Tempest Healing Tempest
2 Scourge Icon Color.png Spellbreaker Condition Scourge
Party 2
2 Firebrand Icon Color.png Firebrand Frontline Firebrand
1 Chronomancer Icon Color.png Chronomancer Support Chrono
1 Spellbreaker Icon Color.png Spellbreaker DPS Spellbreaker
1 Druid Icon Color.png Druid Frontline Healer
Party 3
2 Firebrand Icon Color.png Firebrand Frontline Firebrand
1 Chronomancer Icon Color.png Chronomancer Support Chrono
1 Scourge Icon Color.png Scourge Condition Scourge
1 Spellbreaker Icon Color.png Spellbreaker DPS Spellbreaker
15 total

(Solo Guardians)

Qty Profession Build
Party 1
1 Firebrand Icon Color.png Firebrand Support Firebrand
1 Spellbreaker Icon Color.png Spellbreaker DPS Spellbreaker
1 Chronomancer Icon Color.png Chronomancer Support Chrono
1 Tempest Icon Color.png Tempest Midline Auramancer
1 Scourge Icon Color.png Spellbreaker Condition Scourge
Party 2
1 Firebrand Icon Color.png Firebrand Support Firebrand
1 Chronomancer Icon Color.png Chronomancer Support Chrono
2 Scourge Icon Color.png Spellbreaker Condition Scourge
1 Spellbreaker Icon Color.png Spellbreaker DPS Spellbreaker
Party 3
1 Firebrand Icon Color.png Firebrand Support Firebrand
1 Chronomancer Icon Color.png Chronomancer Support Chrono
1 Scourge Icon Color.png Spellbreaker Condition Scourge
1 Spellbreaker Icon Color.png Spellbreaker DPS Spellbreaker
1 Druid Icon Color.png Druid Frontline Healer
15 total

Variants

  • 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 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

General Usage

Opening

Guardians can start fights with then swap off staff or blast fire fields for Might 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)

Targeting

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 Stability and Resistance 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.

Controlling Downstates

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

Superior Rune of Mercy Superior Rune of Mercy
Superior Rune of Mercy.pngSuperior Rune of Mercy
(1): +25 Toughness (2): Gain up to 400 toughness while revivng allies, based on your level. (3): +50 Toughness (4): You resurrect allies with 30% more health. (5): +100 Toughness (6): You revive allied players 20% faster.

. 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.