Condition Firebrand

provides decent burst DPS in the form of .

This build provides decent power burst, in addition to . This makes it an extremely versatile build that can be used on both condition and power oriented encounters.

This class is a good base for new players and also provides the possibility to swap easily to a power DPS class through . The rotation is easy enough to be picked up quickly by new players or simply by people who are new to this class.


Build Updated
May 27, 2021
Skill Floor
2 / 5
Skill Ceiling
4 / 5
Boon Reliance
3 / 5
Added
May 2021 Balance
Item Stat Sigil / Rune
Helm
Viper's
Shoulders
Viper's
Coat
Viper's
Gloves
Viper's
Leggings
Viper's
Boots
Viper's
Primary Weapon Set
Main Hand
Viper's
Offhand
Viper's
Secondary Weapon Set
Main Hand
Viper's
Item Stat
Backpiece
Sinister
Accessory
Sinister
Accessory
Sinister
Amulet
Sinister
Ring
Sinister
Ring
Viper's
Food & Utility
Food
Utility
Infusions
Infusion x18
Rotation Log
Build Template
x 3

Camp Axe at all times outside of your , but try to always place before you use .

Use your weapon skills, and off without interrupting your auto attack chain.

Always finish your auto attack chain .

Don't use your combo off . Make sure you wait for to trigger so you can use from the trait and then use the normal skill . This is to make sure and are always paired and doesn't trigger while you have your equipped.

You will notice that in the video benchmark, you can use a full auto attack chain inbetween and .

Introduction to Firebrand

Symbols are unique to the class. They pulse AoE damage to enemies and grant boons to allies.

Each Symbol grants a unique boon. These are the most common Symbols that you will come across and their associated boons: is from your Scepter and grants . is from your Axe and grants . is from your Staff and grants .

Mantras are unique to the and classes.

Mantras have a small of effect but also have a slightly longer in front of them in a cone shape. Make sure you are either: Facing your Subgroup. Behind your Subgroup. This will ensure that all of your subgroup is hit by your Mantra.

You will encounter two Mantras with the build: grants . inflicts .

During some encounters the minor trait, in , can reset the of . If this happens, you should place a or before going into your . This will happen on the following encounters: from the , and . from the Sappers. from the . Trio from basically everything. from the sacrificed squad member. Don't worry about waiting to swap to Scepter to use if it resets. Just use it while on your Axe set instead of delaying.

While ideally you would not want to enter , it acts as a great safety net for higher pressure situations or topping off ally’s health pools before boss phases.

You have not only access to moderate group heals and condition cleanse, but access to the unique buff which can increase your subgroup’s outgoing healing by 33%. If your group is struggling with survival, keeping your and healer together can be a great combo for group sustain.

Here are some great examples of when you could use : At during the orb collection phase. At after the . At during the 50% split. At after .

Much like ideally you would not want to enter , but again it acts as a great safety net for high pressure situations where , , Reflects, or may be needed.

Remember that grants + 300 . You don't want to be accidentally tanking!

Here are some great examples of when you could use : Acting as backup reflect at with . Granting during 's with . Granting on River of Souls with and . Granting AoE during 's with .

You produce from that pulses 1.5 seconds each pulse for four pulses.

You can use to adds ontop of a boss. This works extremely well at as the adds also reset your . Take care when using at as you wouldn't want to "accidentally" in to the group.

Don't use your combo off . Make sure you wait for to trigger so you can use from the trait and then use the normal skill . This is to make sure and are always paired and doesn't trigger while you have your equipped.

Always prepare your before you start an encounter. Use your as soon as the ammo count recharges. Never use all three charges as you will have to prepare the Mantra again.

can be used to give yourself and your subgroup . You can use this when you have untrusthworthy to stop, for example, the from 's .

You have a five second with when you are on your Scepter set.

Breakbars

= 100 damage.

= 150 damage.

in = 150 damage.

Spirit Vale

You have the option to drop and take . If you do this, use after each .

Open up on with your normal rotation. You can easily move out of , if it spawns first.

Make sure you don't in with . If you're tanking on the side of the arena this should be fairly easy.

If your CC on is slow, you can delay using and . If you are in your , you can use .

Your will negate the damage from , as well as the teleport from . Pray to the RNG lord that this lines up.

You should go to the during the split phase.

Take care not to in the that spawns. If you do get aggro of it, you can use to it.

You can use a charge from to prevent the from when you first run to . If you have trust issues, you can use this to provide for your subgroup for every .

You can use for some add control after each .

There is no reason to skill save on the first two . This includes your .

Once you reach the third and fourth , you should not use as it will not be ready.

If you see a is getting dangerously close to , you can use to it.

Dip into your and use . This will grant and will make sure that your subgroup doesn't suffer from the pulsing .

You can use and to help CC. If you are in , you can use as well.

Be careful when stacking and during the . Remember that you can spam your twice during the to help you keep up some health.

You can easily contribute to add control at by using .

The Bandit Sappers will reset your due to . They spawn every 30 seconds, but you will need to hit them at least once before they die in order for to trigger. An easy solution is for you to use to them into the stack.

Make sure that you don't waste any of your bust as goes . The same applies to the Champions as they will spawn .

Use often to give your allies to prevent unlucky into the Flame Wall or cannon shots.

Use and to help CC .

Salvation Pass

You can place on before he turns hostile to give him . This way he will approach your team a lot faster.

Killing a will reset your so make sure you keep an eye on its .

If your are not in efficiently, you can use to help them in. If are running around like crazy, you can dip into and use to provide some projectile defense.

If you see that your squad frequently get hit by , you can use in your to provide to your subgroup. You can then swap to and use to cleanse those conditions. If you still see more conditions, you can use .

Don't go into your if is about to go into his . This is because all conditions are removed at the start of each . Once the conditions have been cleansed, you can restart your rotation.

Use and to help CC. You can also use , if you are in .

After each , will your squad. You can use to provide for your subgroup to prevent the .

You can act as the main reflect at by taking instead of . You can use for every other reflect as it might not be back off every time.

Conditions continue to apply when uses his , so always continue with your rotation when he uses this attack.

Use when uses . This will provide people with if they forget to .

Don't go into your if you are close to the sacrifice. You can easily burst down the sacrificed member if you aren't careful.

Use and to help CC.

Stronghold of the Faithful

We recommend playing at this encounter.

Use to help with add control. You can easily in adds without losing any DPS.

If you see conditions beginning to stack up due to the shard AoEs then you can use in your to provide to your subgroup. You can then swap to and use to cleanse those conditions. If you still see more conditions, you can use .

You can help to clear shards by placing . Don't waste on the shards.

Use and to help CC. You can also use , if you are in .

Bastion of the Penitent

is just a DPS golem. Use this as a perfect excuse to practise your rotation.

You can provide for your entire squad with to skip the greens. If you do so, you should drop for .

You can give yourself with to prevent the teleport from .

is a basic DPS golem. Use this to practise your rotation.

Use to remove after the explode.

We recommend playing at this encounter.

Use to Prides if they start getting close to Saul.

You can use to provide to block and/or . This will help you have higher DPS uptime.

You can use and to help CC the sauls.

There is no reason to skill save during the split phases, so just keep up your rotation as normal. The faster you phase Saul, the faster you are back at .

Remember to cleave both Saul and when possible.

Hall of Chains

Make sure to avoid in the Tormented Dead with . It will be funny to see but your squad won't be best pleased.

Use to the Tormented Dead if you see it walking back to the group.

You can use to provide for and .

If you see that your squad is covered in conditions, you can use in your to provide to your subgroup. You can then swap to and use to cleanse those conditions. If you still see more conditions, you can use .

You can use and to help CC. If you are in , you can use as well.

You can use to provide if you see a squad member walking in front of .

You can dip into if you see one of the Reapers getting low. Healing scales like crazy with the Reapers but make sure to use first.

will be up for every . You can use to convert the into . If you missed anyone, you can use to cleanse them.

You have no movement skills with this build. Make sure you aren't in charge of a button at the last 10%. You can, however, use in your to provide your subgroup with !

Mythwright Gambit

We recommend playing at this encounter.

At you can use to block and .

At you can use to block . This attack by hits multiple times and you may still take damage from it even if you block with .

You can also block , the small AoEs that spawn which apply . If you see the is stacking up, you can use to help remove some.

You can block with .

Help to CC with and . If you are in , you can also use .

Try to avoid going on Lamp duty, your won't help you that much.

You can save for the when you are on the .

You could use to be during from .

You can't do any damage to when the is up. Don't waste your during or just before the .

Don't waste any of your big cooldowns on the Pyres. As you make your way back to you can use to pull the Magma Elementals away from the .

Don't waste if is about to phase. You will want to have it up for when you engage the next Creature.

The Key of Ahdashim

We recommend playing at this encounter.

Don't waste your burst if the is about to start. Your stacks will just tick into .

Try to stay melee after each , as you will probably be on your Axe set.

If it lines up, you can use to ignore the shockwave one-shot.

Help break the adds during the split phase with .

Don't waste during the split phase.

Use and to help CC. You can also use , if you are in .

Use and to help CC the Pylons at the start.

You can swap out for to mitigate the after each Pylon is broken. You swap out , rather than , as you can use all charges towards the end of each phase.

Use to provide if you, or someone in your subgroup, gets targeted by .

Utility Skills & Variations

is a self heal and it provides to you and your subgroup. Use this if you need the self healing or you want to block an upcoming attack. This can be useful on to block .

is an AoE skills that applies . Use it off .

creates an AoE that pulses . It pulses six times for a duration for five seconds.

is a flat + 180 . Never use the active of this skill as all it provides is .

recharges your Tomes, specifically your . This skill also makes you completely during its channel. If you or cancel this skill it will go on full without refreshing your .

can be taken on certain encounters for the burst healing. An example of this would be on .

can be taken if you need to reflect any projectiles.

can be taken to provide for your entire squad.

Traits & Variations

causes you to gain + 80 and + 80 when wielding a one-handed weapon. This will also apply when you use your .

will cause your to be fully recharged when you kill an enemy. This will only trigger if that enemy rewards you with XP when it dies. Check the section above to see which enemies trigger this trait.

causes your Torch skills to gain a reduced of 20% and it increases your duration by 20%. You also have a chance to gain access to when you critically hit a foe. You should wait for this trait to trigger, i.e. get access to , before you use your own combo.

is a flat 10% increase in your when attacking a foe that suffers from . This trait will always be in effect as you pump out so much . and boost your by a lot. also increases your by + 150.

causes your to do an extra 15% damage. It also causes the you apply through the passive from to last 20% longer.

reduces the of your by 20% and increases its duration by two seconds.

will grant you whenever you use a Virtue:

reduces the of your Virtues by 15% and increases your based on by 13%.

causes to trigger more frequently thereby allowing you to have higher uptime on enemies.

causes your Axe skills to have a 33% chance to apply and also causes to foes. This allows you to use to adds when they are into the squad.

increases duration by 20% of your skills.

grants you + 250 when under the effects of .

reduces the of your Tome skills by 33%, but not the Tome itself. It also allows you to retain the passive effects of the Tomes when you use them. This means that your skills have a 33% reduced and will continue to apply to foes every three attacks even when on .