Condition Quickness Firebrand

is going to be your alternative to to provide . Boasting moderate damage and consistent applications of , , and , can stay a competitive option for all skill levels.

You will be able to replace a 1:1 in terms of damage and application, however you do lose some utility in terms of damage and add control.

does provide utility in the form of addition healing and an assortment of other group defensive boons.


Build Updated
May 26, 2021
Skill Floor
2 / 5
Skill Ceiling
3 / 5
Boon Reliance
5 / 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
Viper's
Accessory
Viper's
Accessory
Viper's
Amulet
Viper's
Ring
Viper's
Ring
Viper's
Food & Utility
Food
Utility
Infusions
Infusion x10
Infusion x8
Rotation Log
Build Template
x 3 x 2 x 1

Use once at the start and then use it everytime you gain a charge.

Use twice at the start and then use it everytime you gain a charge.

Use off .

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

Always finish your auto attack chain .

Don't delay swapping back to Scepter for . You want to be using it off .

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.

Spirit Vale

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 . If you are in your , you can use .

Only use your during the main phase. Don't waste it during the split phase.

You can dip into your and use before each main phase. This will help your subgroup gain additional healing.

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.

Your will reset when you kill the due to . This means there is absolutely no reason to skill save here.

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

You can use for some add control after each .

Don't waste during the split phase.

Keep using during the split phase to maintain .

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 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.

Keep an eye on your classes that are doing cannons. Save if they are about to come back. This will ensure that they will get instant .

Use 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 .

Keep at eye on people that have to do mechanics. Save your for until they return.

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 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 .

If you need to, you can swap out for to provide your squad with for after each .

You also have a backup reflect in your . 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 .

You can dip into your and use if you see your subgroup getting low. This will help your subgroup gain additional healing.

You can also go into your . You can use to provide which will help with the pressure. You can also use in your to provide to your subgroup.

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 to help CC.

Stronghold of the Faithful

You can help the Orb before each burn phase by using .

You can use to provide to prevent the from .

Dip into and pop before each burn phase. This will ensure that your power DPS classes are at full health.

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.

Hold onto your if players are about to be teleported during the second phase. Use it as they come back from the split phase.

Use 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 give yourself with to prevent the teleport from .

Save for when a green spawns. This will provide for your entire squad to enable you all to avoid going into the green.

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

Use to remove after the explode.

You can jump during the cast of all of your skills without interrupting then.

Try to spam as much as possible to prevent unlucky from . You can use to provide .

Use to help CC.

Dip into and pop during each . If the player targeted by is in your subgroup, they will benefit from increased healing and can survive this phase longer.

You can block with . You can use this to your advantage by continuing DPS on and ignoring the central bubble of protection. If you block with you will take some ticking damage for a few seconds afterwards.

You can share with to your subgroup. This will allow you to block and .

Use to the Prides to stop them from damaging Saul.

You can use 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 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 !

Keep an eye on your classes that are doing greens. Save if they are about to come back. This will ensure that they will get instant .

Mythwright Gambit

Use to for add control on the Swords.

Use to provide for when Conjured Amalgamate uses .

functions a lot better at this encounter due to the high damage. functions a lot better at this encounter due to the requirement for .

The Key of Ahdashim

As a , you should always be taking care of the Pillar mechanic.

When you see the big Eye above , you need to take care. This is because is about to gain and you can easily destroy yourself. Dip into and pop to help your subgroup.

During the split phases, you can block projectiles from the Hands with your . Use to reflect the projectiles.

If your squad has trouble with reflects, you can switch out for for additional 10-man .

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.

Help break the adds during the split phase with .

Don't waste and during the split phase.

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

Use to help CC the Pylons at the start.

Use to mitigate the after each Pylon is broken.

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. will also give your subgroup due to which gives when you use your heal skill.

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

blasts a cone AoE in the direction you are facing. This AoE provides and .

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

provides and to your subgroup. Make sure to use as soon as you engage a boss, but after the boon strip.

The utility that you drop depends on phase times to take a utility skill variation depends on the phase time. Please refer to the boss guides to see what is recommended.

can be taken if you need to reflect any projectiles.

can be a great option for providing to 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 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.

will grant your subgroup whenever you use . This trait has a seven second .

grants your subgroup whenever you give or .

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 .

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 . grants and .

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.

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.

can be used to give yourself and your subgroup . You can use this, for example, to prevent the from 's .

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

Breakbars

= 150 damage.

in = 150 damage.