Overview
Information:
Template Code
[&DQEQLzEvPjpLF0sX/gA2AXoWehZIAf4AiRKJEgAAAAAAAAAAAAAAAAAAAAA=]
Key Skills
Rating
  • Good
Viability:
Synergy very high
DPS low
Independence average
Acquiring basicsaverage
Achieving masterydifficult

The Zealot Firebrand (also ZBrand) is a niche build for people that are able to consistently avoid one shot mechanics and don't require burst heals. This build is useful for parties that are in the transition of swapping to a no-heal composition but still struggle to give up the convenience of having a dedicated healer. It provides permanent

, a large chunk (15-18 stacks) of
and on demand
and
. The healing output is slow but steady helping to keep up everybody's buff and therefore serving as a light safety net for minor mistakes.

It plays very similar to Power Firebrand, except that the damage output is significantly lowered due to slotting the Honor trait line.

The basic design idea of the Zealotbrand originates from the infamous Seraphbrand build, which is essentially a Condi Firebrand with 600-800

and healing via the trait
in the Honor trait line. A big downside of the Seraphbrand is that it provides not much CC and also no party damage buffs. This is where the Zealotbrand draws on: by being a power-oriented build there is no harm in slotting
and sharing the
buff.

Damage wise it sits at about 2/3 of what a Power Firebrand could pull (this is a number that only exists on paper!).

Equipment

The general idea of this build is to leverage the Zealot stat combo (

,
,
). Build up as much
as necessary. These builds are designed with 730
in mind as it provides a decent starting point. Note, that
increases your healing output linearly.

The build gains most of the required

from the , however, if you are uncomfortable playing with so little
you may increase it with diviner pieces a little.

This build assumes 38.27%

, 730
while maintaining 96.6%
and is meant as a suggestion! Please read the guide carefully to understand how the build works.

Check the gear optimizer for more gear variants!

Armor
  • Diviner

    Scholar

  • Berserker

    Scholar

  • Zealot

    Scholar

  • Zealot

    Scholar

  • Zealot

    Scholar

  • Zealot

    Scholar

Weapons
  • Berserker Greatsword

    Force, Impact

  • Berserker Staff

    Transference, Concentration

Alternative weapons
  • Sword and focus as a replacement for Staff when the group wants to practice keeping up
    .
  • Other symbol weapons for 5-symbol-precast.
Back and trinkets
Diviner
Diviner
Zealot
Diviner
Zealot
Zealot
Consumables
Food
Utility
Infusion

This build assumes 27.6%

, 730
while maintaining 100.0%
and is meant as a suggestion! Please read the guide carefully to understand how the build works.

Check the gear optimizer for more gear variants!

Armor
  • Berserker

    Scholar

  • Zealot

    Scholar

  • Zealot

    Scholar

  • Zealot

    Scholar

  • Diviner

    Scholar

  • Zealot

    Scholar

Weapons
  • Berserker Greatsword

    Force, Impact

  • Berserker Staff

    Transference, Concentration

Alternative weapons
  • Sword and focus as a replacement for Staff when the group wants to practice keeping up
    .
  • Other symbol weapons for 5-symbol-precast.
Back and trinkets
Berserker
Berserker
Berserker
Zealot
Zealot
Zealot
Consumables
Food
Utility
Infusion
Build
Traits
  • Radiance

  • Honor

  • Firebrand

Defiance Bar Damage
300 damage
(after
)
150 damage
200 damage
Skill 3 in
(F1)
150 damage
750 damage
Skills
Heal
Utilities
Elite
Alternative traits
When there is more than one Guardian present to keep up permanent
.
In case the group has figured out how to upkeep
but struggles with heals.
Situational Skills
A 1,200 range teleport to an ally.
When
or a stunbreak is needed.
Deals an additional 200 defiance bar damage.
A stationary reflect lasting for 10 seconds.
When
or a stunbreak is needed.
A 1200 range teleport to an enemy.
Cleanses conditions.
Huge CC and projectile destruction.
Cleanses multiple conditions thanks to charges.
Recharges all virtue skills, grants
for 3 seconds.
Details

Keeping up

is a lot easier than with a Power Firebrand thanks to the increased
(if you chose to run the 162
build). Nevertheless, it has significantly less room for errors compared to Heal Firebrand. While you might get away with missing one puke, you will not get away with missing it twice! General guidelines for keeping up
:

  • Use
    whenever ready. This is especially important considering it provides
    to the team, which is the one thing this particular build struggles with.
  • Use
    off cooldown and
    every 7 seconds due to the cooldown of
  • Only use these skills close to your allies - try to "puke" on them with the mantras
  • Keep in mind that equipping/stowing a tome grants you (only you, not your party members!) 3 seconds of
    every 8 seconds thanks to
    !

The rotation is a lot simpler compared to any other Guardian build (except for hfb where your weapons do not have immediate effect on how efficient the build is). However, weapon swaps require careful consideration, because it is not efficient to be stuck on staff or to have less than 25

during a damage phase.
Getting the weapon swaps right is probably the hardest part (more info below). Generally, it is recommended to always camp greatsword and only swap to staff to use
to top up
.

General information:

  • If the encounter allows you to, you can prestack the following symbols:

    • Equip Mace and precast
    • Equip Scepter and precast
    • And finally, equip Sword and cast
    • This way, when the encounter starts, 3 symbols will hit the target and deal significant damage during the opening burst.
  • On greatsword:

    • Use
      , you should cancel the aftercast with weapon stowing or simply moving
    • Use
      while standing in a symbol inside the target's hitbox (if done correctly it results in 14 hits)
  • On Staff:

    • Use
    • Blast fire fields with
      . If there is no fire field you can put one down with tome1-4
    • Use
  • Apart from that:

    • to break defiance bars and provide the group with a temporary 216
      buff. Should also be used when there is no defiance bar ready but it will be off cooldown for the next phase.
    • (after
      ) is nice CC skill as well
    • for additional DPS and 12 stacks of
      . Also provides 3 seconds of

Suggested key moments to swap to staff and

:

  • Skorvald: Anomalies 2 and 4. In case your group gets too fast you might have to skip
    ing at the 2nd island. When using the 66% portal make sure to drop a
    on Skorvald before swapping to Greatsword.
  • Artsariiv: If your party deals the majority of its damage in the middle you want to empower at 66% and 33% shortly before she becomes vulnerable. If not you may empower while she is jumping away and the team kills the Anomaly.
  • Arkk: finish your orb first by camping in the light field and autoattacking with the superior weapon (staff) so you can precast
    and
    .
  • MAMA: There is no exact key moment and you need to decide on your own when to swap to staff.
  • Siax: This build has quite good burst abilities and is fairly self sustained enabling you to kill your add quickly. Make sure to save a
    for your add (for insta
    application). Swap to staff for the last few percent and be ready to
    in the middle. This works better the slower the group is due to weapon swap cooldown. If another person helps you killing your add (typically the Renegade) you can chill on staff for the add and have your big greatsword burst available for the
    burst.
  • Enso: Be on staff at the beginning of every phase and use
    while Ensolyss is invulnerable.

Tomes are very useful when no other skills are ready.

also gets refreshed every time an enemy dies (works with anomalies at Artsariiv/Arkk, knights at MAMA and hallucinations at Siax).

and
are great for high incoming damage scenarios.

  • (F1):

    • Skill 4 is a ticking AoE, good for single target and great for AoE DPS, provides fire field so make sure to use it before the fight to stack some might
    • Skill 5 makes your surrounding allies inflict
      - worth using as precast
    • Skill 3 is an AoE pull (150 defiance bar damage)
    • Often these skills are used as an opener
  • (F2):

    • Skill 2 is a party condition cleanse
    • Skill 3 grants
      ,
      and
    • Skill 4 is a good party heal
    • Skill 5 increases healing on allies for 8s by 33% and converts up to 5 conditions to boons
  • (F3):

    • Skill 1 grants
      and
    • Skill 3 is a 5s reflect
    • Skill 4 grants
      and breaks stun
    • Skill 5 grants
      ,
      ,
      and 300 toughness for 5 seconds
Precasting

If you have a Mistlock Singularity present you can use these skills for precasts:

  1. Cast
    skill 4 and 5
  2. Blast the fire field by casting
  3. Use
    off cooldown and
    every 7 seconds due to the cooldown of
  4. Use
  5. Use
  6. Use
  7. Take Mistlock Singularity
  8. Use
Example opener

Staff/Greatsword "Rotation":

  1. (Staff 3)
  2. (Staff 2)
  3. Weapon Swap
  4. (GS 4)
  5. (GS 2)
  6. (GS 3)
  7. (GS 5)
  8. Tome1-4 and Tome1-5
  9. Autoattack
Underwater combat

It is very much recommended to play Condi Firebrand since it provides much better DPS compared to the power variant. If you still want to play Zealot Firebrand for whatever reason follow these rough guidelines.

  • Open with

    for

  • Cast

    and swap to spear. Camp spear now.

  • Priority list:

    1. (Spear 2)
    2. (Spear 4)
    3. (Spear 3)