Firebrand:
1. I found that playing it as mostly a support class with some burst condi on the side was the best way to play it. Using sage amulet and focusing on opportunities to provide your allies with resistance, projectile denial, condi cleanse and healing. And when possible, go into justice to burst condi.
2. While playing support seemed like the best way to play firebrand, the mantras weren’t very good for support. I found myself using them mostly for myself than for allies. I think that either making than aoe centered on the guardian or increasing range would be a good idea if mantras are intended to be used as support. The cone range is just not practical in spvp.
3. Axe seems to work great with permeating wrath and easily stacks 10+ burns just with the auto. But when playing support, there was rarely a chance to actually use the axe. Axe is probably best if you focus on playing firebrand as condi offensive or in pve. My only complaint was that the symbol was as annoying to use as the mace symbol. I felt i got more out of the axe with the auto than ever using the symbol. The symbol on axe could either use a lowering on the animation cast time or giving the symbol quickness as a boon to make it worth waiting so long to drop it.
4. Tome of resolve was the weakest tome to use. I felt like i rarely ever had a reason to use it and it was a waste to get into it even though i was playing support. I didn’t feel like i healed enough and the 3 skill on the tome was pretty useless considering what you get from justice and courage. I think to make it a worthwhile tome to use as a support class, the healing power contribution for tome of resolve should be increased. Additionally, i think skill 3 could use resistance as well or some other defensive boon to make it worth using. Resistance makes the most sense since you can drop it first to stop condi damage and give you time to remove them with skill 5 and 2.
Spellbreaker:
1. I played it basically as a stunlock warrior. I went dagger/shield and hammer. Traits were defense, discipline and SB. I really liked how i had a response to every playstyle. I had a response to condi users, ranged users, and power dps. Cycling between full counter and the burst skill seemed very fluid. It was easy to keep enemies stunlocked since daze and stun immobilized thanks to a trait, dagger 3 ccs, dagger burst ccs, full counter ccs, then i can switch to hammer and have access to 3 more ccs and these ccs strip boons and when they strip boons they do damage and i gain adrenaline. There was some specific synergy where if there was a group of people and you used hammer, you could use hammer burst and full counter back to back since the trait that gives you adrenaline for boons removed seems to have no icd and the hammer burst removes boons from up to 5 people so that’s 10 adrenaline, and full counter dazes so that’s 10 adrenaline too. Additionally, it felt like spellbreaker was the only class i could use that let me get close to a scourge and kill it without being ripped apart by shades.
2. I actually have very few suggestions for spellbreaker since i felt it was very balanced. Maybe what could be looked at are its utilities since the only one i took was featherfoot grace and the rest were stances.
3. Sight Beyond Sight was useful for chasing down deadeyes, but i felt like 2 charges was very little for how often they can enter stealth. I suggest 3 charges and an increase to its radius, since they frequently ported away from me before i had a chance to get in range to use the skill.
4. Imminent threat could use some boon removal and a lower cast time. It looks like something you might use to prevent stomps or rezes, but when you have access to full counter and hammer, this utility seems pretty bad. If it had a count recharge mechanic and boon strip and was instant, it might be the go to utility for stopping rez and stomps.
5. Not really sure what do with Break Enchantment. You already get so much boon removal that it seems over the top to take this trait and i’m not sure anything is wrong with this one. It’s unblockable and raises your damage. I guess switching it to 1 target as opposed to 5 and giving it like 900 range or something would give it something that you don’t already have with the rest of your kit. Long ranged boon removal.
edit: i’ll post about scourge and mirage later.
(edited by Kuya.6495)