Difference between revisions of "Soulbeast - DPS Soulbeast"

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Line 4: Line 4:
 
| designed for = wvw zerg
 
| designed for = wvw zerg
 
| focus = direct damage, crowd control
 
| focus = direct damage, crowd control
| rating = strong
+
| rating = good
 
| xpac = hot, pof, eod
 
| xpac = hot, pof, eod
 
| difficulty = 2
 
| difficulty = 2
Line 18: Line 18:
 
|specialization = soulbeast
 
|specialization = soulbeast
 
|weapon1 = Hammer
 
|weapon1 = Hammer
|weapon2 = Hammer
+
|weapon2 =  
 
|weapon3 = Mace
 
|weapon3 = Mace
 
|weapon4 = Mace
 
|weapon4 = Mace
Line 27: Line 27:
 
|elite = One Wolf Pack
 
|elite = One Wolf Pack
 
|pet1 = sky-chak striker
 
|pet1 = sky-chak striker
|pet2 = Reef Drake
+
|pet2 = smokescale
 
}}
 
}}
 +
 +
 +
===Important!===
 +
;Make sure to swap your hammer skills by right clicking on them while out of combat
 +
* Use {{Skill|Unleashed Wild Swing}}, {{Skill|Unleashed Overbearing Smash}}, {{Skill|Savage Shock Wave}} and {{Skill|Unleashed Thump}}
 +
** {{Skill|Unleashed Savage Shock Wave}} is slightly more damage, but not generally worth the loss in utility
  
  
 
====Variants====
 
====Variants====
 
;Weapons
 
;Weapons
* '''Sword/Axe'''
+
* '''Sword/Axe''' - Sword/Axe is much easier to play than '''Hammer''' but with less utility. The damage output is very similar, especially in short fights.
 
* '''Hammer''' {{to}} '''Longbow''' Longbow is generally worse than other options, but very helpful for clearing siege
 
* '''Hammer''' {{to}} '''Longbow''' Longbow is generally worse than other options, but very helpful for clearing siege
  
Line 51: Line 57:
 
{{Specialization|Soulbeast|mid|mid|mid}}
 
{{Specialization|Soulbeast|mid|mid|mid}}
 
;Variants
 
;Variants
* {{Trait|Eternal Bond}}
+
* {{Trait|Leader of the Pack}} - excellent group utility at the cost of damage
  
  
Line 66: Line 72:
 
| rune = Superior Rune of the Scholar
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| rune-qt = 6
| relic = Relic of the Fireworks
+
| relic = Relic of the Thief
 
| weapon1 = Hammer
 
| weapon1 = Hammer
| weapon2 = Hammer
+
| weapon2 =  
 
| sigil1 = Superior Sigil of Bloodlust
 
| sigil1 = Superior Sigil of Bloodlust
| sigil2 = Superior Sigil of Force
+
| sigil2 = Superior Sigil of Energy
 
| weapon3 = Mace
 
| weapon3 = Mace
 
| weapon4 = Mace
 
| weapon4 = Mace
 
| sigil3 = Superior Sigil of Hydromancy
 
| sigil3 = Superior Sigil of Hydromancy
| sigil4 = Superior Sigil of Force
+
| sigil4 = Superior Sigil of Energy
 
| infusion1 = Mighty WvW Infusion
 
| infusion1 = Mighty WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
 +
| accessory1 = Dragon
 +
| ring1 = Dragon
 
}}
 
}}
  
Line 105: Line 113:
 
===Detailed Explanations===
 
===Detailed Explanations===
 
====Damage====
 
====Damage====
 +
* Start fights on '''Hammer''' so you can use {{Skill|Unleashed Thump}} to engage
 +
** Swap to '''Mace/Mace''' immediately if you're going to be in melee for an extended time
 
* When at range, use {{Skill|Spit Goop}} {{to}} {{Skill|Electrocute (soulbeast)}} to spike damage
 
* When at range, use {{Skill|Spit Goop}} {{to}} {{Skill|Electrocute (soulbeast)}} to spike damage
 
** With this cast order, both hits will land at almost the same time at 900 range, increasing burst
 
** With this cast order, both hits will land at almost the same time at 900 range, increasing burst
* {{Skill|Storm Spirit}} should be cast as your group reaches melee, before you can hit with melee skills
+
;Mace
* Prioritize {{Skill|Whirling Defense}} whenever it is possible to do so
 
 
* In mace prioritize {{Skill|Flourish}} first, both to increase burst via its second hit and to ensure the lowest CD skill will be up faster if any hits are missed and {{Tooltip|Nature's Strength}} isn't procced through the first rotation.
 
* In mace prioritize {{Skill|Flourish}} first, both to increase burst via its second hit and to ensure the lowest CD skill will be up faster if any hits are missed and {{Tooltip|Nature's Strength}} isn't procced through the first rotation.
 
* Make sure all of your mace skills land for {{Tooltip|Nature's Strength}} stacks
 
* Make sure all of your mace skills land for {{Tooltip|Nature's Strength}} stacks
 
** Your mace cooldowns reset on reaching 5 stacks, so don't leave mace before hitting the threshold
 
** Your mace cooldowns reset on reaching 5 stacks, so don't leave mace before hitting the threshold
 
** While {{Skill|Oaken Cudgel}} deals no damage, hitting it is still important get the stack of {{Tooltip|Nature's Strength}}
 
** While {{Skill|Oaken Cudgel}} deals no damage, hitting it is still important get the stack of {{Tooltip|Nature's Strength}}
* {{Skill|Worldly Impact}} is a higher priority than any skills other than {{Skill|Whirling Defense}} and {{Skill|Flourish}}
+
** If you can't hit {{Skill|Oaken Cudgel}} or missed a skill, {{Skill|Cultivate}}, your final auto chain also gives a stack of {{Tooltip|Nature's Strength}}
* Be careful with the forced movement from {{Skill|Oaken Cudgel}}, {{Skill|Serpent's Strike}}, and {{Skill|Pounce}}
+
* {{Skill|Storm Spirit}} should be cast as your group reaches melee, before you can hit with melee skills
 +
;Hammer
 +
* In hammer prioritize {{Skill|Savage Shock Wave}} for the {{Tooltip|Immobilize}} to help CC the enemy
 +
* Make sure not to cancel the follow-up swing of {{Skill|Unleashed Overbearing Smash}}, it has the majority of its damage and rips boons
 +
* {{Skill|Unleashed Thump}} hits hard, but is very hard to use due to forced movement. It is not worth casting if you'll miss more than 2 autos while getting back in position afterwards
 +
* {{Skill|Worldly Impact}} is a higher priority than any skills other than {{Skill|Flourish}}, {{Skill|Savage Shock Wave}}, and {{Skill|Unleashed Overbearing Smash}} if you're in position to use them
 +
* Be careful with the forced movement from {{Skill|Oaken Cudgel}} and {{Skill|Unleashed Thump}}
 
** Don't aim directly into the enemy group and make sure to drop your target before casting these skills
 
** Don't aim directly into the enemy group and make sure to drop your target before casting these skills
 +
*** A '''Lock Autotarget''' keybind can be used to quickly drop your target
 +
 +
{{Collapse start|Sword/Axe}}
 +
* Prioritize {{Skill|Whirling Defense}} whenever it is possible to do so
 +
* Be careful with the forced movement from {{Skill|Serpent's Strike}} and {{Skill|Pounce}}, only use them for damage when the enemy group is moving defensively
 +
{{Collapse end}}
  
 
{{Collapse start|Damage priority}}
 
{{Collapse start|Damage priority}}
* {{Skill|Whirling Defense}}
+
* {{Skill|Flourish}}/{{Skill|Savage Shock Wave}}
* {{Skill|Flourish}}
+
* {{Skill|Unleashed Overbearing Smash}}
 
* {{Skill|Worldly Impact}}
 
* {{Skill|Worldly Impact}}
* {{Skill|Spit Goop}}/{{Skill|Electrocute (soulbeast)}}
+
* {{Skill|Wild Strikes}}/{{Skill|Unleashed Wild Swing}}
* {{Skill|Wild Strikes}}/{{Skill|Thistleguard}}
+
* {{Skill|Spit Goop}}
* {{Skill|Oaken Cudgel}}
+
* {{Skill|Electrocute (soulbeast)}}
* {{Skill|Serpent's Strike}}
+
* {{Skill|Thistleguard}}
* {{Skill|Pounce}}
+
* {{Skill|Oaken Cudgel}}/{{Skill|Unleashed Thump}}
 
* {{Skill|Storm Spirit}}
 
* {{Skill|Storm Spirit}}
 
{{Collapse end}}
 
{{Collapse end}}

Revision as of 23:20, 11 May 2024

The community gave this build a rating, making it second-tier: Good

Focused on: Direct damage and Crowd control

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire BuildsEnd of Dragons builds

Difficulty:
Normal
This build was last updated on May 11, 2024 and is up to date for the April 16, 2024 patch.

Overview

A high burst damage melee build with optional party support.


Skill Bar

Hammer
Mace/Mace
Utility


Important!

Make sure to swap your hammer skills by right clicking on them while out of combat
  • Use Unleashed Wild Swing, Unleashed Overbearing Smash, Savage Shock Wave and Unleashed Thump
    • Unleashed Savage Shock Wave is slightly more damage, but not generally worth the loss in utility


Variants

Weapons
  • Sword/Axe - Sword/Axe is much easier to play than Hammer but with less utility. The damage output is very similar, especially in short fights.
  • Hammer Longbow Longbow is generally worse than other options, but very helpful for clearing siege
Utilities
  • Muddy Terrain
  • Signet of the Wild
  • Frost Trap
Elite
  • Entangle
  • Spirit of Nature


Specializations

Variants
  • Leader of the Pack - excellent group utility at the cost of damage


Template Code

[&DQQeOiA2NzouFwAA+hYAALYAAAC1AAAAwAAAADsAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Dragon
Accessory
Marauder
Amulet
Marauder
Ring
Dragon
Ring
Marauder
Hammer
Marauder
Sigil
Sigil
Mace
Marauder
Mace
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Consumables

    • personal option


Usage

Priorities

High

Damage


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
  • This build has low active defenses
Active defense priority Toggle


Detailed Explanations

Damage

  • Start fights on Hammer so you can use Unleashed Thump to engage
    • Swap to Mace/Mace immediately if you're going to be in melee for an extended time
  • When at range, use Spit Goop Electrocute (soulbeast) to spike damage
    • With this cast order, both hits will land at almost the same time at 900 range, increasing burst
Mace
  • In mace prioritize Flourish first, both to increase burst via its second hit and to ensure the lowest CD skill will be up faster if any hits are missed and Nature's Strength Nature's Strength isn't procced through the first rotation.
  • Make sure all of your mace skills land for Nature's Strength Nature's Strength stacks
    • Your mace cooldowns reset on reaching 5 stacks, so don't leave mace before hitting the threshold
    • While Oaken Cudgel deals no damage, hitting it is still important get the stack of Nature's Strength Nature's Strength
    • If you can't hit Oaken Cudgel or missed a skill, Cultivate, your final auto chain also gives a stack of Nature's Strength Nature's Strength
  • Storm Spirit should be cast as your group reaches melee, before you can hit with melee skills
Hammer
  • In hammer prioritize Savage Shock Wave for the Immobilize Immobilize to help CC the enemy
  • Make sure not to cancel the follow-up swing of Unleashed Overbearing Smash, it has the majority of its damage and rips boons
  • Unleashed Thump hits hard, but is very hard to use due to forced movement. It is not worth casting if you'll miss more than 2 autos while getting back in position afterwards
  • Worldly Impact is a higher priority than any skills other than Flourish, Savage Shock Wave, and Unleashed Overbearing Smash if you're in position to use them
  • Be careful with the forced movement from Oaken Cudgel and Unleashed Thump
    • Don't aim directly into the enemy group and make sure to drop your target before casting these skills
      • A Lock Autotarget keybind can be used to quickly drop your target
Sword/Axe Toggle
  • Prioritize Whirling Defense whenever it is possible to do so
  • Be careful with the forced movement from Serpent's Strike and Pounce, only use them for damage when the enemy group is moving defensively
Damage priority Toggle
  • Flourish/Savage Shock Wave
  • Unleashed Overbearing Smash
  • Worldly Impact
  • Wild Strikes/Unleashed Wild Swing
  • Spit Goop
  • Electrocute (soulbeast)
  • Thistleguard
  • Oaken Cudgel/Unleashed Thump
  • Storm Spirit


Ratings

This build has a rating of 5 stars based on 2 votes.
Log in or register to rate this build.
5 stars
Soldier198 gave this build 5 stars • May 2024
This is an outstanding build with as much damage output and downs generating ability as the current meta damage dealers (berserker, holosmith, pVindi, reaper). Additionally, the release of the Juvenile Sky-Chak Striker finally solves the problem of the Ranger having no viable ranged damage options with two excellent high damage, low cooldown ranged damaging abilities that also combine very well for a ranged spike. The ability to also bring team support in the form of shared stances is valuable with group stab + immunities from Dolyaks stance and group cleansing from bear stance.
5 stars
Ramsey25 gave this build 5 stars • May 2024
A strong Non Meta DPS. I love playing around this build. Recommended to play Leader of the Pack for Stance sharing. Can also play Eternal Bond with Sky Chak and Reef Drake for more utilities and dps.

Comments

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