Difference between pages "Soulbeast - Poisonbeast" and "User:Tyroxin/Elements/Weapons"

 
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{{Build
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<!--{{#ask:
| profession = ranger
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[[Category:WvW Zerg builds]]
| specialization = soulbeast
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[[Is archived build::false]]
| designed for = Conquest
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|?Has PvE rune
| rating = good
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}}-->
| focus = condition damage, mobility, sustain
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__TOC__
| difficulty = 1
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==Guardian==
}}
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{{:User:Tyroxin/Elements/Weapons/Template|Staff|Guardian|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Greatsword|Guardian|WvW Zerg|1|3}}
==Overview==
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{{:User:Tyroxin/Elements/Weapons/Template|Hammer|Guardian|WvW Zerg|1|3}}
A Condition damage Soulbeast duelist build for PvP with high sustain, focusing mainly on winning smaller fights like 1v1s and 2v2s.
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{{:User:Tyroxin/Elements/Weapons/Template|Longbow|Guardian|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Axe|Guardian|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Mace|Guardian|WvW Zerg|1|3}}
==Skill Bar==
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{{:User:Tyroxin/Elements/Weapons/Template|Sword|Guardian|WvW Zerg|1|3}}
{{Skill bar
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{{:User:Tyroxin/Elements/Weapons/Template|Scepter|Guardian|WvW Zerg|1|3}}
| profession = ranger
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{{:User:Tyroxin/Elements/Weapons/Template|Sword|Guardian|WvW Zerg|2|4}}
| specialization = soulbeast
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{{:User:Tyroxin/Elements/Weapons/Template|Focus|Guardian|WvW Zerg|2|4}}
| weapon1 = shortbow
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{{:User:Tyroxin/Elements/Weapons/Template|Shield|Guardian|WvW Zerg|2|4}}
| weapon2 =
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{{:User:Tyroxin/Elements/Weapons/Template|Torch|Guardian|WvW Zerg|2|4}}
| weapon3 = axe
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==Revenant==
| weapon4 = dagger
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{{:User:Tyroxin/Elements/Weapons/Template|Staff|Revenant|WvW Zerg|1|3}}
| healing = Healing Spring
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{{:User:Tyroxin/Elements/Weapons/Template|Greatsword|Revenant|WvW Zerg|1|3}}
| utility1 = Dolyak Stance
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{{:User:Tyroxin/Elements/Weapons/Template|Hammer|Revenant|WvW Zerg|1|3}}
| utility2 = Spike Trap
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{{:User:Tyroxin/Elements/Weapons/Template|Short Bow|Revenant|WvW Zerg|1|3}}
| elite = Entangle
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{{:User:Tyroxin/Elements/Weapons/Template|Sword|Revenant|WvW Zerg|1|3}}
| pet1 = Hawk
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{{:User:Tyroxin/Elements/Weapons/Template|Mace|Revenant|WvW Zerg|1|3}}
| pet2 = Alpine Wolf
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{{:User:Tyroxin/Elements/Weapons/Template|Sword|Revenant|WvW Zerg|2|4}}
}}
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{{:User:Tyroxin/Elements/Weapons/Template|Axe|Revenant|WvW Zerg|2|4}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Shield|Revenant|WvW Zerg|2|4}}
 
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==Warrior==
==Skill Variants==
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{{:User:Tyroxin/Elements/Weapons/Template|Greatsword|Warrior|WvW Zerg|1|3}}
'''Utility'''
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{{:User:Tyroxin/Elements/Weapons/Template|Hammer|Warrior|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Longbow|Warrior|WvW Zerg|1|3}}
For the optional slot:
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{{:User:Tyroxin/Elements/Weapons/Template|Rifle|Warrior|WvW Zerg|1|3}}
* {{Skill|"Protect Me!"}} - medium CD stunbreak with two layers of damage mitigation (protection and barrier).
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{{:User:Tyroxin/Elements/Weapons/Template|Axe|Warrior|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Dagger|Warrior|WvW Zerg|1|3}}
* {{Skill|Flame Trap}} - extra damage, adds a new condition (plus a combo field) to the build on a very low CD.
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{{:User:Tyroxin/Elements/Weapons/Template|Mace|Warrior|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Sword|Warrior|WvW Zerg|1|3}}
* {{Skill|Viper's Nest}} - slightly worse than Flame Trap overall but has {{Trait|Predator's Cunning}} synergy.
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{{:User:Tyroxin/Elements/Weapons/Template|Axe|Warrior|WvW Zerg|2|4}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Dagger|Warrior|WvW Zerg|2|4}}
* {{Skill|Signet of Renewal}} - passive healing, mass cleanse and stun break on active.
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{{:User:Tyroxin/Elements/Weapons/Template|Maxe|Warrior|WvW Zerg|2|4}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Pistol|Warrior|WvW Zerg|2|4}}
* {{Skill|Griffon Stance}} - could come in clutch when you're out of dodges and need to evade an enemy burst.
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{{:User:Tyroxin/Elements/Weapons/Template|Shield|Warrior|WvW Zerg|2|4}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Sword|Warrior|WvW Zerg|2|4}}
* {{Skill|Lightning Reflexes}} - low CD stun break, evasion and Immob removal.
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{{:User:Tyroxin/Elements/Weapons/Template|Torch|Warrior|WvW Zerg|2|4}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Warhorn|Warrior|WvW Zerg|2|4}}
 
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==Engineer==
'''Pets'''
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{{:User:Tyroxin/Elements/Weapons/Template|Hammer|Engineer|WvW Zerg|1|3}}
* {{Tooltip|Siamoth}} over {{Tooltip|Alpine Wolf}} - they both have {{Skill|Unflinching Fortitude}} and a CC, but Alpine Wolf has better mobility and 2 leap finishers in Beastmode to combo with {{Skill|Healing Spring}} for more healing, while Siamoth has a better F2 skill, slightly longer CC duration and a bit more damage in Beastmode. Very similar pets, this one comes down to personal preferences.
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{{:User:Tyroxin/Elements/Weapons/Template|Rifle|Engineer|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Pistol|Engineer|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Sword|Engineer|WvW Zerg|1|3}}
==Template Code==
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{{:User:Tyroxin/Elements/Weapons/Template|Mace|Engineer|WvW Zerg|1|3}}
{{TemplateCode|
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{{:User:Tyroxin/Elements/Weapons/Template|Pistol|Engineer|WvW Zerg|2|4}}
code = [&DQQZNiE2Nx+hAAAA+hYAABsAAAC7AAAAwAAAACwIAAAAAAAAAAAAAAAAAAADawAFAC8AAA==]
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{{:User:Tyroxin/Elements/Weapons/Template|Shield|Engineer|WvW Zerg|2|4}}
}}
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==Thief==
 
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{{:User:Tyroxin/Elements/Weapons/Template|Short bow|Thief|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Staff|Thief|WvW Zerg|1|3}}
==Specializations==
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{{:User:Tyroxin/Elements/Weapons/Template|Rifle|Thief|WvW Zerg|1|3}}
{{Specialization|Nature Magic|mid|top|bot|}}
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{{:User:Tyroxin/Elements/Weapons/Template|Pistol|Thief|WvW Zerg|1|3}}
{{Specialization|Wilderness Survival|mid|top|bot}}
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{{:User:Tyroxin/Elements/Weapons/Template|Sword|Thief|WvW Zerg|1|3}}
{{Specialization|Soulbeast|bot|bot|top}}
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{{:User:Tyroxin/Elements/Weapons/Template|Dagger|Thief|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Scepter|Thief|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Pistol|Thief|WvW Zerg|2|4}}
===Specialization Variants===
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{{:User:Tyroxin/Elements/Weapons/Template|Dagger|Thief|WvW Zerg|2|4}}
{{Tooltip|Skirmishing}} over {{Tooltip|Nature Magic}}: this is a more aggressive version of the build with higher damage but significantly worse condition cleansing. You can get away with playing this especially against Power builds, but Nature magic is just safer.
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==Ranger==
{{Specialization|Skirmishing|mid|bot|top|variant=y}}
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{{:User:Tyroxin/Elements/Weapons/Template|Greatsword|Ranger|WvW Zerg|1|3}}
''Variants''
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{{:User:Tyroxin/Elements/Weapons/Template|Staff|Ranger|WvW Zerg|1|3}}
* {{Trait|Light on your Feet}} is an equally viable option, trades some flexibility for improved bow skills and a bit of extra condition duration.
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{{:User:Tyroxin/Elements/Weapons/Template|Longbow|Ranger|WvW Zerg|1|3}}
* {{Trait|Trapper's Expertise}} is worth considering if you're picking a trap for the 3rd utility slot, but it's going to lower your survivability.
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{{:User:Tyroxin/Elements/Weapons/Template|Rifle|Ranger|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Short bow|Ranger|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Hammer|Ranger|WvW Zerg|1|3}}
==Equipment==
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{{:User:Tyroxin/Elements/Weapons/Template|Axe|Ranger|WvW Zerg|1|3}}
{{PvP equipment
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{{:User:Tyroxin/Elements/Weapons/Template|Dagger|Ranger|WvW Zerg|1|3}}
| weapon1 = shortbow
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{{:User:Tyroxin/Elements/Weapons/Template|Sword|Ranger|WvW Zerg|1|3}}
| weapon2 =
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{{:User:Tyroxin/Elements/Weapons/Template|Axe|Ranger|WvW Zerg|2|4}}
| weapon3 = axe
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{{:User:Tyroxin/Elements/Weapons/Template|Dagger|Ranger|WvW Zerg|2|4}}
| weapon4 = dagger
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{{:User:Tyroxin/Elements/Weapons/Template|Torch|Ranger|WvW Zerg|2|4}}
| sigil1 = Cleansing
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{{:User:Tyroxin/Elements/Weapons/Template|Warhorn|Ranger|WvW Zerg|2|4}}
| sigil2 = Energy
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==Elementalist==
| sigil3 = Cleansing
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{{:User:Tyroxin/Elements/Weapons/Template|Staff|Elementalist|WvW Zerg|1|3}}
| sigil4 = Energy
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{{:User:Tyroxin/Elements/Weapons/Template|Hammer|Elementalist|WvW Zerg|1|3}}
| rune = Dolyak
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{{:User:Tyroxin/Elements/Weapons/Template|Dagger|Elementalist|WvW Zerg|1|3}}
| amulet = Sage
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{{:User:Tyroxin/Elements/Weapons/Template|Scepter|Elementalist|WvW Zerg|1|3}}
| relic = Relic of the Demon Queen
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{{:User:Tyroxin/Elements/Weapons/Template|Sword|Elementalist|WvW Zerg|1|3}}
}}
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{{:User:Tyroxin/Elements/Weapons/Template|Dagger|Elementalist|WvW Zerg|2|4}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Focus|Elementalist|WvW Zerg|2|4}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Warhorn|Elementalist|WvW Zerg|2|4}}
'''Runes'''
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==Necromancer==
* {{Rune|Necromancer}} - higher damage option if you don't need extra sustain.
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{{:User:Tyroxin/Elements/Weapons/Template|Greatsword|Necromancer|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Staff|Necromancer|WvW Zerg|1|3}}
* {{Rune|Orr}} - higher damage and some defense against conditions.
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{{:User:Tyroxin/Elements/Weapons/Template|Axe|Necromancer|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Dagger|Necromancer|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Scepter|Necromancer|WvW Zerg|1|3}}
'''Relics'''
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{{:User:Tyroxin/Elements/Weapons/Template|Pistol|Necromancer|WvW Zerg|1|3}}
* {{Relic|Relic of Cerus}} - adds a powerful proc to your elite with boon corruption.
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{{:User:Tyroxin/Elements/Weapons/Template|Dagger|Necromancer|WvW Zerg|2|4}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Focus|Necromancer|WvW Zerg|2|4}}
* {{Relic|Relic of Antitoxin}} - better condition cleansing.
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{{:User:Tyroxin/Elements/Weapons/Template|Warhorn|Necromancer|WvW Zerg|2|4}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Torch|Necromancer|WvW Zerg|2|4}}
* {{Relic|Relic of Evasion}} - permanent {{Tooltip|Vigor}} uptime which also means more passive healing, damage mitigation and condition cleansing when playing with Nature Magic.
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==Mesmer==
 
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{{:User:Tyroxin/Elements/Weapons/Template|Greatsword|Mesmer|WvW Zerg|1|3}}
* {{Relic|Relic of Nayos}} - this could give you a lot of extra healing in some condition matchups when combined with {{Trait|Evasive Purity}} and {{Skill|Healing Spring}}, but Relic of Evasion itself boosts the effectiveness of Evasive Purity and heals/mitigates damage via Wilderness Survival synergy. Nayos could help you recover from condi bursts because of the additional healing, while Evasion provides constant value/mitigation throughout the fight.
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{{:User:Tyroxin/Elements/Weapons/Template|Staff|Mesmer|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Axe|Mesmer|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Dagger|Mesmer|WvW Zerg|1|3}}
==Usage==
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{{:User:Tyroxin/Elements/Weapons/Template|Scepter|Mesmer|WvW Zerg|1|3}}
'''Elite specialization basics'''
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{{:User:Tyroxin/Elements/Weapons/Template|Sword|Mesmer|WvW Zerg|1|3}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Sword|Mesmer|WvW Zerg|2|4}}
*Soulbeast allows Rangers to meld/merge with their pet, becoming one. This is done through {{Skill|Beastmode}} which has a 10s CD.
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{{:User:Tyroxin/Elements/Weapons/Template|Pistol|Mesmer|WvW Zerg|2|4}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Focus|Mesmer|WvW Zerg|2|4}}
* Traits related to swapping pets now activate upon entering/leaving {{Skill|Beastmode}}.
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{{:User:Tyroxin/Elements/Weapons/Template|Shield|Mesmer|WvW Zerg|2|4}}
 
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{{:User:Tyroxin/Elements/Weapons/Template|Torch|Mesmer|WvW Zerg|2|4}}
*Pet related traits and skills such as {{Trait|Poison Master}} continue to function even while merged, but this time you'll be the one who benefits from them, not the pet (although sometimes the effects are lessened).
 
 
 
* Melding with a dead pet and then exiting Beastmode instantly revives them.
 
 
 
 
 
'''General'''
 
 
 
* ''Skirmishing variant:'' {{Trait|Quick Draw}} makes your toolkit way more flexible by significantly reducing the CD of the first skill you use after swapping weapons, allowing you to better adapt to situations. There are a lot of ways to use this trait, here are a few ideas:
 
** On '''Short bow''' you should either open with {{Skill|Poison Volley}} for burst damage, {{Skill|Quick Shot}} if you need sustain (evade attacks), or {{Skill|Concussion Shot}} if you want more CC.
 
** On '''Axe/Dagger''' the prime considerations are {{Skill|Winter's Bite}} and {{Skill|Stalker's Strike}}. Both of these offer a mix of damage and survivability. In terms of raw damage {{Skill|Splitblade}} could be better than Stalker's Strike when SS wouldn't inflict the extra {{Tooltip|Poison}} stacks.
 
<!--** On '''sword/dagger''' usually can't go wrong with a {{Skill|Stalker's Strike}} opener as this skill has both good damage and a lengthy evade frame for general survival. If you're not in melee range and don't need to evade anything, go with either {{Skill|Monarch's Leap}} or {{Skill|Crippling Talon}}.
 
** Another combo you could do with sword involves chaining {{Skill|Monarch's Leap}} and {{Skill|Serpent's Strike}} 3 times. To do this, use {{Skill|Monarch's Leap}} {{to}} {{Skill|Serpent's Strike}} {{to}} wait for ML to come off CD, use some filler skills or dodge if you have to {{to}} ML {{to}} SS {{to}} {{Skill|Hornet Sting}} to reset the CD of ML {{to}} ML {{to}} SS. This is a very high evasion uptime chain that still does decent damage, and the leap finishers could be used inside {{Skill|Healing Spring}} for even more value.
 
 
 
* In combat always try to use {{Skill|Monarch's Leap}} before {{Skill|Hornet Sting}} as HS resets the CD on ML.-->
 
 
 
* {{Trait|Eternal Bond}} allows you to swap pets while in Beastmode! This makes it significantly easier for you to adapt to the situation. For example you could use both pets' mobility skills back-to-back while traveling between capture points, or you could swap to Alpine Wolf for the stunbreak even if you're on Hawk.
 
** With this trait you should usually rotate through the abilities of both pets before leaving {{Skill|Beastmode}}.
 
<!--* {{Rune|Trapper}} adds extra utility and defensive value to every Trap skill. The stealth and superspeed are great at quickly repositioning yourself, shaking off enemies or hiding the animations of attack skills to burst them.-->
 
 
 
 
 
'''Mobility'''
 
 
 
*Maintain permanent {{Tooltip|Swiftness}} with {{Skill|Quick Shot}} and {{Skill|Quickening Screech}}.
 
** Turn around before using Quick Shot in order to move "forward".
 
 
 
*Roam between capture points with {{Skill|Swoop (soulbeast)}} and {{Skill|Crippling Leap (soulbeast)}}.
 
<!--** Turn around before using Hornet Sting and then quickly turn back before using Monarch's Leap. Consider binding "About face" to a key to do this in a more fluid manner.-->
 
 
 
 
 
'''Damage'''
 
 
 
* The basic gameplan is simple: CC targets with {{Skill|Spike Trap}}, {{Skill|Crippling Shot}}, {{Skill|Concussion Shot}} (from behind or the sides), {{Skill|Entangle}} and {{Skill|Brutal Charge (soulbeast canine)}} then spam as many weapon skills on them as possible + {{Skill|Primal Cry}}.
 
** Use the immob from {{Skill|Crippling Shot}} to root targets while you flank them with {{Skill|Concussion Shot}}.
 
 
 
* ''Relic-dependent:'' enemies under the eye of {{Relic|Relic of Cerus}} get hit every second, so the value of this relic goes up significantly if you can root them right under the eye with {{Skill|Entangle}}. Consider setting up the Entangle with {{Skill|Spike Trap}}.
 
 
 
*On bow spam {{Skill|Crossfire}} as much as you can, ideally from behind. Many short bow skills have increased effectiveness when striking from behind or the sides, use CC skills to make enemies stationary and walk behind them whenever possible.
 
 
 
*{{Skill|Poison Volley}} and {{Skill|Splitblade}} are cone-shaped attacks and should be used in melee range (point-blank) to ensure that all the projectiles hit the main target.
 
 
 
*{{Skill|Crippling Shot}} should be used a few seconds before entering a fight, preferably while merged with your pet. This gives you a buff that makes your next 3 attacks inflict {{Tooltip|Bleeding}} while the skill continues to recharge. Doing this without merging basically has the same effect except your pet will gain the buff, and pets are less reliable than players (although there are exceptions..).
 
 
 
* {{Skill|Winter's Bite}} is the best skill on Axe. While it does less condition damage than Splitblade it applies up to 3 conditions to the target, which overall puts more pressure on them. The {{Tooltip|Weakness}} even helps with mitigating incoming damage.
 
** This is best used in {{Skill|Beastmode}} as the Weakness will immediately apply when the skill hits instead of having to wait for your pet to attack.
 
** In Beastmode the Winter's Bite effect is applied to you for 15 seconds even if you throw this skill at the ground with no target, while out of combat. As the duration is longer than the skill's CD it's worth using as you're traveling the map because you'll be able to begin the next fight with a free {{Tooltip|Weakness}}.
 
 
 
*If you're using {{Skill|Stalker's Strike}} for the damage and not the evasion, you should first make sure your target is crippled. {{Skill|Crippling Shot}} has the benefit of allowing you to use {{Skill|Stalker's Strike}} as the first skill after swapping weapons for {{Trait|Quick Draw}} synergy, while still getting the most damage out of it.
 
 
 
* Use Hawk's F2 on CD for the {{Tooltip|Bleeding}} and {{Tooltip|Poison}} from {{Trait|Poison Master}}. It's easier to land this skill right after unmerging.
 
 
 
* Hawk's Beastmode F3 skill {{Skill|Primal Cry}} is one of the best skills when it comes to condition variety and should be used on CD to pressure enemies.
 
 
 
 
 
'''Sustain'''
 
 
 
* A significant chunk of your cleansing comes from {{Skill|Healing Spring}}. This is also a Water field with a long duration, and there are plenty of finishers in the build that could be used to combo extra healing. Just about all of your mobility skills are also combo finishers, including Wolf's F1-2 skills while in Beastmode.
 
 
 
<!--* {{Skill|Signet of Renewal}} is your last resort against both condition pressure and CC. Try not to touch this skill if you can solve things in some other way.
 
** If your pet is in range, the signet will transfer all your conditions to them. If you are merged, you'll gain {{Tooltip|Resistance}} instead. The condition transfer is generally more powerful but it can kill your pet (that's not a real concern on Soulbeast though). While the Resistance has a fairly short duration, it could buy you just enough time to get a {{Skill|Spiritual Reprieve}} off under extreme condition pressure.-->
 
*If damage is starting to overwhelm you and you are out of CDs, just run away with one of your many mobility skills such as {{Skill|Swoop (soulbeast)}} and wait a little before re-engaging. Make sure you don't have an enemy target selected and '''autotargeting''' is turned off in the options!
 
 
 
*Dodging applies {{Tooltip|Protection}}, which also heals thanks to the trait {{Trait|Rugged Growth}}. With Nature Magic dodging also removes 1 damaging and 1 non-damaging condition.
 
 
 
* Wolf's {{Skill|Unflinching Fortitude}} is perhaps the most powerful defensive skill in the build. It breaks stuns, grants immunity to direct damage and even cleanses some conditions.
 
 
 
*Applying {{Tooltip|Poison}} steals some health from the target.
 
 
 
*{{Trait|Unstoppable Union}} grants {{Tooltip|Protection}} and as {{Skill|Beastmode}} has no cast time, this can be used even while CC'd in order to survive enemy burst.
 
 
 
* {{Skill|Dolyak Stance}} is useful in just about any situation. It mitigates both conditon and strike damage, makes you immune to any form of CC, and even cleanses some conditions.
 
 
 
 
 
==Related Builds==
 
* [[Build:Soulbeast_-_Condition_Trapper_SB_Roamer|Soulbeast - Condition Trapper Roamer]] - WvW roaming version of the build.
 
<!--[[Build:Soulbeast_-_Condition_Stancebeast_Roamer|Stancebeast Roamer]] - the WVW Roaming version of this condition Soulbeast PvP build.-->
 

Latest revision as of 14:25, 2 December 2023

Guardian

Staff
Greatsword
Hammer
Longbow
Axe
Mace
Sword
Scepter
Sword
Focus
Shield
Torch

Revenant

Staff
Greatsword
Hammer
Short Bow
Sword
Mace
Sword
Axe
Shield

Warrior

Greatsword
Hammer
Longbow
Rifle
Axe
Dagger
Mace
Sword
Axe
Dagger
Maxe
Pistol
Shield
Sword
Torch
Warhorn

Engineer

Hammer
Rifle
Firearms
Explosives
Holosmith
N/A
Pistol
Sword
Mace
Pistol
Shield

Thief

Short bow
Staff
Rifle
Pistol
Sword
Dagger
Scepter
Pistol
Dagger

Ranger

Greatsword
Staff
Longbow
Rifle
Short bow
Hammer
Axe
Dagger
Sword
Axe
Dagger
Torch
Warhorn

Elementalist

Staff
Hammer
Dagger
Scepter
Sword
Dagger
Focus
Warhorn

Necromancer

Greatsword
Staff
Axe
Dagger
Scepter
Pistol
Dagger
Focus
Warhorn
Torch

Mesmer

Greatsword
Illusions
Domination
Virtuoso
4.8
Staff
Axe
Dagger
Scepter
Sword
Illusions
Domination
Virtuoso
4.8
Sword
Pistol
Focus
Shield
Illusions
Domination
Virtuoso
4.8
Torch


Ratings

This build has a rating of 4 stars based on 5 votes.
Log in or register to rate this build.
5 stars
Ramsey25 gave this build 5 stars • February 2024
A very strong 1v1 and side node. Has the ability to sustain, kite, and kill. When played by a well experienced player, it's god tier.
4 stars
Barnacle Ed gave this build 4 stars • June 2023
Surprisingly not bad in this bursty meta; axe 3 with quickdraw, easy access to invis with trapper rune, an unblockable launch, and very high sustain make it a decent sidenoder. I prefer playing it with a rabid amulet for more toughness, swamp drake instead of the wolf (tail swipe is a blast finisher for your heal trap and means even more weakness application), and signet of renewal as a 2nd stunbreak. I feel like it's really held back by a lack of boonrip however. This is a build to try if Untamed is too hard to learn.
4 stars
Hanz gave this build 4 stars • March 2023
Recent Soulbeast buffs made it a bit better. Still not top tier but it's a fun and viable ranked build. Has a higher skill cap than it'd seem at first glance and its toolkit is very diverse (stealth, superspeed, unblockable CC, great mobility, damage immunity, combo tools and so on).
4 stars
Baescons gave this build 4 stars • June 2021
Leaning somewhere around a 3.8 for this build. It is a totally workable condi build that takes advantage of stances and sages. It can side node decently and stances make it harder to meme. Stances are actually fairly weak however and it only really puts out poison which is cleanseable. Basically it work really well if you want to afk on a side node but doesn’t bring anything other than that
5 stars
Quin49 gave this build 5 stars • May 2021
Almost exactly the build I have found that works really well. Totally destroys teams/characters that rely on healing.

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