Soulbeast - Immobeast

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Focused on: Direct damage and Crowd control

Designed for: WvW Zerg

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

Difficulty:
TBD

Overview

This build focuses on landing Immobilize Immobilize during your group's spike and excels in coordinated group play. It also adds high spike damage.


Skill Bar

hyena
smokescale
Greatsword
Axe/Axe
Utility


Template Code

[&DQQeNiA6NyouFwAA+hYAAKwBAADBAAAAwAAAABwAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants
  • if you find yourself lacking Quickness Quickness uptime


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
Greatsword
Marauder
Sigil
Sigil
Axe
Marauder
Axe
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18


Variants

Runes

  • defensive option


Consumables

    • personal option


Usage

Overall Priorities

High
Moderate
  • Damage
Low
  • Support


Surviving

  • This build has high passive defense
  • This build has high mobility skill access
    • Drop your target when using one of your leaps (, Brutal Charge, ) defensively
  • This builds has high active defenses
    • Try to save for stunbreaking as much as possible
Active defense priority Toggle


Detailed Explanations

Immobilize/CC

  • and pull enemies towards you, make sure you aren't pulling enemies out of damage with it
  • Don't overcommit into melee when is sufficient to CC
  • Save Brutal Charge for gapclosing on greatsword, but only use it instead of one of your other leaps if the target doesn't have Stability Stability
  • Use your CC when:
    • Your group calls a spike:
      • Winds -
      • Wells - +
      • Shades -
      • Traps - +
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing
Immobilize Immobilize / CC priority Toggle
  • - against targets without Stability Stability
  • Brutal Charge


Damage

  • Use to the side of enemy groups, not directly inside them, and make sure you're not standing in the direction they're pushing since it locks you in place
  • Your Autoattacks in Greatsword are a very strong filler if you can use them safely, try to chain them until is ready if possible
  • Save for gapclosing on greatsword instead of using it for damage
Damage priority Toggle
Axe/Axe
Greatsword
  • - while is on cooldown
  • Autoattacks


Support

  • Try to save and for Immobilize Immobilize and make sure to watch your party as well


Settings

  • Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
  • Also under General Options / User Interface turn on Thick party health bars
    • Thick squad health bars can be used too as a matter of personal preference, but is not recommended for large numbers
  • Under Squad Options uncheck View as a grid. This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.


Ratings

This build has a rating of 5 stars based on 2 votes.
Log in or register to rate this build.
4 stars
Arete gave this build 4 stars • April 2022
Solid build, essential at small group sizes but limited usefulness at large scales due to being melee locked. Has some of the best CC in the game with its Immobilize access.
5 stars
BigFree gave this build 5 stars • February 2022
This is a great build that allows for a group role for a Ranger. The Ranger can play at the periphery (swap to LB) of the group as a semi-scout or at the core of the group. This build includes a Stability/Stun Break for up to 5 members in the group as well as a Heal/Condi cleanse for the same amount of players. The CC abilities are really what is top notch for this build.

Comments

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