Soulbeast - Poisonbeast

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

Focused on: Condition damageMobility and Sustain

Designed for: PvP Conquest

This build was last updated on October 20, 2022 and is up to date for the November 29, 2022 game patch.

Overview

A Condition damage based Soulbeast duelist build for PvP.


Skill Bar

Hawk
Alpine Wolf
Shortbow
Sword/Dagger
Utility


Skill Variants

Utility

  • - adds a short CD unblockable CC to the build that's great at not only setting up burst but also kiting enemies.
  • - passive healing, mass cleanse and stun break on active.
  • - could come in clutch when you're out of dodges and need to evade an enemy burst.
  • - extra damage, adds a new condition (plus a combo field) and more trap synergy to the build on a very low CD.


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Specializations


Specialization Variants

Nature Magic over Skirmishing: most tanky option.


Beastmastery over Skirmishing: improved Command skills, pet attacks and .


Equipment

Shortbow
Sigil
Sigil
Sword
Dagger
Sigil
Sigil
Rune
Amulet


Rune

  • - good stats and helps you kite opponents with stealth and superspeed for extra sustain. Especially worth it when running 2 or more traps.


Usage

Elite specialization basics

  • Soulbeast allows Rangers to meld/merge with their pet, becoming one. This is done through which has a 10s CD.
  • Traits related to swapping pets now activate upon entering/leaving .
  • Pet related traits and skills such as 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

  • 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 for burst damage (this is the most common), if you need sustain (evade attacks), or if you want more CC.
    • On sword/dagger usually can't go wrong with a 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 or .
    • Another combo you could do with sword involves chaining and 3 times. To do this, use wait for ML to come off CD, use some filler skills or dodge if you have to ML SS to reset the CD of ML ML SS. This is a very high evasion uptime chain that still does decent damage, and the leap finishers could be used inside for even more value.
  • In combat always try to use before as HS resets the CD on ML.


Mobility

  • Maintain permanent Swiftness Swiftness with and .
    • Turn around before using Quick Shot in order to move "forward".
  • Roam between capture points with , and the sword skills.
    • 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

  • This is fairly straightforward, your burst damage comes from short bow while sword/dagger is much more defensive but still brings decent pressure to the table.
  • On bow spam as much as you can, ideally from behind. Many short bow skills have increased effectiveness when striking from behind or the sides.
  • is one of your burst skills and should be used on CD. Due to the cone shape of the volley it's best used in point-blank range, right in melee to ensure that all the arrows hit the target.
  • 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 Bleeding 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..).
  • If you're using for the damage and not the evasion, you should first make sure your target is crippled. has the benefit of allowing you to use as the first skill after swapping weapons for synergy, while still getting the most damage out of it.


Sustain

  • Most of your cleansing comes from . 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.
  • 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 and wait a little before reengaging. Make sure you don't have an enemy target selected and autotargeting is turned off in the options!
  • Dodging applies Protection Protection, which also heals thanks to the trait .
  • Wolf's is perhaps the most powerful defensive skill in the build. It breaks stuns, grants immunity to direct damage and even cleanses some conditions.
  • Applying Poison Poison steals some health from the target.
  • grants Protection Protection and as has no cast time, this can be used even while CC'd in order to survive enemy burst.



Ratings

This build has a rating of 4 stars based on 3 votes.
Log in or register to rate this build.
4 stars
Hanz gave this build 4 stars • August 2021
It's a passable duelist but not in the top 5 even. You can absolutely have success with it, but you'll have to work for it a bit harder than usual.
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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