Difference between revisions of "Soulbeast - Immobeast"
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{{Build | {{Build | ||
| profession = ranger | | profession = ranger | ||
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| designed for = wvw zerg | | designed for = wvw zerg | ||
| focus = direct damage, crowd control | | focus = direct damage, crowd control | ||
− | | rating = | + | | rating = archived |
− | | xpac = pof | + | | xpac = hot, pof, eod |
}} | }} | ||
==Overview== | ==Overview== | ||
This build focuses on landing {{Tooltip|Immobilize}} during your group's spike and excels in coordinated group play. It also adds high spike damage. | This build focuses on landing {{Tooltip|Immobilize}} during your group's spike and excels in coordinated group play. It also adds high spike damage. | ||
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|weapon1 = Greatsword | |weapon1 = Greatsword | ||
|weapon2 = | |weapon2 = | ||
− | |weapon3 = | + | |weapon3 = Axe |
|weapon4 = Axe | |weapon4 = Axe | ||
|healing = Bear Stance | |healing = Bear Stance | ||
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− | === | + | ==Template Code== |
− | + | {{TemplateCode| | |
− | + | code = [&DQQeNiA6NyouFwAA+hYAAKwBAADBAAAAwAAAABwAAAAAAAAAAAAAAAAAAAA=] | |
− | + | }} | |
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==Specializations== | ==Specializations== | ||
{{Specialization|Skirmishing|mid|top|bot}} | {{Specialization|Skirmishing|mid|top|bot}} | ||
+ | ;Variants | ||
+ | * {{Trait|Strider's Defense}} if you find yourself lacking {{Tooltip|Quickness}} uptime | ||
{{Specialization|Beastmastery|mid|mid|bot}} | {{Specialization|Beastmastery|mid|mid|bot}} | ||
{{Specialization|Soulbeast|mid|mid|mid}} | {{Specialization|Soulbeast|mid|mid|mid}} | ||
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| weapon1 = Greatsword | | weapon1 = Greatsword | ||
| weapon2 = | | weapon2 = | ||
− | | sigil1 = Superior Sigil of | + | | sigil1 = Superior Sigil of Bloodlust |
| sigil2 = Superior Sigil of Energy | | sigil2 = Superior Sigil of Energy | ||
− | | weapon3 = | + | | weapon3 = Axe |
| weapon4 = Axe | | weapon4 = Axe | ||
| sigil3 = Superior Sigil of Force | | sigil3 = Superior Sigil of Force | ||
| sigil4 = Superior Sigil of Energy | | sigil4 = Superior Sigil of Energy | ||
− | | | + | | infusion1 = Mighty WvW Infusion |
+ | | infusion1-qt = 18 | ||
+ | | accessory1 = Dragon | ||
+ | | ring1 = Dragon | ||
}} | }} | ||
===Variants=== | ===Variants=== | ||
− | ''' | + | '''Runes''' |
− | * | + | * {{Rune|Superior Rune of Durability}} defensive option |
− | ''' | + | ===Consumables=== |
− | * {{ | + | * {{Food|Peppercorn-Crusted Sous-Vide Steak}} |
− | * {{ | + | ** {{Food|Fried Oyster Sandwich}} personal option |
− | * {{ | + | * {{Utility|Superior Sharpening Stone}} |
+ | |||
+ | |||
+ | ==Usage== | ||
+ | ===Overall Priorities=== | ||
+ | ;High | ||
+ | * {{Tooltip|Immobilize}}/CC | ||
+ | |||
+ | ;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 ({{Skill|Crippling Leap (soulbeast)}}, '''Brutal Charge''', {{Skill|Swoop}}) defensively | ||
+ | * This builds has high active defenses | ||
+ | ** Try to save {{Skill|Dolyak Stance}} for stunbreaking as much as possible | ||
+ | |||
+ | {{Collapse start|Active defense priority}} | ||
+ | * {{Skill|Dolyak Stance}} - for stunbreaking | ||
+ | * {{Skill|Bear Stance}} - for {{Tooltip|Immobilize}} | ||
+ | * {{Skill|Dolyak Stance}} - for {{Tooltip|Immobilize}} | ||
+ | * '''Dodge''' | ||
+ | * {{Skill|Counterattack}} | ||
+ | * {{Skill|Bear Stance}} - general use | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ===Detailed Explanations=== | ||
+ | ====Immobilize/CC==== | ||
+ | * {{Skill|Prelude Lash}} and {{Skill|Path of Scars}} pull enemies towards you, make sure you aren't pulling enemies out of damage with it | ||
+ | * Don't overcommit into melee when {{Skill|Muddy Terrain}} 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 {{Tooltip|Stability}} | ||
+ | * Use your CC when: | ||
+ | ** Your group calls a spike: | ||
+ | *** Winds - {{Skill|Winds of Disenchantment}} | ||
+ | *** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}} | ||
+ | *** Shades - {{Skill|Desert Shroud}} | ||
+ | *** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}} | ||
+ | ** On top of enemy downs (while alive players are on top of them) | ||
+ | ** Enemy groups moving defensively while your group is pushing | ||
− | ''' | + | {{Collapse start|{{Tooltip|Immobilize}} / CC priority}} |
− | * {{ | + | * {{Skill|Prelude Lash}} - against targets without {{Tooltip|Stability}} |
− | + | * {{Skill|Muddy Terrain}} | |
+ | * {{Skill|Signet of the Wild}} | ||
+ | * {{Skill|Entangle}} | ||
+ | * '''Brutal Charge''' | ||
+ | * {{Skill|Path of Scars}} | ||
+ | {{Collapse end}} | ||
− | == | + | ====Damage==== |
− | ''' | + | * Use {{Skill|Whirling Defense}} 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 {{Skill|Whirling Defense}} is ready if possible | |
− | * {{ | + | * Save {{Skill|Crippling Leap (soulbeast)}} for gapclosing on greatsword instead of using it for damage |
− | ''' | + | {{Collapse start|Damage priority}} |
− | * {{ | + | ;Axe/Axe |
− | + | * {{Skill|Whirling Defense}} | |
+ | * {{Skill|Winter's Bite}} | ||
+ | * {{Skill|Splitblade}} | ||
+ | * {{Skill|Ricochet}} | ||
+ | * {{Skill|Crippling Leap (soulbeast)}} | ||
+ | ;Greatsword | ||
+ | * {{Skill|Maul}} | ||
+ | * {{Skill|Hilt Bash}} - while {{Skill|Maul}} is on cooldown | ||
+ | * {{Skill|Swoop}} | ||
+ | * '''Autoattacks''' | ||
+ | * {{Skill|Crippling Leap (soulbeast)}} | ||
+ | {{Collapse end}} | ||
− | == | + | ====Support==== |
− | + | * Try to save {{Skill|Bear Stance}} and {{Skill|Dolyak Stance}} for {{Tooltip|Immobilize}} and make sure to watch your party as well | |
− | * | ||
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− | * | + | ====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. |
Latest revision as of 15:07, 27 March 2023
Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.
Focused on: Direct damage and Crowd control
Designed for: WvW Zerg
Difficulty:
TBD
Overview
This build focuses on landing Immobilize during your group's spike and excels in coordinated group play. It also adds high spike damage.
Skill Bar
Greatsword
Axe/Axe
Utility
Template Code
[&DQQeNiA6NyouFwAA+hYAAKwBAADBAAAAwAAAABwAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
- Quickness uptime if you find yourself lacking
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Dragon
Dragon
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Dragon
Dragon
Ring
Marauder
Marauder
Greatsword
Marauder
Marauder
Sigil
Sigil
Axe
Marauder
Marauder
Axe
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Variants
Runes
- defensive option
Consumables
-
- personal option
Usage
Overall Priorities
- High
- Immobilize/CC
- 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
- - for stunbreaking
- Immobilize - for
- Immobilize - for
- Dodge
- - general use
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
- 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
- Your group calls a spike:
Immobilize / CC priority
- Stability - against targets without
- 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
- Axe/Axe
- Greatsword
- - while is on cooldown
- Autoattacks
Support
- Try to save Immobilize and make sure to watch your party as well and for
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
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.
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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