Difference between revisions of "Soulbeast - DPS Soulbeast"
(17 intermediate revisions by 3 users not shown) | |||
Line 4: | Line 4: | ||
| designed for = wvw zerg | | designed for = wvw zerg | ||
| focus = direct damage, crowd control | | focus = direct damage, crowd control | ||
− | | rating = | + | | rating = great |
− | | xpac = hot, pof, eod | + | | xpac = hot, pof, eod, soto |
| difficulty = 2 | | difficulty = 2 | ||
}} | }} | ||
Line 17: | Line 17: | ||
|profession = ranger | |profession = ranger | ||
|specialization = soulbeast | |specialization = soulbeast | ||
− | |weapon1 = | + | |weapon1 = Hammer |
− | |weapon2 = | + | |weapon2 = |
|weapon3 = Mace | |weapon3 = Mace | ||
|weapon4 = Mace | |weapon4 = Mace | ||
Line 26: | Line 26: | ||
|utility3 = | |utility3 = | ||
|elite = One Wolf Pack | |elite = One Wolf Pack | ||
− | |pet1 = | + | |pet1 = Sky-Chak Striker |
|pet2 = smokescale | |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 |
;Utilities | ;Utilities | ||
Line 51: | Line 57: | ||
{{Specialization|Soulbeast|mid|mid|bot}} | {{Specialization|Soulbeast|mid|mid|bot}} | ||
;Variants | ;Variants | ||
− | * {{Trait|Leader of the Pack}} | + | * {{Trait|Leader of the Pack}} - excellent group utility at the cost of damage |
Line 67: | Line 73: | ||
| rune-qt = 6 | | rune-qt = 6 | ||
| relic = Relic of the Thief | | relic = Relic of the Thief | ||
− | | weapon1 = | + | | weapon1 = Hammer |
− | | weapon2 = | + | | weapon2 = |
| sigil1 = Superior Sigil of Bloodlust | | sigil1 = Superior Sigil of Bloodlust | ||
| sigil2 = Superior Sigil of Energy | | sigil2 = Superior Sigil of Energy | ||
Line 107: | 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 | ||
− | + | ;Mace | |
− | |||
* 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| | + | ** 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|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| | + | * {{Skill|Flourish}}/{{Skill|Savage Shock Wave}} |
− | * {{Skill| | + | * {{Skill|Unleashed Overbearing Smash}} |
* {{Skill|Worldly Impact}} | * {{Skill|Worldly Impact}} | ||
− | * {{Skill| | + | * {{Skill|Wild Strikes}}/{{Skill|Unleashed Wild Swing}} |
− | * {{Skill| | + | * {{Skill|Spit Goop}} |
− | * {{Skill| | + | * {{Skill|Electrocute (soulbeast)}} |
− | * {{Skill| | + | * {{Skill|Thistleguard}} |
− | + | * {{Skill|Oaken Cudgel}}/{{Skill|Unleashed Thump}} | |
* {{Skill|Storm Spirit}} | * {{Skill|Storm Spirit}} | ||
{{Collapse end}} | {{Collapse end}} |
Latest revision as of 15:05, 6 June 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Direct damage and Crowd control
Designed for: WvW Zerg
Difficulty:
Normal
This build was last updated on June 06, 2024 and is up to date for the October 8, 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
- is slightly more damage, but not generally worth the loss in utility
, , and
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
- Elite
Specializations
- Variants
- - excellent group utility at the cost of damage
Template Code
[&DQQeOiA2NzouFwAA+hYAALYAAAC1AAAAwAAAADsAAAAAAAAAAAAAAAAAAAA=]
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
Hammer
Marauder
Marauder
Sigil
Sigil
Mace
Marauder
Marauder
Mace
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
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
- Immobilize - for
- Dodge
Detailed Explanations
Damage
- Start fights on Hammer so you can use
- Swap to Mace/Mace immediately if you're going to be in melee for an extended time
to engage
- When at range, use ⇒ 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 Nature's Strength isn't procced through the first rotation. 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
- Make sure all of your mace skills land for Nature's Strength stacks
- Your mace cooldowns reset on reaching 5 stacks, so don't leave mace before hitting the threshold
- While Nature's Strength deals no damage, hitting it is still important get the stack of
- If you can't hit Nature's Strength or missed a skill, , your final auto chain also gives a stack of
- should be cast as your group reaches melee, before you can hit with melee skills
- Hammer
- In hammer prioritize Immobilize to help CC the enemy for the
- Make sure not to cancel the follow-up swing of , it has the majority of its damage and rips boons
- 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
- is a higher priority than any skills other than , , and if you're in position to use them
- Be careful with the forced movement from
- 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
and
- Don't aim directly into the enemy group and make sure to drop your target before casting these skills
Sword/Axe
- Prioritize whenever it is possible to do so
- Be careful with the forced movement from and , only use them for damage when the enemy group is moving defensively
Damage priority
- /
- /
- /
Ratings
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 in addition to the rework of spirits finally solves the problem of the Ranger having no viable ranged damage options with three excellent high damage abilities, two of them with a low cooldown and all of which can combine well for a 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.
Great build, but should be running Leader of the Pack if using OWP.
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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