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Difference between revisions of "Soulbeast - Poisonbeast"

 
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{{SEO|description=A condition based Soulbeast duelist build for PvP.}}
 
 
{{Build
 
{{Build
 
| profession = ranger
 
| profession = ranger
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| rating = good
 
| rating = good
 
| focus = condition damage, mobility, sustain
 
| focus = condition damage, mobility, sustain
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| difficulty = 1
 
}}
 
}}
 
__TOC__
 
  
 
==Overview==
 
==Overview==
A condition based Soulbeast duelist build for PvP.
+
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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| weapon1 = shortbow
 
| weapon1 = shortbow
 
| weapon2 =  
 
| weapon2 =  
| weapon3 = dagger
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| weapon3 = axe
 
| weapon4 = dagger
 
| weapon4 = dagger
| healing = Bear Stance
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| healing = Healing Spring
| utility1 = "Protect Me!"
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| utility1 = Dolyak Stance
| utility2 = Griffon Stance
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| utility2 = Spike Trap
| utility3 = Dolyak Stance
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| elite = Entangle
| elite = "Strength of the Pack!"
 
 
| pet1 = Hawk
 
| pet1 = Hawk
| pet2 = Siamoth
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| pet2 = Alpine Wolf
 
}}
 
}}
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 +
 +
==Skill Variants==
 +
'''Utility'''
 +
 +
For the optional slot:
 +
* {{Skill|"Protect Me!"}} - medium CD stunbreak with two layers of damage mitigation (protection and barrier).
 +
 +
* {{Skill|Flame Trap}} - extra damage, adds a new condition (plus a combo field) to the build on a very low CD.
 +
 +
* {{Skill|Viper's Nest}} - slightly worse than Flame Trap overall but has {{Trait|Predator's Cunning}} synergy.
 +
 +
* {{Skill|Signet of Renewal}} - passive healing, mass cleanse and stun break on active.
 +
 +
* {{Skill|Griffon Stance}} - could come in clutch when you're out of dodges and need to evade an enemy burst.
 +
 +
* {{Skill|Lightning Reflexes}} - low CD stun break, evasion and Immob removal.
 +
 +
 +
'''Pets'''
 +
* {{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.
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQQeHiE2Ny8uFwAAuwAAAAEXAAD6FgAA7QAAACwmAAAAAAAAAAAAAAAAAAA=]
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code = [&DQQZNiE2Nx+hAAAA+hYAABsAAAC7AAAAwAAAACwIAAAAAAAAAAAAAAAAAAADawAFAC8AAA==]
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Skirmishing|mid|bot|top}}
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{{Specialization|Nature Magic|mid|top|bot|}}
 
{{Specialization|Wilderness Survival|mid|top|bot}}
 
{{Specialization|Wilderness Survival|mid|top|bot}}
{{Specialization|Soulbeast|bot|bot|mid}}
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{{Specialization|Soulbeast|bot|bot|top}}
  
  
 
===Specialization Variants===
 
===Specialization Variants===
'''Nature Magic''' over '''Skirmishing''': most tanky option.
+
{{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.
{{Specialization|Nature Magic|mid|mid|mid}}
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{{Specialization|Skirmishing|mid|bot|top|variant=y}}
 
+
''Variants''
 
+
* {{Trait|Light on your Feet}} is an equally viable option, trades some flexibility for improved bow skills and a bit of extra condition duration.
'''Beastmastery''' over '''Skirmishing''': improved Command skills, pet attacks and {{Skill|Beastmode}}.
+
* {{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.
{{Specialization|Beastmastery|bot|top|top}}
 
  
  
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| weapon1 = shortbow
 
| weapon1 = shortbow
 
| weapon2 =
 
| weapon2 =
| weapon3 = dagger
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| weapon3 = axe
 
| weapon4 = dagger
 
| weapon4 = dagger
 
| sigil1 = Cleansing
 
| sigil1 = Cleansing
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| sigil3 = Cleansing
 
| sigil3 = Cleansing
 
| sigil4 = Energy
 
| sigil4 = Energy
| rune = Orr
+
| rune = Dolyak
 
| amulet = Sage
 
| amulet = Sage
 +
| relic = Relic of the Demon Queen
 
}}
 
}}
 +
 +
 +
===Equipment Variants===
 +
'''Runes'''
 +
* {{Rune|Necromancer}} - higher damage option if you don't need extra sustain.
 +
 +
* {{Rune|Orr}} - higher damage and some defense against conditions.
 +
 +
 +
'''Relics'''
 +
* {{Relic|Relic of Cerus}} - adds a powerful proc to your elite with boon corruption.
 +
 +
* {{Relic|Relic of Antitoxin}} - better condition cleansing.
 +
 +
* {{Relic|Relic of Evasion}} - permanent {{Tooltip|Vigor}} uptime which also means more passive healing, damage mitigation and condition cleansing when playing with Nature Magic.
 +
 +
* {{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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'''Elite specialization basics'''
 
'''Elite specialization basics'''
  
*Soulbeast allows Rangers to meld with their pet, becoming one. This is done through {{Skill|Beastmode}} which has a 10s CD.
+
*Soulbeast allows Rangers to meld/merge with their pet, becoming one. This is done through {{Skill|Beastmode}} which has a 10s CD.
  
*Pet swapping is disabled while in combat.
+
* Traits related to swapping pets now activate upon entering/leaving {{Skill|Beastmode}}.
** {{Tooltip|Hawk}} is the pet you'll be using in combat.
 
** {{Tooltip|Siamoth}} is your non-combat pet. What that means is you'll only use this pet for one thing: {{Skill|Forage}}, hoping for a Plasma which can be consumed by {{Skill|Consume Plasma}}. Use Forage between fights so you may start the next encounter with a free consumable. Swap back to your other pet as soon as possible.
 
** Traits related to swapping pets now activate upon entering/leaving {{Skill|Beastmode}}.
 
  
 
*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).
 
*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.
+
* Melding with a dead pet and then exiting Beastmode instantly revives them.
  
  
 
'''General'''
 
'''General'''
  
*{{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:
+
* ''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 (this is the most common), {{Skill|Quick Shot}} if you need sustain (evade attacks), or {{Skill|Concussion Shot}} if you want more CC.
+
** 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 '''dagger/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|Double Arc}} or {{Skill|Crippling Talon}}.  
+
** 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.
<!--** 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.
+
<!--** 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.-->
 
* 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}}.
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<!--* {{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.-->
  
  
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** Turn around before using Quick Shot in order to move "forward".
 
** Turn around before using Quick Shot in order to move "forward".
  
*Roam between capture points with {{Skill|Swoop (soulbeast)}}.
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*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. -->
+
<!--** 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'''
 
'''Damage'''
  
*This is fairly straightforward, your burst damage comes from '''short bow''' while '''dagger/dagger''' is slightly more defensive but still brings decent pressure to the table.
+
* 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 + the bird's {{Skill|Primal Cry}}.
 +
** Use the immob from {{Skill|Crippling Shot}} to root targets while you flank them with {{Skill|Concussion Shot}}.
  
*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.
+
* ''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}}.
  
*{{Skill|Poison Volley}} 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.
+
*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|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.
 
*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.
  
*{{Skill|Lacerating Slash}} (Hawk F2) is a spammable source of {{Tooltip|Bleeding}} and {{Tooltip|Poison}} from {{Trait|Poison Master}}.
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* 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. It's an integral part of every burst combo if you intend to get a kill.
 +
 
 +
 
 +
'''Burst combo examples'''
 +
 
 +
These are merely supposed to give you some ideas, the combos in the build are rather flexible and not set in stone. Just try to maximize CC duration while spamming high damage attacks on enemies and weave in skills with evade frames when they escape the CC.
 +
 
 +
''Hawk + Axe''
 +
:# Start in Beastmode on Hawk.
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:# {{Skill|Spike Trap}} for an unblockable CC.
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:# {{Skill|Winter's Bite}} should land right as the trap activates.
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:# Cast {{Skill|Primal Cry}} but exit Beastmode while still channeling this ability. Command Hawk to do his {{Skill|Lacerating Slash}} while still casting Primal Cry (this skill won't be interrupted by leaving Beastmode).
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:# {{Skill|Stalker's Strike}} while the target's still Chilled from Winter's Bite, this way we apply more condi stacks.
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:# {{Skill|Splitblade}} in melee range where all the axes will hit the target.
 +
 
 +
 
 +
''Wolf + Shortbow''
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:# {{Skill|Entangle}} for an unblockable soft-CC.
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:# {{Skill|Brutal Charge (soulbeast canine)}} to knock down the immobilized target. If they try to avoid your burst with blocking skills, use Spike Trap instead (if possible).
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:# Swap pets in Beastmode with F4 (Eternal Bond), you'll gain better offensive stats.
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:# {{Skill|Poison Volley}} in melee range.
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:# {{Skill|Crippling Shot}} from behind.
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:# {{Skill|Concussion Shot}} from behind.
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:# {{Skill|Primal Cry}}
  
  
 
'''Sustain'''
 
'''Sustain'''
  
*Every stance in the build is defensive by nature and can be shared with allies, which you should aim to do whenever possible.
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* 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.
 
 
*The build doesn't have a lot of means to deal with conditions, limited mainly to {{Skill|Bear Stance}} and {{Sigil|Cleansing}}.
 
  
 
<!--* {{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.
 
<!--* {{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 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 {{Skill|Swoop (soulbeast)}} and wait a little before reengaging.
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*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}}.
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*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.
 
*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.
 
*{{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.
 +
 +
''Healing Combo Example''
 +
:# ''Optional -'' Pop {{Skill|Dolyak Stance}} to reduce the risk of getting interrupted and to reduce incoming damage. This also makes you immune to several non-damaging conditions, making it easier for Healing Spring to remove the damaging ones.
 +
:# {{Skill|Healing Spring}} to create a Water field
 +
:# {{Skill|Swoop (soulbeast)}}, preferably with an enemy target inside Healing Spring's radius otherwise this could take you way out of the field. That's usually not a problem either, just swap Brutal Charge with Crippling Leap in the rotation to quickly jump back inside the ring.
 +
:# {{Trait|Eternal Bond}} to swap pets while in Beastmode.
 +
:# {{Skill|Brutal Charge (soulbeast canine)}} inside the field.
 +
:# {{Skill|Crippling Leap (soulbeast)}} inside the field.
 +
 +
'''Note:''' obviously this can be done the other way around too, starting with Wolf and swapping to Hawk. The point is to do 3 Leap finishers inside a single Water field.
 +
  
 
==Related Builds==
 
==Related Builds==
* [[Build:Soulbeast_-_Condition_Stancebeast_Roamer|Stancebeast Roamer]] - the WVW Roaming version of this condition Soulbeast PvP build.
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* [[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 20:06, 3 July 2024

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

Focused on: Condition damageMobility and Sustain

Designed for: PvP Conquest

Difficulty:
Easy
This build was last updated on July 03, 2024 and is up to date for the October 8, 2024 patch.

Overview

A Condition damage Soulbeast duelist build for PvP with high sustain, focusing mainly on winning smaller fights like 1v1s and 2v2s.


Skill Bar

Hawk
Alpine Wolf
Shortbow
Axe/Dagger
Utility


Skill Variants

Utility

For the optional slot:

  • "Protect Me!" - medium CD stunbreak with two layers of damage mitigation (protection and barrier).
  • Flame Trap - extra damage, adds a new condition (plus a combo field) to the build on a very low CD.
  • Viper's Nest - slightly worse than Flame Trap overall but has Predator's Cunning synergy.
  • Signet of Renewal - passive healing, mass cleanse and stun break on active.
  • Griffon Stance - could come in clutch when you're out of dodges and need to evade an enemy burst.
  • Lightning Reflexes - low CD stun break, evasion and Immob removal.


Pets

  • Siamoth Siamoth over Alpine Wolf Alpine Wolf - they both have Unflinching Fortitude and a CC, but Alpine Wolf has better mobility and 2 leap finishers in Beastmode to combo with 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.


Template Code

[&DQQZNiE2Nx+hAAAA+hYAABsAAAC7AAAAwAAAACwIAAAAAAAAAAAAAAAAAAADawAFAC8AAA==]
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Specializations


Specialization Variants

Skirmishing Skirmishing over Nature Magic 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.

Variants

  • Light on your Feet is an equally viable option, trades some flexibility for improved bow skills and a bit of extra condition duration.
  • 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.


Equipment

Shortbow
Sigil
Sigil
Axe
Dagger
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Runes

  • Rune of Necromancer - higher damage option if you don't need extra sustain.
  • Rune of Orr - higher damage and some defense against conditions.


Relics

  • Relic of Cerus - adds a powerful proc to your elite with boon corruption.
  • Relic of Antitoxin - better condition cleansing.
  • Relic of Evasion - permanent Vigor Vigor uptime which also means more passive healing, damage mitigation and condition cleansing when playing with Nature Magic.
  • Relic of Nayos - this could give you a lot of extra healing in some condition matchups when combined with Evasive Purity and 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.


Usage

Elite specialization basics

  • Soulbeast allows Rangers to meld/merge with their pet, becoming one. This is done through Beastmode which has a 10s CD.
  • Traits related to swapping pets now activate upon entering/leaving Beastmode.
  • Pet related traits and skills such as 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: 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 Poison Volley for burst damage, Quick Shot if you need sustain (evade attacks), or Concussion Shot if you want more CC.
    • On Axe/Dagger the prime considerations are Winter's Bite and Stalker's Strike. Both of these offer a mix of damage and survivability. In terms of raw damage Splitblade could be better than Stalker's Strike when SS wouldn't inflict the extra Poison Poison stacks.
  • 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 Beastmode.


Mobility

  • Maintain permanent Swiftness Swiftness with Quick Shot and Quickening Screech.
    • Turn around before using Quick Shot in order to move "forward".
  • Roam between capture points with Swoop (soulbeast) and Crippling Leap (soulbeast).


Damage

  • The basic gameplan is simple: CC targets with Spike Trap, Crippling Shot, Concussion Shot (from behind or the sides), Entangle and Brutal Charge (soulbeast canine) then spam as many weapon skills on them as possible + the bird's Primal Cry.
    • Use the immob from Crippling Shot to root targets while you flank them with Concussion Shot.
  • Relic-dependent: enemies under the eye of 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 Entangle. Consider setting up the Entangle with Spike Trap.
  • On bow spam 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.
  • Poison Volley and Splitblade are cone-shaped attacks and should be used in melee range (point-blank) to ensure that all the projectiles hit the main target.
  • 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 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..).
  • 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 Weakness Weakness even helps with mitigating incoming damage.
    • This is best used in 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 Weakness Weakness.
  • If you're using Stalker's Strike for the damage and not the evasion, you should first make sure your target is crippled. Crippling Shot has the benefit of allowing you to use Stalker's Strike as the first skill after swapping weapons for Quick Draw synergy, while still getting the most damage out of it.
  • Use Hawk's F2 on CD for the Bleeding Bleeding and Poison Poison from Poison Master. It's easier to land this skill right after unmerging.
  • Hawk's Beastmode F3 skill Primal Cry is one of the best skills when it comes to condition variety and should be used on CD to pressure enemies. It's an integral part of every burst combo if you intend to get a kill.


Burst combo examples

These are merely supposed to give you some ideas, the combos in the build are rather flexible and not set in stone. Just try to maximize CC duration while spamming high damage attacks on enemies and weave in skills with evade frames when they escape the CC.

Hawk + Axe

  1. Start in Beastmode on Hawk.
  2. Spike Trap for an unblockable CC.
  3. Winter's Bite should land right as the trap activates.
  4. Cast Primal Cry but exit Beastmode while still channeling this ability. Command Hawk to do his Lacerating Slash while still casting Primal Cry (this skill won't be interrupted by leaving Beastmode).
  5. Stalker's Strike while the target's still Chilled from Winter's Bite, this way we apply more condi stacks.
  6. Splitblade in melee range where all the axes will hit the target.


Wolf + Shortbow

  1. Entangle for an unblockable soft-CC.
  2. Brutal Charge (soulbeast canine) to knock down the immobilized target. If they try to avoid your burst with blocking skills, use Spike Trap instead (if possible).
  3. Swap pets in Beastmode with F4 (Eternal Bond), you'll gain better offensive stats.
  4. Poison Volley in melee range.
  5. Crippling Shot from behind.
  6. Concussion Shot from behind.
  7. Primal Cry


Sustain

  • A significant chunk of your cleansing comes from 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.
  • 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 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 Protection Protection, which also heals thanks to the trait Rugged Growth. With Nature Magic dodging also removes 1 damaging and 1 non-damaging condition.
  • Wolf's 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 Poison Poison steals some health from the target.
  • Unstoppable Union grants Protection Protection and as Beastmode has no cast time, this can be used even while CC'd in order to survive enemy burst.
  • 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.

Healing Combo Example

  1. Optional - Pop Dolyak Stance to reduce the risk of getting interrupted and to reduce incoming damage. This also makes you immune to several non-damaging conditions, making it easier for Healing Spring to remove the damaging ones.
  2. Healing Spring to create a Water field
  3. Swoop (soulbeast), preferably with an enemy target inside Healing Spring's radius otherwise this could take you way out of the field. That's usually not a problem either, just swap Brutal Charge with Crippling Leap in the rotation to quickly jump back inside the ring.
  4. Eternal Bond to swap pets while in Beastmode.
  5. Brutal Charge (soulbeast canine) inside the field.
  6. Crippling Leap (soulbeast) inside the field.

Note: obviously this can be done the other way around too, starting with Wolf and swapping to Hawk. The point is to do 3 Leap finishers inside a single Water field.


Related Builds


Ratings

This build has a rating of 4 stars based on 6 votes.
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4 stars
Emilon gave this build 4 stars • July 2024
I play it with D/D instead of shortbow but it's good either way. People always underestimate condi rangers but it can be very viable. Not that great above 1v1 tho so it's a bit niche.
4 stars
Hanz gave this build 4 stars • June 2024
I think it's a bit underrated. 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, impressive mobility, unblockable CC, damage immunity, combo tools and so on).
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
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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