Difference between revisions of "Soulbeast - Immobeast"
(cleanup) |
|||
Line 25: | Line 25: | ||
|weapon1 = Greatsword | |weapon1 = Greatsword | ||
|weapon2 = | |weapon2 = | ||
− | |weapon3 = | + | |weapon3 = Axe |
|weapon4 = Axe | |weapon4 = Axe | ||
|healing = Bear Stance | |healing = Bear Stance | ||
Line 35: | Line 35: | ||
|elite = Entangle | |elite = Entangle | ||
}} | }} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==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 | ||
+ | ** Swap the {{Tooltip|Valkyrie}} ring to {{Tooltip|Marauder}} with this variant | ||
{{Specialization|Beastmastery|mid|mid|bot}} | {{Specialization|Beastmastery|mid|mid|bot}} | ||
{{Specialization|Soulbeast|mid|mid|mid}} | {{Specialization|Soulbeast|mid|mid|mid}} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
Line 67: | Line 56: | ||
| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
| 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 | ||
+ | | ring1 = Valkyrie | ||
}} | }} | ||
− | |||
===Variants=== | ===Variants=== | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
'''Runes''' | '''Runes''' | ||
− | * {{Rune|Superior Rune of Durability}} defensive option | + | * {{Rune|Superior Rune of Durability}} defensive option |
− | |||
==Consumables== | ==Consumables== | ||
− | + | * {{Food|Peppercorn-Crusted Sous-Vide Steak}} | |
− | * {{Food|Peppercorn-Crusted Sous-Vide Steak}} | + | ** {{Food|Fried Oyster Sandwich}} personal option |
− | * {{Food|Fried Oyster Sandwich}} | ||
− | |||
− | |||
− | |||
* {{Utility|Superior Sharpening Stone}} | * {{Utility|Superior Sharpening Stone}} | ||
==Usage== | ==Usage== | ||
− | + | ===General=== | |
* Focus primarily on landing {{Tooltip|immobilize}} on your group's spike damage or when you have a friendly {{Skill|Winds of Disenchantment}}. | * Focus primarily on landing {{Tooltip|immobilize}} on your group's spike damage or when you have a friendly {{Skill|Winds of Disenchantment}}. | ||
** {{Skill|Muddy Terrain}} can be used at range for a quick spike or shade spike | ** {{Skill|Muddy Terrain}} can be used at range for a quick spike or shade spike | ||
Line 107: | Line 83: | ||
** {{Skill|Entangle}} is best used in Winds and pushes by your group | ** {{Skill|Entangle}} is best used in Winds and pushes by your group | ||
** {{Skill|Prelude Lash}} is incredibly strong and can be used in any melee situation where you are spiking the enemy | ** {{Skill|Prelude Lash}} is incredibly strong and can be used in any melee situation where you are spiking the enemy | ||
− | |||
* Use {{Skill|Maul}} off cooldown for high damage spikes | * Use {{Skill|Maul}} off cooldown for high damage spikes | ||
* {{Skill|Counterattack}} is your best defensive option. Be careful not to use the flip skill or double tap it. | * {{Skill|Counterattack}} is your best defensive option. Be careful not to use the flip skill or double tap it. | ||
* {{Skill|Swoop}} Is a high damage gap closer with strong evade frames. | * {{Skill|Swoop}} Is a high damage gap closer with strong evade frames. | ||
− | |||
− | |||
* {{Skill|Path of Scars}} can pull multiple enemies out of position and is excellent on spikes. | * {{Skill|Path of Scars}} can pull multiple enemies out of position and is excellent on spikes. | ||
+ | * {{Skill|Whirling Defense}} is your best tool for cleaving enemy downstates or landing large spikes, but locks you in place. Be sure to use it when you have good group support and are in a relatively safe position. |
Revision as of 18:41, 23 February 2022
The community gave this build a rating, making it top-tier: Great
Focused on: Direct damage and Crowd control
Designed for: WvW Zerg
Difficulty:
TBD
This build was last updated on February 23, 2022 and is up to date for the October 8, 2024 patch.
Overview
This build focuses on landing Immobilize during your group's spike and excels in coordinated group play. It also adds high spike damage.
Template Code
[&DQQeOiA6NyouFwAA+hYAAKwBAADBAAAAwAAAABwAAAAAAAAAAAAAAAAAAAA=]
Skill Bar
Greatsword
Axe/Axe
Utility
Specializations
Variants
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Valkyrie
Valkyrie
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
General
- Focus primarily on landing immobilize on your group's spike damage or when you have a friendly .
- can be used at range for a quick spike or shade spike
- is a powerful but small AoE melee tool best used in heavy spikes
- is best used in Winds and pushes by your group
- is incredibly strong and can be used in any melee situation where you are spiking the enemy
- Use off cooldown for high damage spikes
- is your best defensive option. Be careful not to use the flip skill or double tap it.
- Is a high damage gap closer with strong evade frames.
- can pull multiple enemies out of position and is excellent on spikes.
- is your best tool for cleaving enemy downstates or landing large spikes, but locks you in place. Be sure to use it when you have good group support and are in a relatively safe position.
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
Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium