Difference between revisions of "Soulbeast - Immobeast"
m |
(reworked usage) |
||
Line 82: | Line 82: | ||
− | ==Usage== | + | ==Usage== |
− | === | + | ===Overall Priorities=== |
− | * | + | ;High |
− | ** {{Skill|Muddy Terrain}} | + | * {{Tooltip|Immobilize}}/CC |
− | + | ||
− | + | ;Moderate | |
− | ** {{Skill| | + | * Damage |
− | * | + | |
− | * {{Skill| | + | ;Low |
− | * {{Skill|Swoop}} | + | * Support |
− | * {{Skill| | + | |
− | * {{Skill| | + | |
+ | ====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 | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |Active defense priority | ||
+ | | | ||
+ | * '''Dodge''' | ||
+ | * {{Skill|Counterattack}} | ||
+ | * {{Skill|Bear Stance}} | ||
+ | * {{Skill|Dolyak Stance}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | ===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 | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |{{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}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | ====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 | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |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)}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | ====Support==== | ||
+ | * Try to save {{Skill|Bear Stance}} and {{Skill|Dolyak Stance}} for {{Tooltip|Immobilize}} and make sure to watch your party as well | ||
+ | |||
+ | |||
+ | ====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. |
Revision as of 21:27, 12 March 2022
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage and Crowd control
Designed for: WvW Zerg
Difficulty:
TBD
This build was last updated on March 12, 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.
Skill Bar
Greatsword
Axe/Axe
Utility
Specializations
Variants
- Quickness uptime
- Swap the Dragon stats earring and amulet to Marauder with this variant
if you find yourself lacking
Template Code
[&DQQeNiA6NyouFwAA+hYAAKwBAADBAAAAwAAAABwAAAAAAAAAAAAAAAAAAAA=]
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Dragon
Dragon
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Dragon
Dragon
Accessory
Marauder
Marauder
Amulet
Dragon
Dragon
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
Active defense priority
|
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
|
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
|
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
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