Difference between revisions of "Soulbeast - Poisonbeast"
Line 17: | Line 17: | ||
| weapon1 = shortbow | | weapon1 = shortbow | ||
| weapon2 = | | weapon2 = | ||
− | | weapon3 = | + | | weapon3 = sword |
| weapon4 = dagger | | weapon4 = dagger | ||
− | | healing = | + | | healing = Healing Spring |
| utility1 = "Protect Me!" | | utility1 = "Protect Me!" | ||
− | | utility2 = | + | | utility2 = Viper's Nest |
− | | utility3 = | + | | utility3 = Lightning Reflexes |
| elite = "Strength of the Pack!" | | elite = "Strength of the Pack!" | ||
| pet1 = Hawk | | pet1 = Hawk | ||
− | | pet2 = | + | | pet2 = Alpine Wolf |
}} | }} | ||
Line 31: | Line 31: | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQQeHyE2Nx+hAAAAuwAAALoAAAC4AAAA7QAAACwIAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Skirmishing| | + | {{Specialization|Skirmishing|bot|bot|top}} |
− | {{Specialization|Wilderness Survival|mid| | + | {{Specialization|Wilderness Survival|mid|bot|bot}} |
− | {{Specialization|Soulbeast|bot|bot| | + | {{Specialization|Soulbeast|bot|bot|top}} |
Line 54: | Line 54: | ||
| weapon1 = shortbow | | weapon1 = shortbow | ||
| weapon2 = | | weapon2 = | ||
− | | weapon3 = | + | | weapon3 = sword |
| weapon4 = dagger | | weapon4 = dagger | ||
| sigil1 = Cleansing | | sigil1 = Cleansing | ||
Line 63: | Line 63: | ||
| amulet = Sage | | amulet = Sage | ||
}} | }} | ||
+ | |||
+ | '''Rune''' | ||
+ | * {{Rune|Trapper}} - good stats and helps you kite opponents with stealth and superspeed for extra sustain. Especially worth it when running 2 or more traps. | ||
Line 68: | Line 71: | ||
'''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. |
− | + | * 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. |
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*{{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: | *{{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 (this is the most common), {{Skill|Quick Shot}} if you need sustain (evade attacks), or {{Skill|Concussion Shot}} if you want more CC. | ||
− | ** On ''' | + | ** 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. |
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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)}}. | + | *Roam between capture points with {{Skill|Swoop (soulbeast)}}, {{Skill|Crippling Leap (soulbeast)}} and the sword skills. |
− | + | ** 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 ''' | + | *This is fairly straightforward, your burst damage comes from '''short bow''' while '''sword/dagger''' is much more defensive but still brings decent pressure to the table. |
*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. | *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. | ||
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'''Sustain''' | '''Sustain''' | ||
− | * | + | * Most 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. |
− | |||
− | |||
<!--* {{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. | + | *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 reengaging. 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}}. | *Dodging applies {{Tooltip|Protection}}, which also heals thanks to the trait {{Trait|Rugged Growth}}. | ||
+ | |||
+ | * 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. | ||
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*{{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. | ||
− | + | <!--==Related Builds== | |
− | ==Related Builds== | + | [[Build:Soulbeast_-_Condition_Stancebeast_Roamer|Stancebeast Roamer]] - the WVW Roaming version of this condition Soulbeast PvP build.--> |
− | [[Build:Soulbeast_-_Condition_Stancebeast_Roamer|Stancebeast Roamer]] - the WVW Roaming version of this condition Soulbeast PvP build. |
Revision as of 15:14, 20 October 2022
The community gave this build a rating, making it second-tier: Good
Focused on: Condition damage, Mobility and Sustain
Designed for: PvP Conquest
Difficulty:
TBD
This build was last updated on October 20, 2022 and is up to date for the October 8, 2024 patch.
Overview
A Condition damage based Soulbeast duelist build for PvP.
Skill Bar
Shortbow
Sword/Dagger
Utility
Template Code
[&DQQeHyE2Nx+hAAAAuwAAALoAAAC4AAAA7QAAACwIAAAAAAAAAAAAAAAAAAA=]
Specializations
Specialization Variants
Nature Magic over Skirmishing: most tanky option.
Beastmastery over Skirmishing: improved Command skills, pet attacks and .
Equipment
Shortbow
Sigil
Sigil
Sword
Dagger
Sigil
Sigil
Rune
Amulet
Rune
- - good stats and helps you kite opponents with stealth and superspeed for extra sustain. Especially worth it when running 2 or more traps.
Usage
Elite specialization basics
- Soulbeast allows Rangers to meld/merge with their pet, becoming one. This is done through which has a 10s CD.
- Traits related to swapping pets now activate upon entering/leaving .
- Pet related traits and skills such as 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
- On short bow you should either open with for burst damage (this is the most common), if you need sustain (evade attacks), or if you want more CC.
- On sword/dagger usually can't go wrong with a 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 or .
- Another combo you could do with sword involves chaining ⇒ ⇒ wait for ML to come off CD, use some filler skills or dodge if you have to ⇒ ML ⇒ SS ⇒ to reset the CD of ML ⇒ ML ⇒ SS. This is a very high evasion uptime chain that still does decent damage, and the leap finishers could be used inside for even more value. and 3 times. To do this, use
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:
- In combat always try to use before as HS resets the CD on ML.
Mobility
- Maintain permanent Swiftness with and .
- Turn around before using Quick Shot in order to move "forward".
- Roam between capture points with
- 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.
, and the sword skills.
Damage
- This is fairly straightforward, your burst damage comes from short bow while sword/dagger is much more defensive but still brings decent pressure to the table.
- On bow spam as much as you can, ideally from behind. Many short bow skills have increased effectiveness when striking from behind or the sides.
- 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.
- 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..). 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
- If you're using for the damage and not the evasion, you should first make sure your target is crippled. has the benefit of allowing you to use as the first skill after swapping weapons for synergy, while still getting the most damage out of it.
Sustain
- Most of your cleansing comes from . 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.
- 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 and wait a little before reengaging. Make sure you don't have an enemy target selected and autotargeting is turned off in the options!
- Dodging applies Protection, which also heals thanks to the trait .
- Wolf's 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 steals some health from the target.
- Protection and as has no cast time, this can be used even while CC'd in order to survive enemy burst. grants
Ratings
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.
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).
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.
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.
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
Almost exactly the build I have found that works really well. Totally destroys teams/characters that rely on healing.
Comments
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