Difference between revisions of "Soulbeast - DPS Soulbeast"

Line 4: Line 4:
 
| designed for = wvw zerg
 
| designed for = wvw zerg
 
| focus = direct damage, crowd control
 
| focus = direct damage, crowd control
| rating = draft
+
| rating = test
 
| xpac = hot, pof, eod
 
| xpac = hot, pof, eod
 
| difficulty = 2
 
| difficulty = 2
Line 10: Line 10:
  
 
==Overview==
 
==Overview==
 +
A high burst damage melee build with optional party support.
  
  
Line 23: Line 24:
 
|utility1 = Dolyak Stance
 
|utility1 = Dolyak Stance
 
|utility2 = Storm Spirit
 
|utility2 = Storm Spirit
|utility3 = Frost Trap
+
|utility3 =  
 
|elite = One Wolf Pack
 
|elite = One Wolf Pack
 
|pet1 = sky-chak striker
 
|pet1 = sky-chak striker
Line 33: Line 34:
 
;Weapons
 
;Weapons
 
* '''Sword/Axe''' {{to}} '''Hammer'''
 
* '''Sword/Axe''' {{to}} '''Hammer'''
 +
* '''Sword/Axe''' {{to}} '''Longbow''' Longbow is generally worse than other options, but very helpful for clearing siege
  
 
;Utilities
 
;Utilities
 
* {{Skill|Muddy Terrain}}
 
* {{Skill|Muddy Terrain}}
 
* {{Skill|Signet of the Wild}}
 
* {{Skill|Signet of the Wild}}
 +
* {{Skill|Frost Trap}}
  
 
;Elite
 
;Elite
Line 46: Line 49:
 
{{Specialization|Beastmastery|mid|top|bot}}
 
{{Specialization|Beastmastery|mid|top|bot}}
 
{{Specialization|Soulbeast|mid|mid|bot}}
 
{{Specialization|Soulbeast|mid|mid|bot}}
 +
;Variants
 +
* {{Trait|Leader of the Pack}}
  
  
Line 83: Line 88:
  
 
==Usage==
 
==Usage==
 +
===Priorities===
 +
;High
 +
Damage
 +
 +
 +
====Surviving====
 +
* This build has moderate passive defense
 +
* This build has moderate mobility skill access
 +
* This build has low active defenses
 +
 +
{{Collapse start|Active defense priority}}
 +
* {{Skill|Dolyak Stance}} - for {{Tooltip|Immobilize}}
 +
* '''Dodge'''
 +
{{Collapse end}}
 +
 +
 +
===Detailed Explanations===
 +
====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
 +
* {{Skill|Storm Spirit}} should be cast as your group reaches melee, before you can hit with melee skills
 +
* Prioritize {{Skill|Whirling Defense}} whenever it is possible to do so
 +
* 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
 +
** 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}}
 +
*** Be careful with the forced movement from {{Skill|Oaken Cudgel}}, don't aim directly into the enemy group and make sure to drop your target before casting it
 +
* {{Skill|Worldly Impact}} is a higher priority than any skills other than {{Skill|Whirling Defense}} and {{Skill|Flourish}}
 +
 +
{{Collapse start|Damage priority}}
 +
* {{Skill|Whirling Defense}}
 +
* {{Skill|Flourish}}
 +
* {{Skill|Worldly Impact}}
 +
* {{Skill|Spit Goop}}/{{Skill|Electrocute (soulbeast)}}
 +
* {{Skill|Wild Strikes}}/{{Skill|Thistleguard}}
 +
* {{Skill|Oaken Cudgel}}
 +
* {{Skill|Storm Spirit}}
 +
{{Collapse end}}

Revision as of 00:16, 16 April 2024

This is a test build. You may comment and rate it.

Focused on: Direct damage and Crowd control

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire BuildsEnd of Dragons builds

Difficulty:
Normal

Overview

A high burst damage melee build with optional party support.


Skill Bar

Sword/Axe
Mace/Mace
Utility


Variants

Weapons
  • Sword/Axe Hammer
  • Sword/Axe Longbow Longbow is generally worse than other options, but very helpful for clearing siege
Utilities
  • Muddy Terrain
  • Signet of the Wild
  • Frost Trap
Elite
  • Entangle


Specializations

Variants
  • Leader of the Pack


Template Code

[&DQQeOiA2NzouFwAA+hYAALYAAAC1AAAAwAAAADsAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Dragon
Accessory
Marauder
Amulet
Marauder
Ring
Dragon
Ring
Marauder
Sword
Marauder
Axe
Marauder
Sigil
Sigil
Mace
Marauder
Mace
Marauder
Sigil
Sigil
Rune
x6
Infusion
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 Toggle


Detailed Explanations

Damage

  • When at range, use Spit Goop Electrocute (soulbeast) to spike damage
    • With this cast order, both hits will land at almost the same time at 900 range, increasing burst
  • Storm Spirit should be cast as your group reaches melee, before you can hit with melee skills
  • Prioritize Whirling Defense whenever it is possible to do so
  • In mace prioritize 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 Nature's Strength Nature's Strength isn't procced through the first rotation.
  • Make sure all of your mace skills land for Nature's Strength Nature's Strength stacks
    • Your mace cooldowns reset on reaching 5 stacks, so don't leave mace before hitting the threshold
    • While Oaken Cudgel deals no damage, hitting it is still important get the stack of Nature's Strength Nature's Strength
      • Be careful with the forced movement from Oaken Cudgel, don't aim directly into the enemy group and make sure to drop your target before casting it
  • Worldly Impact is a higher priority than any skills other than Whirling Defense and Flourish
Damage priority Toggle
  • Whirling Defense
  • Flourish
  • Worldly Impact
  • Spit Goop/Electrocute (soulbeast)
  • Wild Strikes/Thistleguard
  • Oaken Cudgel
  • Storm Spirit


Ratings

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Comments

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