Difference between revisions of "Soulbeast - Poisonbeast"

Line 17: Line 17:
 
| weapon1 = shortbow
 
| weapon1 = shortbow
 
| weapon2 =  
 
| weapon2 =  
| weapon3 = sword
+
| weapon3 = axe
 
| weapon4 = dagger
 
| weapon4 = dagger
 
| healing = Healing Spring
 
| healing = Healing Spring
| utility1 = "Protect Me!"
+
| utility1 = Dolyak Stance
| utility2 = Viper's Nest
+
| utility2 = Spike Trap
| utility3 = Lightning Reflexes
+
| elite = Entangle
| elite = "Strength of the Pack!"
 
 
| pet1 = Hawk
 
| pet1 = Hawk
 
| pet2 = Alpine Wolf
 
| pet2 = Alpine Wolf
Line 31: Line 30:
 
==Skill Variants==
 
==Skill Variants==
 
'''Utility'''
 
'''Utility'''
* {{Skill|Spike Trap}} - adds a short CD unblockable CC to the build that's great at not only setting up burst but also kiting enemies.
+
* {{Skill|Flame Trap}} - extra damage, adds a new condition (plus a combo field) and more trap synergy to the build on a very low CD.
 +
 
 +
* {{Skill|Viper's Nest}} - offers slightly worse than Flame Trap but has {{Trait|Predator's Cunning}} synergy.
  
 
* {{Skill|Signet of Renewal}} - passive healing, mass cleanse and stun break on active.
 
* {{Skill|Signet of Renewal}} - passive healing, mass cleanse and stun break on active.
Line 37: Line 38:
 
* {{Skill|Griffon Stance}} - could come in clutch when you're out of dodges and need to evade an enemy burst.
 
* {{Skill|Griffon Stance}} - could come in clutch when you're out of dodges and need to evade an enemy burst.
  
* {{Skill|Flame Trap}} - extra damage, adds a new condition (plus a combo field) and more trap synergy to the build on a very low CD.
+
* {{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 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 = [&DQQeHyE2Nx+hAAAAuwAAALoAAAC4AAAA7QAAACwIAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQQeHyE2Nx+hAHgA+hYAABsAAAC+AAAAwAAAAAgsAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
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==Specializations==
 
==Specializations==
 
{{Specialization|Skirmishing|bot|bot|top}}
 
{{Specialization|Skirmishing|bot|bot|top}}
{{Specialization|Wilderness Survival|mid|bot|bot}}
+
''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.
 +
{{Specialization|Wilderness Survival|mid|top|bot}}
 
{{Specialization|Soulbeast|bot|bot|top}}
 
{{Specialization|Soulbeast|bot|bot|top}}
  
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'''Nature Magic''' over '''Skirmishing''': most tanky option.
 
'''Nature Magic''' over '''Skirmishing''': most tanky option.
 
{{Specialization|Nature Magic|mid|mid|mid|variant=y}}
 
{{Specialization|Nature Magic|mid|mid|mid|variant=y}}
 
+
<!--'''Beastmastery''' over '''Skirmishing''': improved Command skills, pet attacks and {{Skill|Beastmode}}.
 
+
{{Specialization|Beastmastery|bot|top|top|variant=y}}-->
'''Beastmastery''' over '''Skirmishing''': improved Command skills, pet attacks and {{Skill|Beastmode}}.
 
{{Specialization|Beastmastery|bot|top|top|variant=y}}
 
  
  
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| weapon1 = shortbow
 
| weapon1 = shortbow
 
| weapon2 =
 
| weapon2 =
| weapon3 = sword
+
| weapon3 = axe
 
| weapon4 = dagger
 
| weapon4 = dagger
 
| sigil1 = Cleansing
 
| sigil1 = Cleansing
Line 71: Line 76:
 
| sigil3 = Cleansing
 
| sigil3 = Cleansing
 
| sigil4 = Energy
 
| sigil4 = Energy
| rune = Orr
+
| rune = Trapper
 
| amulet = Sage
 
| amulet = Sage
 
}}
 
}}
  
 
'''Rune'''
 
'''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.
+
* {{Rune|Orr}} - good stats and helps you survive condition pressure. Worth considering when only playing with 1 utility trap.
  
  
Line 94: Line 99:
  
 
*{{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, {{Skill|Quick Shot}} if you need sustain (evade attacks), or {{Skill|Concussion Shot}} if you want more CC.
** 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}}.  
+
** 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.
 +
<!--** 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.
 
** 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 Wolf for the stun break even if you're on Hawk.
 +
 
 +
* {{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)}}, {{Skill|Crippling Leap (soulbeast)}} and the sword skills.
+
*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 '''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, use CC skills to make enemies stationary and walk behind them whenever possible.
 
 
*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.
 
  
 
*{{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.
 
*{{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.
  
 
*{{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|Splitblade}} is yet another cone attack similar to {{Skill|Poison Volley}}, so try to use it in melee range.
 +
 +
* {{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.
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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.
+
* 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, including Wolf's F1-2 skills while in Beastmode.
  
 
<!--* {{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 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!
+
*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}}.
 
*Dodging applies {{Tooltip|Protection}}, which also heals thanks to the trait {{Trait|Rugged Growth}}.

Revision as of 15:24, 5 March 2023

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

Focused on: Condition damageMobility and Sustain

Designed for: PvP Conquest

Difficulty:
TBD
This build was last updated on March 05, 2023 and is up to date for the March 19, 2024 patch.

Overview

A Condition damage based Soulbeast duelist build for PvP.


Skill Bar

Hawk
Alpine Wolf
Shortbow
Axe/Dagger
Utility


Skill Variants

Utility

  • Flame Trap - extra damage, adds a new condition (plus a combo field) and more trap synergy to the build on a very low CD.
  • Viper's Nest - offers slightly worse than Flame Trap 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 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

[&DQQeHyE2Nx+hAHgA+hYAABsAAAC+AAAAwAAAAAgsAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants

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


Specialization Variants

Nature Magic over Skirmishing: most tanky option.


Equipment

Shortbow
Sigil
Sigil
Axe
Dagger
Sigil
Sigil
Rune
Amulet


Rune

  • Rune of Orr - good stats and helps you survive condition pressure. Worth considering when only playing with 1 utility trap.


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

  • 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 Wolf for the stun break even if you're on Hawk.
  • Rune of 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.


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).
  • 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.
  • 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.



Ratings

This build has a rating of 4 stars based on 5 votes.
Log in or register to rate this build.
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
Hanz gave this build 4 stars • March 2023
Recent Soulbeast buffs made it a bit better. 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, superspeed, unblockable CC, great mobility, damage immunity, combo tools and so on).
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.

Comments

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