Difference between revisions of "Soulbeast - Poisonbeast"
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| specialization = soulbeast | | specialization = soulbeast | ||
| designed for = Conquest | | designed for = Conquest | ||
− | | rating = | + | | rating = great |
| focus = condition damage, mobility, sustain | | focus = condition damage, mobility, sustain | ||
| difficulty = 1 | | difficulty = 1 | ||
+ | | xpac = PoF, JW | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | A Condition damage | + | A Condition damage Soulbeast '''duelist''' build for PvP with high sustain, focusing mainly on winning smaller fights like 1v1s and 2v2s. |
+ | |||
+ | Poisonbeast was built around {{Trait|Predator's Cunning}} synergy. | ||
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| weapon1 = shortbow | | weapon1 = shortbow | ||
| weapon2 = | | weapon2 = | ||
− | | weapon3 = | + | | weapon3 = dagger |
| weapon4 = dagger | | weapon4 = dagger | ||
− | | healing = | + | | healing = Bear Stance |
| utility1 = Dolyak Stance | | utility1 = Dolyak Stance | ||
− | | utility2 = | + | | utility2 = "Protect Me!" |
− | | elite = | + | | utility3 = Griffon Stance |
− | | pet1 = | + | | elite = "Strength of the Pack!" |
− | | pet2 = | + | | pet1 = Janthiri Bee |
+ | | pet2 = Fern Hound | ||
}} | }} | ||
==Skill Variants== | ==Skill Variants== | ||
− | '''Utility''' | + | <!--'''Utility''' |
− | * {{Skill|Flame Trap}} - extra damage, adds a new condition (plus a combo field) | + | |
+ | For the optional slot: | ||
+ | * {{Skill|"Protect Me!"}} - medium CD stunbreak with two layers of damage mitigation (protection and barrier). | ||
+ | |||
+ | * {{Skill|Flame Trap}} - extra damage, adds a new condition (plus a combo field) to the build on a very low CD. | ||
* {{Skill|Viper's Nest}} - slightly worse than Flame Trap overall but has {{Trait|Predator's Cunning}} synergy. | * {{Skill|Viper's Nest}} - slightly worse than Flame Trap overall but has {{Trait|Predator's Cunning}} synergy. | ||
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* {{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|Lightning Reflexes}} - low CD stun break, evasion and Immob removal. | + | * {{Skill|Lightning Reflexes}} - low CD stun break, evasion and Immob removal.--> |
+ | '''Heal''' | ||
+ | * {{Skill|Healing Spring}} - if cleansing is less of a priority this could sometimes provide more healing, assuming you can make full use of the '''Water''' field with your leap finishers. | ||
'''Pets''' | '''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. | + | * {{Tooltip|Alpine Wolf}} over {{Tooltip|Fern Hound}} - they share the first 2 skills in Beastmode, but Fern Hound offers better healing and a chance to cleanse damaging conditions, while Alpine Wolf has a stunbreak with 100% damage reduction that also cleanses some non-damaging conditions. Alpine Wolf is better against strike damage and CC, while Fern Hound is better against condition builds. |
+ | |||
+ | * {{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 to combo with {{Skill|Healing Spring}} for more healing (if you're taking that heal), 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. | ||
+ | |||
+ | * {{Tooltip|Hawk}} over {{Tooltip|Janthiri Bee}} - if you don't have access to the '''Janthir Wilds''' expansion, you'll have to use the older version of the build with Hawk. The merged F3 is the same. You lose a burst skill and a CC but gain much better mobility. | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQQgFSE2Nx8uFwAA+hYAALsAAAABFwAA7QAAAEcWAAAAAAAAAAAAAAAAAAADWQBaAGcAAA==] |
}} | }} | ||
==Specializations== | ==Specializations== | ||
− | |||
− | |||
− | |||
{{Specialization|Wilderness Survival|mid|top|bot}} | {{Specialization|Wilderness Survival|mid|top|bot}} | ||
+ | {{Specialization|Beastmastery|top|top|top}} | ||
{{Specialization|Soulbeast|bot|bot|top}} | {{Specialization|Soulbeast|bot|bot|top}} | ||
===Specialization Variants=== | ===Specialization Variants=== | ||
− | + | {{Tooltip|Nature Magic}} over {{Tooltip|Beastmastery}} also works. This is a more forgiving version of the build: | |
{{Specialization|Nature Magic|mid|top|bot|variant=y}} | {{Specialization|Nature Magic|mid|top|bot|variant=y}} | ||
− | <!-- | + | |
− | {{Specialization| | + | <!--{{Tooltip|Skirmishing}} over {{Tooltip|Nature Magic}}: this is a more aggressive version of the build with higher damage but significantly worse condition cleansing. You can get away with playing this especially against Power builds, but Nature Magic is just safer. |
+ | {{Specialization|Skirmishing|mid|bot|top|variant=y}} | ||
+ | ''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. | ||
+ | * {{Trait|Trapper's Expertise}} is worth considering if you're picking a trap for the 3rd utility slot, but it's going to lower your survivability.--> | ||
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| weapon1 = shortbow | | weapon1 = shortbow | ||
| weapon2 = | | weapon2 = | ||
− | | weapon3 = | + | | weapon3 = dagger |
| weapon4 = dagger | | weapon4 = dagger | ||
| sigil1 = Cleansing | | sigil1 = Cleansing | ||
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| sigil3 = Cleansing | | sigil3 = Cleansing | ||
| sigil4 = Energy | | sigil4 = Energy | ||
− | | rune = | + | | rune = Mirage |
− | | amulet = | + | | amulet = Rabid |
− | | relic = Relic of | + | | relic = Relic of the Blightbringer |
}} | }} | ||
+ | ===Equipment Variants=== | ||
'''Runes''' | '''Runes''' | ||
− | * {{Rune|Necromancer}} - higher damage if you | + | * {{Rune|Necromancer}} - higher damage option if you don't need extra sustain. |
− | * {{Rune| | + | * {{Rune|Orr}} - sacrifices some defensive stats for passive defense against conditions. |
'''Relics''' | '''Relics''' | ||
− | * {{Relic|Relic of | + | * {{Relic|Relic of Bava Nisos}} - adds more cleansing to the build in case you're expecting to face condi specs, or you're struggling with condition management in general. |
+ | |||
+ | * {{Relic|Relic of the Demon Queen}} - the healing reduction could help you kill high sustain specs. | ||
+ | |||
+ | * {{Relic|Relic of Cerus}} - adds a powerful proc to your elite with boon corruption. | ||
+ | |||
+ | * {{Relic|Relic of Evasion}} - permanent {{Tooltip|Vigor}} uptime which also means more passive healing, damage mitigation and condition cleansing when playing with Nature Magic. | ||
− | * {{Relic|Relic of | + | * {{Relic|Relic of Nayos}} - this could give you a lot of extra healing in some condition matchups when combined with {{Trait|Evasive Purity}} and your healing skill, but Relic of Evasion itself boosts the effectiveness of Evasive Purity and heals/mitigates damage via Wilderness Survival synergy. Nayos gives you better burst healing, while Evasion provides constant value/mitigation throughout the fight. |
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*Soulbeast allows Rangers to meld/merge 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. | ||
− | + | * 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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'''General''' | '''General''' | ||
− | *{{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|Eternal Bond}} allows you to swap pets while in Beastmode! This makes it significantly easier for you to adapt to any given situation. For example you could use both pets' mobility skills back-to-back while traveling between capture points, or you could quickly swap to Alpine Wolf for the stunbreak even if you're on Bee. |
+ | ** With this trait you should usually rotate through the abilities of both pets before leaving {{Skill|Beastmode}}. | ||
+ | |||
+ | * Most of your time will be spent in Beastmode, but it's worth unmerging every ~20 seconds so your pets can unload all their CDs before merging again. | ||
+ | |||
+ | *{{Skill|Crippling Shot}} and {{Skill|Double Arc}} should be used a few seconds before entering a fight, preferably while merged with your pet. When used in Beastmode, these give you a buff that makes your next attacks inflict {{Tooltip|Bleeding}} and {{Tooltip|Poison}} - these buffs stay active while the skills continue to recharge. | ||
+ | ** This provides a relatively small benefit, but a benefit nonetheless. | ||
+ | |||
+ | * {{Skill|"Strength of the Pack!"}} is more of a defensive skill on this build, used for its {{Tooltip|Stability}}. Using this skill to counter CC allows you to keep {{Skill|Dolyak Stance}} for emergencies. | ||
+ | |||
+ | |||
+ | '''Mobility''' | ||
+ | * {{Skill|Quick Shot}} provides a high amount of {{Tooltip|Swiftness}} uptime, but not permanent. Staying in Beastmode also give you a passive 30% boost, which is basically just as good. | ||
+ | ** Quick Shot makes you leap back a bit, which is not ideal when your goal is to move forward faster. To fix this you should consider using the keybind for "about face" in order to perform a 180 degree turn ''before'' using this skill, then turn back around again at the end of the leap. | ||
+ | |||
+ | * Both pets offer mobility skills in Beastmode. | ||
+ | |||
+ | |||
+ | '''Damage''' | ||
+ | * '''Playstyle:''' there aren't any key rotations or combos you need to know for this one, only a few high priority skills to use after CCs. Use CCs to set up burst and play defensively when those aren't available. | ||
+ | |||
+ | * The basic gameplan is simple: CC targets with {{Skill|Crippling Shot}}, {{Skill|Concussion Shot}} (from behind or the sides), {{Skill|Bumble (soulbeast)}} and {{Skill|Brutal Charge (soulbeast canine)}} then spam as many weapon skills on them as possible + the Bee's {{Skill|Stinging Sorrow (soulbeast)}} and {{Skill|Primal Cry}}. | ||
+ | ** Use the immob from {{Skill|Crippling Shot}} to root targets into stronger CCs like {{Skill|Concussion Shot}}. | ||
+ | |||
+ | * Merging with the Bee increases your condition damage. Always merge when you're doing bursts. | ||
+ | |||
+ | * Bee's merged F3 {{Skill|Primal Cry}} is your best burst skill. It's both a good followup to CC and potentially also a CC source with {{Tooltip|Taunt}} at the end of the cast if {{Trait|Beastly Warden}} isn't on cooldown. Use it as often as you can, and protect the cast with {{Tooltip|Stability}} if necessary. | ||
+ | ** This skill works outside of melee range, making it your most threatening ranged ability that could be used from a safe distance. You could even use it behind walls and pillars to hit enemies on the other side! | ||
+ | |||
+ | * Bee's merged F2 {{Skill|Stinging Sorrow (soulbeast)}} is quite a strong skill too, but has quite a long cast time. Both other Bee skills could be used for the CCs to set this up. | ||
+ | |||
+ | *On bow spamming {{Skill|Crossfire}} from range is a decent filler, especially from behind. Many shortbow skills have increased effectiveness when striking from behind or the sides. | ||
+ | |||
+ | *{{Skill|Poison Volley}} is a cone-shaped attack and should be used in melee range (point-blank) to ensure that all the projectiles hit the main target. This is your highest damage attack on bow, and fits really well into burst combos because of the low cast time, even if the target got out of the CC. | ||
+ | |||
+ | * Dagger/Dagger is filled with fire-and-forget skills that don't require much thought. There are only a few things to note: | ||
+ | ** {{Skill|Instinctive Engage}} is a good opener at the start of burst combos. The {{Tooltip|Quickness}} makes it easier to pull off skills with long cast times. | ||
+ | ** {{Skill|Double Arc}} will buff your attacks if used in Beastmode. | ||
+ | ** If you want to use {{Skill|Stalker's Strike}} offensively, use it after {{Skill|Crippling Talon}} or a CC. That way you'll apply more {{Tooltip|Poison}} stacks. | ||
+ | ** {{Skill|Crippling Talon}} is the only ranged skill on this set and can be used for some ranged poking if you're stuck on D/D but don't want to go into melee. | ||
+ | |||
+ | |||
+ | '''Burst combo examples''' | ||
+ | |||
+ | These are merely supposed to give you some ideas, the combos in the build are rather flexible and not set in stone. Just try to maximize CC duration while spamming high damage attacks on enemies and weave in skills with evade frames when they escape the CC. | ||
+ | |||
+ | ''Wolf + Shortbow'' | ||
+ | :# {{Skill|Brutal Charge (soulbeast canine)}} to knock down the target. | ||
+ | :# ''Optional -'' Swap pets in Beastmode with F4 (Eternal Bond), you'll gain better offensive stats. | ||
+ | :# {{Skill|Poison Volley}} in melee range. | ||
+ | :# {{Skill|Crippling Shot}} from behind. | ||
+ | :# {{Skill|Concussion Shot}} from behind. | ||
+ | :# {{Skill|Primal Cry}} (if you're on Bee) | ||
+ | |||
+ | |||
+ | ''Bee'' | ||
+ | :# Start in Beastmode on Bee. | ||
+ | :# {{Skill|Bumble (soulbeast)}} to apply CC. | ||
+ | :# {{Skill|Primal Cry}} for conditions and to {{Tooltip|Taunt}} at the end. | ||
+ | :# {{Skill|Stinging Sorrow (soulbeast)}} while the Taunt lasts. | ||
+ | :# {{Skill|Poison Volley}} as a quick followup with high damage. | ||
+ | |||
+ | |||
+ | '''Sustain''' | ||
+ | * You're heavily reliant on CC, evasion and mobility to avoid taking damage. Stance skills and {{Skill|"Protect Me!"}} are there to let you fix some mistakes and patch gaps in your defenses. Once stance CDs have been used you should play much more carefully as you could become an easy target. | ||
+ | ** {{Skill|"Protect Me!"}} and {{Skill|Unflinching Fortitude}} can be used more freely for damage mitigation while other stunbreaks such as Dolyak Stance are available. If only one of these skills is available, keep it for emergencies to serve as a stunbreak. | ||
+ | |||
+ | * Both weapon sets and both pets provide ways to avoid damage (not even counting all the CC): | ||
+ | ** Dagger 4 has an evade frame on {{Skill|Stalker's Strike}}. | ||
+ | ** Shortbow has an evade frame on {{Skill|Quick Shot}}. | ||
+ | ** Bee is more offensive but still has {{Skill|Bumble (soulbeast)}}, which is a rather lengthy CC. It's also a mobility skill you could use to run away. | ||
+ | ** Alpine Wolf has {{Skill|Unflinching Fortitude}} to help you mitigate incoming damage. | ||
+ | |||
+ | *Dodging applies {{Tooltip|Protection}}, which also heals thanks to the trait {{Trait|Rugged Growth}}. When playing with Nature Magic, dodging also removes 1 condition. | ||
+ | |||
+ | * {{Tooltip|Fern Hound}}'s kit serves as your 2nd healing skill. This pet is especially good at disengaging and reseting fights - you can use {{Skill|Crippling Leap (soulbeast)}} to run away, cast {{Skill|Spiritual Reprieve}} in a safe position and then follow up with {{Skill|Regenerate (Fern Hound)}}. | ||
+ | ** You can umerge while casting {{Skill|Spiritual Reprieve}} and it'll still go off, while being able to make the pet cast {{Skill|Regenerate (Fern Hound)}} sooner. | ||
+ | |||
+ | * ''If taken'' 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. | ||
+ | |||
+ | * {{Skill|Dolyak Stance}} is useful in just about any situation. It mitigates both conditon and strike damage, makes you immune to any form of CC, and even cleanses some conditions. | ||
+ | |||
+ | * Condition cleansing is rather limited. {{Skill|Bear Stance}} is more of a last resort for when you've taken too much damage and need to survive. Under heavy pressure use the time while your healing skill is active to disengage and reset fights using your mobility skills. | ||
+ | |||
+ | * {{Skill|Griffon Stance}} is basically an extra dodge which improves your endurance regen so you can avoid even more attacks right after. Great skill when you're being pressured and need to play more defensively. | ||
+ | |||
+ | *{{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! | ||
+ | |||
+ | <!--* ''Skirmishing variant:'' {{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, {{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 ''' | + | ** On '''Dagger/Dagger''' the prime target isconsiderations 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. |
− | + | <!--* {{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. | |
− | |||
− | <!--* {{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. | ||
'''Mobility''' | '''Mobility''' | ||
− | *Maintain permanent {{Tooltip|Swiftness}} with {{Skill|Quick Shot}} and {{Skill|Quickening Screech}}. | + | *Maintain permanent {{Tooltip|Swiftness}} with {{Skill|Quick Shot}} and {{Skill|Quickening Screech}} (when playing with Hawk). |
** 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)}} and {{Skill|Crippling Leap (soulbeast)}}. | + | * ''Hawk-only'' 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''' | ||
− | * | + | * The basic gameplan is simple: CC targets with {{Skill|Spike Trap}}, {{Skill|Crippling Shot}}, {{Skill|Concussion Shot}} (from behind or the sides), {{Skill|Entangle}}, {{Skill|Bumble (soulbeast)}} and {{Skill|Brutal Charge (soulbeast canine)}} then spam as many weapon skills on them as possible + the Bee's {{Skill|Stinging Sorrow (soulbeast)}} and {{Skill|Primal Cry}}. |
+ | ** Use the immob from {{Skill|Crippling Shot}} to root targets while you flank them with {{Skill|Concussion Shot}}. | ||
+ | |||
+ | * ''Relic-dependent:'' enemies under the eye of {{Relic|Relic of Cerus}} get hit every second, so the value of this relic goes up significantly if you can root them right under the eye with {{Skill|Entangle}}. Consider setting up the Entangle with {{Skill|Spike Trap}}. | ||
*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, use CC skills to make enemies stationary and walk behind them whenever possible. | ||
− | *{{Skill|Poison Volley}} | + | *{{Skill|Poison Volley}} and {{Skill|Splitblade}} areis a cone-shaped attack and should be used in melee range (point-blank) to ensure that all the projectiles hit the main target. |
− | |||
− | |||
− | |||
− | |||
− | * {{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. | + | *{{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, but it's better to have more control over it by applying it to yourself. |
+ | <!--* {{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. | ** 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}}. | ** 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. | ||
+ | <!--* Use Hawk's F2 on CD for the {{Tooltip|Bleeding}} and {{Tooltip|Poison}} from {{Trait|Poison Master}}. It's easier to land this skill right after unmerging. | ||
− | *{{Skill| | + | * Bee's Beastmode F3 skill {{Skill|Primal Cry}} is one of the best skills when it comes to condition variety and should be used on CD to pressure enemies. It's an integral part of every burst combo if you intend to get a kill. |
− | + | ||
+ | '''Burst combo examples''' | ||
+ | |||
+ | These are merely supposed to give you some ideas, the combos in the build are rather flexible and not set in stone. Just try to maximize CC duration while spamming high damage attacks on enemies and weave in skills with evade frames when they escape the CC. | ||
+ | |||
+ | ''Wolf + Shortbow'' | ||
+ | :# {{Skill|Entangle}} for an unblockable soft-CC. | ||
+ | :# {{Skill|Brutal Charge (soulbeast canine)}} to knock down the immobilized target. If they try to avoid your burst with blocking skills, use Spike Trap instead (if possible). | ||
+ | :# Swap pets in Beastmode with F4 (Eternal Bond), you'll gain better offensive stats. | ||
+ | :# {{Skill|Poison Volley}} in melee range. | ||
+ | :# {{Skill|Crippling Shot}} from behind. | ||
+ | :# {{Skill|Concussion Shot}} from behind. | ||
+ | :# {{Skill|Primal Cry}} | ||
+ | |||
+ | ''Bee + Daggers'' | ||
+ | :# Start in Beastmode on Bee. | ||
+ | :# {{Skill|Spike Trap}} for an unblockable CC. | ||
+ | :# {{Skill|Instinctive Engage}} for {{Tooltip|Quickness}} and damage, plus the mobility in case you weren't alrady in melee range. | ||
+ | :# {{Skill|Stinging Sorrow (soulbeast)}} for burst damage. | ||
+ | :# {{Skill|Primal Cry}} for condi variety. | ||
+ | :# {{Skill|Bumble (soulbeast)}} to reapply the CC. | ||
+ | :# {{Skill|Double Arc}} for damage and to buff the next strikes. | ||
+ | :# {{Skill|Crippling Talon}} to apply {{Tooltip|Cripple}} which increases the damage of Stalker's Strike. | ||
+ | :# {{Skill|Stalker's Strike}} for damage and to avoid any counterattacks if your target's out of the CC. | ||
+ | :# Pet swap with {{Trait|Eternal Bond}} and CC with {{Skill|Brutal Charge (soulbeast canine)}}. | ||
+ | :# {{Skill|Poison Volley}} in melee range. | ||
+ | <!--''Hawk + Axe'' | ||
+ | :# Start in Beastmode on Hawk. | ||
+ | :# {{Skill|Spike Trap}} for an unblockable CC. | ||
+ | :# {{Skill|Winter's Bite}} should land right as the trap activates. | ||
+ | :# Cast {{Skill|Primal Cry}} but exit Beastmode while still channeling this ability. Command Hawk to do his {{Skill|Lacerating Slash}} while still casting Primal Cry (this skill won't be interrupted by leaving Beastmode). | ||
+ | :# {{Skill|Stalker's Strike}} while the target's still Chilled from Winter's Bite, this way we apply more condi stacks. | ||
+ | :# {{Skill|Splitblade}} in melee range where all the axes will hit the target. | ||
'''Sustain''' | '''Sustain''' | ||
− | * | + | * A significant chunk 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. | ||
+ | ** 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 using your Beastmode mobility skills 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}}. With Nature Magic dodging also removes 1 condition. | |
− | |||
− | |||
− | |||
− | *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. | * 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. | ||
Line 168: | Line 307: | ||
*{{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. | ||
+ | |||
+ | * {{Skill|Dolyak Stance}} is useful in just about any situation. It mitigates both conditon and strike damage, makes you immune to any form of CC, and even cleanses some conditions. | ||
+ | |||
+ | ''Healing Combo Example'' | ||
+ | :# ''Optional -'' Pop {{Skill|Dolyak Stance}} to reduce the risk of getting interrupted and to reduce incoming damage. This also makes you immune to several non-damaging conditions, making it easier for Healing Spring to remove the damaging ones. | ||
+ | :# {{Skill|Healing Spring}} to create a Water field | ||
+ | :# {{Skill|Swoop (soulbeast)}} (Hawk) or {{Skill|Bumble (soulbeast)}} (Bee), preferably with an enemy target inside Healing Spring's radius otherwise this could take you way out of the field. That's usually not a problem either, just swap Brutal Charge with Crippling Leap in the rotation to quickly jump back inside the ring. | ||
+ | :# {{Trait|Eternal Bond}} to swap pets while in Beastmode. | ||
+ | :# {{Skill|Brutal Charge (soulbeast canine)}} inside the field. | ||
+ | :# {{Skill|Crippling Leap (soulbeast)}} inside the field. | ||
+ | |||
+ | '''Note:''' obviously this can be done the other way around too, starting with Wolf and swapping to Bee or Hawk. The point is to do 3 Leap finishers inside a single Water field.--> | ||
==Related Builds== | ==Related Builds== | ||
− | * [[Build:Soulbeast_- | + | * [[Build:Soulbeast_-_Poisonbeast_Roamer|Soulbeast - Poisonbeast Roamer]] - WvW version of the build. |
<!--[[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.--> |
Latest revision as of 19:13, 22 July 2025
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage, Mobility and Sustain
Designed for: PvP Conquest
Overview
A Condition damage Soulbeast duelist build for PvP with high sustain, focusing mainly on winning smaller fights like 1v1s and 2v2s.
Poisonbeast was built around
synergy.
Skill Bar


Skill Variants
Heal
- - if cleansing is less of a priority this could sometimes provide more healing, assuming you can make full use of the Water field with your leap finishers.
Pets
Alpine Wolf over
Fern Hound - they share the first 2 skills in Beastmode, but Fern Hound offers better healing and a chance to cleanse damaging conditions, while Alpine Wolf has a stunbreak with 100% damage reduction that also cleanses some non-damaging conditions. Alpine Wolf is better against strike damage and CC, while Fern Hound is better against condition builds.
Siamoth over
Alpine Wolf - they both have and a CC, but Alpine Wolf has better mobility and 2 leap finishers in Beastmode to combo with for more healing (if you're taking that heal), 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.
Hawk over
Janthiri Bee - if you don't have access to the Janthir Wilds expansion, you'll have to use the older version of the build with Hawk. The merged F3 is the same. You lose a burst skill and a CC but gain much better mobility.
Template Code
Specializations
Specialization Variants
Nature Magic over
Beastmastery also works. This is a more forgiving version of the build:
Equipment
Equipment Variants
Runes
- - higher damage option if you don't need extra sustain.
- - sacrifices some defensive stats for passive defense against conditions.
Relics
- - adds more cleansing to the build in case you're expecting to face condi specs, or you're struggling with condition management in general.
- - the healing reduction could help you kill high sustain specs.
- - adds a powerful proc to your elite with boon corruption.
Vigor uptime which also means more passive healing, damage mitigation and condition cleansing when playing with Nature Magic.
- permanent
- - this could give you a lot of extra healing in some condition matchups when combined with and your healing skill, but Relic of Evasion itself boosts the effectiveness of Evasive Purity and heals/mitigates damage via Wilderness Survival synergy. Nayos gives you better burst healing, while Evasion provides constant value/mitigation throughout the fight.
Usage
Elite specialization basics
- Soulbeast allows Rangers to meld/merge with their pet, becoming one. This is done through which has a 10s CD.
- 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
- With this trait you should usually rotate through the abilities of both pets before leaving .
allows you to swap pets while in Beastmode! This makes it significantly easier for you to adapt to any given situation. For example you could use both pets' mobility skills back-to-back while traveling between capture points, or you could quickly swap to Alpine Wolf for the stunbreak even if you're on Bee.
- Most of your time will be spent in Beastmode, but it's worth unmerging every ~20 seconds so your pets can unload all their CDs before merging again.
Bleeding and
Poison - these buffs stay active while the skills continue to recharge.
- This provides a relatively small benefit, but a benefit nonetheless.
and should be used a few seconds before entering a fight, preferably while merged with your pet. When used in Beastmode, these give you a buff that makes your next attacks inflict
Stability. Using this skill to counter CC allows you to keep for emergencies.
is more of a defensive skill on this build, used for its
Mobility
Swiftness uptime, but not permanent. Staying in Beastmode also give you a passive 30% boost, which is basically just as good.
- Quick Shot makes you leap back a bit, which is not ideal when your goal is to move forward faster. To fix this you should consider using the keybind for "about face" in order to perform a 180 degree turn before using this skill, then turn back around again at the end of the leap.
provides a high amount of
- Both pets offer mobility skills in Beastmode.
Damage
- Playstyle: there aren't any key rotations or combos you need to know for this one, only a few high priority skills to use after CCs. Use CCs to set up burst and play defensively when those aren't available.
- The basic gameplan is simple: CC targets with
- Use the immob from to root targets into stronger CCs like .
, (from behind or the sides), and then spam as many weapon skills on them as possible + the Bee's and .
- Merging with the Bee increases your condition damage. Always merge when you're doing bursts.
- Bee's merged F3
Taunt at the end of the cast if isn't on cooldown. Use it as often as you can, and protect the cast with
Stability if necessary.
- This skill works outside of melee range, making it your most threatening ranged ability that could be used from a safe distance. You could even use it behind walls and pillars to hit enemies on the other side!
is your best burst skill. It's both a good followup to CC and potentially also a CC source with
- Bee's merged F2 is quite a strong skill too, but has quite a long cast time. Both other Bee skills could be used for the CCs to set this up.
- On bow spamming from range is a decent filler, especially from behind. Many shortbow skills have increased effectiveness when striking from behind or the sides.
- is a cone-shaped attack and should be used in melee range (point-blank) to ensure that all the projectiles hit the main target. This is your highest damage attack on bow, and fits really well into burst combos because of the low cast time, even if the target got out of the CC.
- Dagger/Dagger is filled with fire-and-forget skills that don't require much thought. There are only a few things to note:
Quickness makes it easier to pull off skills with long cast times.
is a good opener at the start of burst combos. The - will buff your attacks if used in Beastmode.
- If you want to use
Poison stacks.
offensively, use it after or a CC. That way you'll apply more - is the only ranged skill on this set and can be used for some ranged poking if you're stuck on D/D but don't want to go into melee.
Burst combo examples
These are merely supposed to give you some ideas, the combos in the build are rather flexible and not set in stone. Just try to maximize CC duration while spamming high damage attacks on enemies and weave in skills with evade frames when they escape the CC.
Wolf + Shortbow
- to knock down the target.
- Optional - Swap pets in Beastmode with F4 (Eternal Bond), you'll gain better offensive stats.
- in melee range.
- from behind.
- from behind.
- (if you're on Bee)
Bee
- Start in Beastmode on Bee.
- to apply CC.
Taunt at the end.
for conditions and to - while the Taunt lasts.
- as a quick followup with high damage.
Sustain
- You're heavily reliant on CC, evasion and mobility to avoid taking damage. Stance skills and
- and can be used more freely for damage mitigation while other stunbreaks such as Dolyak Stance are available. If only one of these skills is available, keep it for emergencies to serve as a stunbreak.
are there to let you fix some mistakes and patch gaps in your defenses. Once stance CDs have been used you should play much more carefully as you could become an easy target.
- Both weapon sets and both pets provide ways to avoid damage (not even counting all the CC):
- Dagger 4 has an evade frame on .
- Shortbow has an evade frame on .
- Bee is more offensive but still has , which is a rather lengthy CC. It's also a mobility skill you could use to run away.
- Alpine Wolf has to help you mitigate incoming damage.
- Dodging applies
Protection, which also heals thanks to the trait . When playing with Nature Magic, dodging also removes 1 condition.
Fern Hound's kit serves as your 2nd healing skill. This pet is especially good at disengaging and reseting fights - you can use to run away, cast in a safe position and then follow up with .
- You can umerge while casting and it'll still go off, while being able to make the pet cast sooner.
- If taken 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.
- is useful in just about any situation. It mitigates both conditon and strike damage, makes you immune to any form of CC, and even cleanses some conditions.
- Condition cleansing is rather limited. is more of a last resort for when you've taken too much damage and need to survive. Under heavy pressure use the time while your healing skill is active to disengage and reset fights using your mobility skills.
- is basically an extra dodge which improves your endurance regen so you can avoid even more attacks right after. Great skill when you're being pressured and need to play more defensively.
Protection and as has no cast time, this can be used even while CC'd in order to survive enemy burst!
grants
Related Builds
- Soulbeast - Poisonbeast Roamer - WvW version of the build.
Ratings






Comments
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