Power Soulbeast

is bursty power build that also carries a fair amount of CC. This build requires solid muscle memory as many of the skills can be easily cancelled. This build can take Dagger for better sustained DPS or Sword for slightly better burst DPS.

can support the by bringing a Spirit to free up a utility slot. Typically, the Spirit of choice is or .

is somewhat beginner friendly and becomes more effective the more knowledgeable you become. Mastery of this build will take some serious muscle memory and dedication.

This build does not require !


Build Updated
May 29, 2021
Skill Floor
3 / 5
Skill Ceiling
5 / 5
Boon Reliance
3 / 5
Added
May 2021 Balance
Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Berserker's
Coat
Berserker's
Gloves
Berserker's
Leggings
Berserker's
Boots
Berserker's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Secondary Weapon Set
Main Hand
Berserker's
Item Stat
Backpiece
Berserker's
Accessory
Berserker's
Accessory
Berserker's
Amulet
Berserker's
Ring
Berserker's
Ring
Berserker's
Food & Utility
Food
Utility
Infusions
Infusion x18

Please note that was used in the benchmark video.
Rotation Log
Build Template
Make sure you are in with your x 4 x 2 x 2

Use before your first hits the target.

In the loop, use before the last greatsword autoattack hits the target.

is a priority skill and can interrupt .

When is off , use it during your Greatsword Loop:

Dagger and Sword are both perfectly usable for this build. Dagger offers slightly better sustained DPS and Sword offers slightly better burst DPS.

Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Berserker's
Coat
Berserker's
Gloves
Berserker's
Leggings
Berserker's
Boots
Berserker's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Secondary Weapon Set
Main Hand
Berserker's
Item Stat
Backpiece
Berserker's
Accessory
Berserker's
Accessory
Berserker's
Amulet
Berserker's
Ring
Berserker's
Ring
Berserker's
Food & Utility
Food
Utility
Infusions
Infusion x18

Please note that was used in the benchmark video.
Rotation Log
Build Template
Make sure you are in with your towards the end of x 4 x 6 towards the end of

Use at step 14 in loop, if it's available.

and are priority skills and will interrupt other abilities.

Dagger and Sword are both perfectly usable for this build. Dagger offers slightly better sustained DPS and Sword offers slightly better burst DPS.

Spirit Vale

You can take instead of . This allows your to take , and have a free utility slot for . Obviously, this assumes that you're playing with a single .

If there is an upcoming be careful with , and as they will root you in place and you are not able to move.

If you do get ported you can use , and to get back to quickly.

Make sure that you don't in the with .

You could away any stray with . Don't do this unless it's absolutely required.

Save to help CC.

Use for the split phase to help CC the .

Don't save skills in the split phase as they will all be back off when returns.

Greatsword also works perfectly well here, the choice is entirely up to you.

If by some absolutely miracle your squad actually manages to deal with the quickly, then you could drop for .

You can use to in adds if your squad is getting overwhelmed.

You may be able to cleave two with . If you do, cast it early enough so it is back off for the Main Phase.

You can use to the during the split phase.

Keep in mind that your Sword auto attack applies .

Always use for every .

Take care when using the Longbow burst rotation as , , and all hit multiple times and you will take a lot of damage from the retaliation.

We recommend playing or at this encounter.

Salvation Pass

Greatsword also works perfectly well here, the choice is entirely up to you.

You can take to help with condition cleanses.

If there is an upcoming be careful with , , , , and as they will root you in place and you are not able to move.

You can either take , for the extra personal DPS or you can consider taking if your squad CC is bad.

You can in the with to help your .

Use for taking away the poison from the group and or to get back to the group.

Save either or for the .

Always use for every .

In inexperienced groups you can run as an extra for your group. Take this instead of .

We recommend playing at this encounter.

Stronghold of the Faithful

Always run on as this is a DPS gain for the subgroup during the burst phase.

You can use at the start of the encounter as it will be back off for the burst phase.

Try to adjust your rotation so you can cleave the adds with either: . .

Use your normal rotation during the burst phase: . towards the end of . . . . . . .

You can help with CC, during the , by using and .

If you are absolutely confident that your squad will quickly break , then you can drop for .

Take to condition cleanse your group if they stand in the shard AoE or get hit by .

You can in adds with to help out your .

Don't waste your hard hitting skills during the . This applies to: . . . .

After 50% you should try to save some DPS skills, with good cleave, such as to help cleave adds as they spawn.

Don't use or on the second island otherwise it is not up for the actual fight.

You have to melee on the islands during the pre-event as you have very limited ranged DPS.

Bastion of the Penitent

We recommend playing at this encounter.

If you aren't capping then you can take . Or, if you are struggling with the tick damage you can take .

is a DPS golem so just try to keep up a decent rotation.

Both Longbow or Greatsword work here, which one you use is up to you.

You can either use for the personal DPS inrease or if your CC is bad.

Don't use or when is about to use as you might be interrupted.

You can use to push Rigom under if needed.

You can use once Guldhem is low enough to Rigom back to the squad.

Don't waste or if the split phase is about to end.

Save your for the and either or . You can also use .

Interrupt your rotation when has his up and try to reset your rotation so you can start from fresh when it's over.

Don't waste , , or when is about to phase or go into his .

Always use because it scales so ridiculously with .

Delay your starting rotation by a few seconds until gets from Saul. After he is under the effects of you should use and start your burst rotation.

Don't delay your skills while you are split from the group. The faster you kill Saul, the faster you return and the faster you can kill .

Be careful when using and when is about to use a .

Hall of Chains

We recommend playing at this encounter.

Both Longbow or Greatsword work here, which one you use is up to you. Greatsword offers more mobility through .

Be careful with , and when is about to use as they root you in place.

Try not to waste and if is about to use or the pre-event is about to end.

Take to help out cleansing the after .

If you get a bomb, you can use the following to move away quickly: . .

Mywright Gambit

We recommend playing something different at this encounter because does not work! We recommend playing at this encounter.

You should run here. consists of frequent, short encounters which can be quickly burst down or phased. will greatly outweigh the personal DPS gain from .

Try to avoid going on Lamp duty. You provide much more to the main team than you do to the Lamp.

You can save for the when you are on the .

The for the is at the start of that phase so you can just follow your normal rotation and you will provide CC as you go. Delay your until all the adds at the are balled up.

Take care when using and at any point during the encounter as it will root you in place. At the you do not need to worry as it will be facing away from you. At the you will need to wait for or before you use or . At the and you will need to watch out for the . At the main phase, when fighting , use or after .

You can't do any damage to when the is up. Don't waste your big skills, and , during or just before the .

Don't waste any of your big on the Pyres. As you make your way back to you can use to pull the Magma Elementals away from the . You can also use to them away.

Don't waste or if is about to phase. You will want to have it up for when you engage the next Creature.

The Key of Ahdashim

As the initial Pillars are getting destroyed, you can precast on .

Make sure you don't take a Pillar during this encounter. Your rotation does not line up at all and you will be stuck on Sword whilst standing with your Pillar.

Instantly use your at the start of each phase. Well, at least wait for all the DPS players from your subgroup to be around, but you get the idea.

If you know that your will be back by the end of a split phase, you can use it to void the from the Hands.

You can use to cleave two hands at once.

Use during the split phase to help maintain some boons.

We recommend playing at this encounter. We recommend playing at this encounter.

Utility Skills & Variations

is a very large heal that will also help you maintain a lot of boons.

deals pulsing damage over four seconds and applies .

will grant you 25% increased damage and 40% increased movement speed. Don't waste this skill if a main phase is about to end or if a split phase is about to end. Make sure to use it either during your opening or during your . This utility is an instant cast so you can use it during the cast of other skills.

is a flat + 180 bonus. Never use the active for this utility.

causes you to strike an enemy an additional time after each hit with a 0.25 second interval. If you are running it will last 12 seconds on you and four seconds on your subgroup. This utility skill scales extremely well with classes that hit multiple times over short timeframes. Make sure you don't waste this skill as you should try to use it when your know your DPS classes are about to do their burst rotations.

can be taken instead of if you require the additional condition cleanses. This will be extremely useful on high pressure fights with constant condition application.

can be taken instead of . Communicate with your and see if you can help out by taking . It's a personal DPS loss for sure but this might allow your to take another utility that will end up being more beneficial to your subgroup and/or squad as a whole. If you are playing with two then be selfish and keep .

Traits & Variations

causes you to gain + 150 stat points of , , and .

causes your shouts to have a 20% reduced and for them to apply and . Your shouts on are and .

causes you to do 10% more damage while your health is over 90%. This is basically a secondary .

causes you to do 10% more damage with your Greatsword skills and causes them to have a 20% reduced .

will grant you + 300 and 30% increased movement speed.

grants you a flat + 240 . This is increased by a further + 120 if you have an Axe equipped in either hand. This trait also reduces the of your Axe skills by 20%.

grants you a 33% chance to inflict on critical hits.

will grant your subgroup + 100 stat points of .

will increase your damage by 33%.

grants you 10% and 10% damage when flanking.

will grant you + 250 stat points of and 10% increased .

gives you and whenever you use .

causes you to do 15% more damage while under the effects of .

causes you to steal health whenever you apply and has no .

will increase your and physical damage for ten seconds after you disable a foe. You can trigger this trait by using , and .

causes you to do 10% more damage to an enemy if you have a higher health percentage. The conditions that you apply to these enemies also last 10% longer.

will increase the duration of any boons you have on you by two seconds whenever you receive . This trait can be much more beneficial than for encounters with split phases or if you have interesting boon uptimes.

Feel free to take if you use the Longbow instead of the Greatsword as it can help maintain your Scholar uptime for your trait and rune.

Gear Variations

Dagger can make more use of and is therefor better if you stack multiple s.

You will want to play with Sword at encounters with phases due to its higher burst potential. On encounters without phases, Dagger will perform better.

If you have to play with Sword will be better.

Axe can outperform Sword in scenarios, where the phase finishes after your main burst. As soon as the phase is long enough for you to use autoattacks on Axe, Sword will be better.

Longbow and Greatsword are both perfectly usable on , but when should you use which weapon? It is kind of complex to see exactly when each weapon pulls ahead, but here is a little summary of each weapons perks.

Greatsword: Stronger sustained DPS. Favours long phased fights when you can use three times or more. When cleave is needed. Offers more flexibility in the rotation.

Longbow: Stronger burst DPS. Favours short phased fights when you can use less than three times. Has limited cleave and your skills can easily be blocked by trash mobs.

Introduction to Soulbeast

Spirits offer unique 10 man buffs to your squad and allow you to significantly contribute to your squad.

Your spirits will lose 7.5% health every time their passive effect is triggered. Pay attention to where your spirit is, use the active skill to teleport it to you if it's far away. Keeping your spirit ontop of the stack will mean that it gets some heals and will stay alive longer.

For nearly all encounters, you can summon your spirits on the outside of the arena before the encounter starts. You can then use the active of the spirit and teleport them to your squad.

Spirit variation is really important to help maximise how beneficial you are to your squad. There are two reasons for you to take a spirit: You are helping your to free up a utility slot. You are playing without a but still maintain the title of spirit slave.

is taken for power damage based squads.

is taken for condition damage based squads.

is used to provide to your squad.

is used to provide to the boss. A boss that doesn't have 25 stacks of will result in a much slower kill time. There are a few situations in which you don't need to take this skill: If you have a or then they will produce enough due to . If you have a or they will cover due to .

Merging with a pet will give you access to your F1, F2 and F3 skills. It will also grant you additional stats depending on the Archetype of your pet.

You will almost always be merging with which means you will get the buff. This will grant you + 150 and + 100 . You also gain access to , your F3 skill, that deals a fair amount of DPS.

You can also merge with your to get the additional 200 damage from . You also gain the buff and take a minor DPS loss. *Hint* Always take if you need the damage.

Your has a 10 second . When you get you will and be forced to wait 10 seconds until you can merge again. This is affected by and begins the second you go .

Whenever you are in you will gain the benefits of any weapon skill, utility or trait that normally affects your pet. I said "any" but you'll probably still find some traits that interact pretty weirdly with or don't interact at all.

Let's take a look at some of your weapon skills and traits to see how they interact with : will cause you to gain . This will increase the damage from your next skill by 25%. will cause you to gain . will grant you 25% increased damage and 40% increased movement speed. causes you to gain + 150 stat points of , , , and . causes you to do 10% more damage while your health is over 90%. will grant you + 300 and 30% increased movement speed. will grant you + 120 .

pets are split into five different archetypes: grants you + 200 and + 100 . grants you + 150 and + 100 . grants you + 200 and + 225 . grants you + 150 and + 100 . grants you + 100 and 25% outgoing healing.

This build is power focused and should take either the or the , as both of them have the archetype .

You will always be merging with your as it provides you with the highest personal DPS, due to and hitting hard.

You will want to merge with your if your squad is in need of the additional 200 Damage from .

The specialization has access to stances. With the build, you will probably only come into contact with three out of the six possible options.

is a heal skill that can be used as a condition cleanse.

grants and can be used in situations when you're lacking .

is your elite and grants a significant DPS increase.

You have the option to take instead of to share the benefits of and your other stances. You can find these traits in the .

So when should you take these traits? The general rule is as follows: There should be at least two other power DPS classes in your subgroup. If the boss has short phases which allows to be ready again for the beginning of each phase. On and you should always run . On it scales insanely with .

You will have 1150 with this build due to . Make sure that you don't have the highest in your squad when at an encounter with based aggro mechanic.

Try to keep an eye on your attack animations and be sure to finish your attacks before starting a new one. The following skills are very easy to interupt: . . . . .

Try to always use and together.

, , , and lock you in place, so take care when using these skills.

You have a lot of very strong movement skills on that can be used to navigate mechanics: . . . .

You can use to help in adds. This is really useful on bosses such as or . Make sure that you don't accidentally in on with this skill. Try to aim inside the hitbox of to avoid doing this.

is a blast finisher and can be used to blast stealth if your group does this when running into an encounter. This is a skill on your Warhorn.

Breakbars

= 150 damage.

= 150 damage.

= 150 damage.

= 200 damage.