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:
is taken for power damage based squads.
is taken for condition damage based squads.
is used to provide Vulnerability to the boss. A boss that doesn't have 25 stacks of Vulnerability will result in a much slower kill time. There are a few situations in which you don't need to take this skill.
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.
For both of these builds you will always merge with a Lynx, Iboga or Warthog which means you will get the Deadly buff. This will grant you + 200 Condition Damage and + 100 Precision. You also gain access to , your F3 skill, that causes Bleeding and Vulnerability.
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 :
Soulbeast pets are split into five different archetypes:
Warthog is only used when your squad CC is very bad and you need the additional help from .
So let's summarize:
If the boss isn't on this list, you will want to merge with Lynx.
is a heal skill that can be used as a condition cleanse.
is your elite and grants a significant DPS increase.
You can precast , and before you start the fight, but make sure you have active to gain the pet-effect of the skills. You can push it one step further by merging with Bristleback, using and then swapping back to Iboga.
Prioritize your weapon and utility skills and use and to fill the gaps.
Always ensure that you are flanking. This will give you extra Critical Chance from and the extra damage from and .
is a very small DPS increase, due to , and should be saved if you know there is an upcoming Breakbar.
Use and to help you with mechanics, cover distances or evade.
Try to fit five allies within the 360 radius of your stance buffs. This is from the trait in the Soulbeast Trait Line.
Don't waste or if you know that a split phase is about to end. These skills have a long Cooldown and you want them when the main phases restart.
Your main heal skill is because it is the largest heal and it will increase your boon uptime during .
will grant your subgroup Might and cause them to inflict Poison. This utility will last nine seconds on you and three seconds on your subgroup. This is due to the trait in the Soulbeast Trait Line. This skill is instant cast!
is an instant cast "buff" that will cause you to apply Bleeding with your next 10 attacks. You can use this utility during the cast of other skills as it is instant.
causes Burning, is unblockable and creates a fire field.
causes you to strike an enemy an additional time after each hit with a 0.25 second interval. This skill 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.
You can take instead of if you require the additional condition cleanses. This will be extremely useful on high pressure fights with constant condition application.
You can take instead of . Communicate with your Druid and see if you can help out by taking . It's a personal DPS loss for sure, but this might allow your Druid 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 Druids then be selfish and keep .
Take if Immobilize is needed, but keep in mind it will be a DPS loss for your allies as they will not recieve .
is your standard trait and will grant Bleeding whenever you hit with a critical hit.
will cause your Bleeding to do 33% more damage.
is an important trait as it will help you apply more Bleeding due to . Try to always flank whenever you can.
increases your Condition Duration.
causes you to do 7% more damage while under the effects of Fury.
will increase your Condition Damage and physical damage for ten seconds after you disable a foe. You can trigger this trait by using .
causes your stances to be shared with your subgroup. Your stances will only last for 50% of their normal duration on your subgroup but will last for 150% of their normal duration on you. This applies to , and .
The main variation when playing Condition Soulbeast is the choice between and .
will result in a slight DPS gain but dropping it for might result in better overall DPS if your boons aren't amazing.
will increase the duration of any boons you have on you by two seconds whenever you receive Quickness. This trait can be much more beneficial than for encounters with split phases or if you have interesting boon uptimes. Check the section below on "Boons & Conditions" to see your own personal sources of Quickness.
If you are not running or then you should take instead of . This will result in a personal DPS gain.
You provide permanent Burning from , and .
You provide permanent Poison through , , , , and .
You provide roughly 30% Cripple uptime through .
You provide a few stacks of Vulnerability through and .
You give yourself Fury through and .
You can provide Might to your subgroup through .
You provide yourself with Swiftness through and .
You give yourself Protection through .
You can give yourself Quickness through and .
Vale Guardian has a small hitbox, so make sure you are very close before using . This will ensure that all projectiles hit.
Use to avoid . If you can, try to simply move out from the AoE and continue attacking.
Use to get back to the group if you do get ported by .
Use to help maintain boons during the split phase.
Always go to the Red Guardian during the split phase.
Do your normal rotation during the split phase as you will have all your skills back off Cooldown for the main phase.
Swap out for if your Breakbar Phase is slow.
Use to avoid if you know that you won't get Aegis.
Use to help maintain boons during the split phase.
Use to quickly get between the Charged Souls.
Don't waste on the final add or if an add is about to die.
Use , and to help break Gorseval.
You won't need to hold back during as you don't hit fast enough to kill yourself.
Sabetha has a small hitbox, so make sure you are very close before using . This will ensure that all projectiles hit.
Don't waste if you see that Sabetha is about to phase.
The Champion adds will spawn Invulnerable, so make sure that you don't waste any skills during this time frame.
Use to help break Knuckles during .
You can use to move out if you get . Use to jump back in.
Matthias has a small hitbox, so make sure you are very close before using . This will ensure that all projectiles hit.
You can use to evade backwards out of mechanics. This works well for when you need to drop . You can drop it and then use to Dodge out of it.
The same applies to when you get but DO NOT use to evade .
During , you can continue to attack as your conditions will still apply.
Save your and to help CC a sacrificed squad member.
Xera has a small hitbox, so make sure you are very close before using . This will ensure that all projectiles hit.
Always take one of the buttons during the second island event.
If you are ported during the second phase, you should use to help upkeep some boons.
Cairn is static which will ensure that lands all of its pulses.
Use the "Special Action Key" to reposition yourself if you need to.
You can use to evade backwards out of .
If you do get ported, you can use to get back to your squad. is fairly life changing on this encounter and will destroy your DPS.
Don't waste if you need to go to a green circle. You should delay it and use it as soon as you get back to Cairn.
Mursaat Overseer has a small hitbox, so make sure you are very close before using . This will ensure that all projectiles hit.
Don't waste if you suspect that the tank is about to move Mursaat Overseer.
Mursaat Overseer is a DPS golem so just try to keep up a decent rotation.
Make sure to use when Soulless Horror is static. Check if any walls are coming, because this will indicate if the tank is going to have to move or not.
Soulless Horror has a small hitbox, so make sure you are very close before using . This will ensure that all projectiles hit.
Use to help cleanse conditions from your subgroup.
Use to evade , because this will help you maintain a higher DPS uptime. Don't use to evade as you may jump back into the second AoE.
Use after the to help cleanse the Torment from your subgroup.
Use when dealing with mechanics to move away from Dhuum quickly.
Don't waste if the mechanic is about to happen. Delay it until the DPS phase begins again. The same applies for the smaller .
If your subgroup is tanking mechanics and is soaking up a lot of conditions, consider swapping to .
Don't waste your , or if you know that the boss is about to phase.
Use to avoid mechanics. Don't use it to avoid as you may still get hit. It's much easier to just jump it.
Use to get back to the boss if you've had to drop .
The first two phases are extremely easy to flank on. During the final phase, 60% - 0%, you will need to try and flank as much as possible but make sure you aren't too close to the tornado of death.
Don't waste if you have to run to deal with mechanics, it's just a waste of a very powerful buff.
Help break the adds during the split phase with .
Use during the split phase to maintain some boons.
Qadim the P is static and has a very large hitbox. This means you don't need to worry about using and .
You can use to get from the Pylon to Qadim the P quickly.
Use to move quickly away from the group when you get targeted with . Use to get back in.
Use after each Pylon CC. This will help you maintain some boons.