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 Power Soulbeast that can be used to navigate mechanics:
You have a dodge from , you can use this to avoid having to dodge.
You can use to help pull in adds. This is really useful on bosses such as Slothasor or Xera. Make sure that you don't accidentally pull in Seekers on Vale Guardian with this skill. Try to aim inside the hitbox of Vale Guardian 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.
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 always be merging with Gazelle which means you will get the Ferocious buff. This will grant you + 200 Power and + 100 Ferocity. You also gain access to , your F3 skill, that deals a fair amount of DPS.
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 :
You will always be merging with a Gazelle as this pet provides you with the highest personal DPS.
You have the option to take instead of to share the benefits of . You can find these traits in the Soulbeast Trait Line.
So when should you take these traits? The general rule is as follows:
is a very large heal that will also help you maintain a lot of boons.
deals pulsing damage over four seconds and applies Chill.
will grant you 40% 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 Ferocity bonus. Never use the active for this utility.
causes you to strike an enemy an additional time after each hit with a 0.5 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.
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 you and also your allies if you are running .
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 recharge.
will grant you + 300 Ferocity and 30% increased movement speed.
gives you a flat damage increase of 5%. You will never be above the range threshold, 600 units, when playing Power Soulbeast.
causes you to do 7% more damage while under the effects of Fury.
will increase your Condition Damage and physical damage for four 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 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.
can be taken instead of if you want more safety in your build.
can be taken with to provide additional condition clease for your party. Check the section above on "To Share or Not to Share?" to see when you should take this trait.
This build requires , if your subgroup does not have access to you will need to take an and an .
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.
You provide roughly 10 - 13 stacks of Vulnerability through , , and .
You can provide Immobilize through . You will never use the active of this skill unless it's to prevent a wipe.
You gain personal Might through and .
You can give yourself Retaliation through .
= 150 Breakbar damage.
= 200 Breakbar damage.
= 150 Breakbar damage.
Always take instead of . This allows your Healing Druid to take , and have a free utility slot for .
If there is an upcoming be careful with , , , and as they will root you in palce and you are not able to move.
If you do get ported you can use , and to get back to Vale Guardian quickly.
Make sure that you don't pull in the Seekers with .
Save for the split phase to help CC the Green Guardian.
Don't save skills in the split phase as they will all be back off cooldown when Vale Guardian returns.
You can use to pull in adds.
Use to avoid to reduce your DPS downtime.
Save your for the Breakbar and either or .
Be careful with using and during the Breakbar. will make you hit multiple times and you will probably get destroyed by the retaliation.
Keep in mind that your Sword auto attack applies Cripple.
You can either take , for the extra personal DPS, or to help your Druids. You can also consider taking if your squad CC is bad.
Use for taking away the poison from the group and or to get back to the group.
Save your for the Breakbar and either or .
In inexperienced groups you can run as an extra Stun Break for your group. Take this instead of .
If you are really struggling with low CC you can take instead of .
Always run on Keep Construct as this is a DPS gain for the subgroup during the burst phase.
You can either use , to help your Druid, or take for the personal DPS gain.
You can use at the start of the encounter as it will be back off cooldown 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:
You can help with CC, during the Breakbar Phase, by using . Don't waste as it probably won't be back off cooldown for the burst phase.
You can take if you squad is inexperienced and will need the extra Protection.
Take to condition cleanse your group if they stand in the shard AoE or get hit by .
You can pull in adds with to help out your Power Boon Chronomancers.
Don't waste your hard hitting skills during the Breakbar. 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 acutal Xera fight.
You have to melee on the islands during the pre-event as you have very limited ranged DPS.
If you aren't capping Vulnerability then you can take . Or, if you are struggling with the tick damage you can take .
Mursaat Overseer is a DPS golem so just try to keep up a decent rotation.
You can either use for the personal DPS inrease, if your CC is bad or to help out your Druid.
Don't use when Samarog is about to use as you might be interrupted.
Save your and either or for the Breakbar.
You can use once Guldhem is low enough to pull Rigom back to the squad.
Don't waste or if the split phase is about to end.
Always use because it scales so ridiculously with Unnatural Signet.
With a single Druid, you should drop and take .
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 Deimos.
Be careful when using , and when Deimos is about to use a .
You can run as you will probably have two Druids that will cover all the Spirits.
Be careful with , and when Dhuum is about to use as they root you in place.
Try not to waste and if Dhuum is about to use or the pre-event is about to end.
Take to help out cleansing the Torment after .
If you get a bomb you can the following skills to move away quickly:
does not work on Conjured Amalgamate. This means there is no reason to run .
Take care when using if the Shields have spawned. This will absolutely destroy you if you hit multiple Shields with this skill. If you can see that the Shields have their Breakbars broken then feel free to use it to cleave them down quickly.
You can use for the first burn of the Arm. After this, you should save it for until Conjured Amalgamate becomes vulnerable. Wait until he has stacks of the debuff from the Swords before using .
You can help CC the Shields with but don't waste as it has a long cooldown.
You should run here. Qadim 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.
The Breakbar for the Destroyer 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 Destroyer are balled up.
Take care when using at any point during the encounter as it will root you in place.
Don't waste or if Qadim is about to phase. You will want to have it up for when you engage the next Creature.
After the initial Pillars are destroyed, you can get to Adina quickly by using .
Make sure you don't take a Pillar during this encounter. You have no option for ranged DPS and you will suffer a lot by being forced to move out unnecessarily.
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 Knockdown from the Hands.
If you see that you have no way to avoid the Knockback, and you're on Greatsword, you can use to block it.
Use during the split phase to help maintain some boons.