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General Gameplay Tips

Introduction to Soulbeast
Introduction to Spirits

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.

Which Spirits Should You take?

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 Druid free up a utility slot.
  • You are playing without a Druid 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 Protection to your squad. If you are running a Daredevil or Thief on bosses where the stolen skill is Detonate Plasma, Protection will be covered!

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.

Beastmode

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.

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

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 Attack of Opportunity. This will increase the damage from your next skill by 25%.
  • will cause you to gain Might.
  • will grant you 40% increased damage and 40% increased movement speed.
  • causes you to gain + 150 stat points of Power, Precision, Condition Damage, Toughness and Vitality.
  • causes you to do 10% more damage while your health is over 90%.
  • will grant you + 300 Ferocity and 30% increased movement speed.

Pets

Soulbeast pets are split into five different archetypes:

As this build is a power focused, the archetype for the Gazelle is Ferocious.

You will always be merging with a Gazelle as this pet provides you with the highest personal DPS. Not only due to the Ferocious buff, but also because is a Daze that triggers the trait .

Stances

The Soulbeast specialization has access to stances. With the Power Soulbeast 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 Might and can be used in situations when you're lacking Might.

is your elite and grants a significant DPS increase.

To Share or not to Share?

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

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 Keep Construct and Deimos you should always run . On Deimos it scales insanely with Unnatural Signet.

General Soulbeast Tips

You will have 1150 Toughness with this build due to . Make sure that you don't have the highest Toughness in your squad when at an encounter with Toughness 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 Power Soulbeast that can be used to navigate mechanics:

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.

Utility Skills & Variations
Utility Skills

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 0.25 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.

Utility Skill Variations

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 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 .

Traits & Variations
Traits in the Beastmastery Trait Line

causes you to gain + 150 stat points of Power, Precision, Toughness and Vitality.

causes your shouts to have a 20% reduced Recharge and for them to apply Swiftness and Regeneration. Your shouts on Power Soulbeast 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 Recharge.

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

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

Traits in the Marksmanship Trait Line

gives you a flat damage increase of 5%. You will never be above the range threshold, 600 units, when playing Power Soulbeast.

will cause you to do 15% more damage to a target if they are suffering from Cripple, Chill, Immobilize, Taunt, Fear, Stun or Daze.

Traits in the Soulbeast Trait Line

gives you Fury and Quickness whenever you use .

causes you to do 7% more damage while under the effects of Fury.

causes you to steal health whenever you apply Poison and has no Cooldown. Check the section below on "Boons & Conditions" to see your sources of Poison.

will increase your Condition Damage 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.

Trait Line Variations

There will be situations when it will be more benefitial to your subgroup if you take . You will be required to drop the Marksmanship trait line and take Skirmishing instead.

This results in roughly a 4.5% personal DPS loss. Your subgroup will benefit from this if there are two or more people in your subgroup who require .

In Skirmishing you will want to take the following traits:

This situation will likely occur because you do not have any Druids or you only have one Druid. This means that you will most definitely be taking a spirit and therefore will not benefit from .

Your gear will be slightly different when you do this:

  • Full Berserker Armor, Weapons and Trinkets
  • Full
  • and
  • will always perform better than
  • and

Individual Trait Variations

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.

Gear Variations
Gear Variations

If you are playing with and you don't have access to , then you will need to take the following gear:

If you are playing with and you have access to , then you will need to take the following gear:

  • Full Berserkers Armor except for
  • Full Berserkers Trinkets except for and
  • Full
  • and
  • and

Rune Choices

Breakpoints for when you have from a Druid:

  • will perform better when you have higher levels of uptime.
  • As your uptimes begin to drop, will take over.

75% Thief Uptime 80% Thief Uptime 85% Thief Uptime 90% Thief Uptime 95% Thief Uptime 100% Thief Uptime
Scholar Uptime 63% 72% 82% 91% 100% 111%
Please note all values are ± 0.5%


Breakpoints for when you don't have from a Druid:

  • always perform better. Always run when you don't have .

75% Thief Uptime 80% Thief Uptime 85% Thief Uptime 90% Thief Uptime 95% Thief Uptime 100% Thief Uptime
Scholar Uptime 80% 90% 99% 109% 118% 128%
Please note all values are ± 0.5%

Weapon Variations

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.

Phases that last less than a minute will favour Sword. Those that last longer will favour Dagger.

Boons & Conditions

You provide roughly 50% uptime on Cripple through and . You can also provide Cripple through .

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 provide Swiftness and Regeneration to your subgroup through .

You can give yourself Fury and Quickness through whenever you use . You can also give yourself Fury through .

You can give yourself Retaliation through .

Breakbars

= 150 Breakbar damage.

= 200 Breakbar damage.

= 150 Breakbar damage.


Spirit Vale

Vale Guardian 22,021,440 687 140 2,000

Pets
Utility Skills
Weapon Sets
General Soulbeast Tips

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

Unstable Magic Spike

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 Vale Guardian quickly.

Seekers

Make sure that you don't pull in the Seekers with .

Split Phase

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.

Gorseval the Multifarious 21,628,200 1,374 250 4,500

Pets
Utility Skills
Weapon Sets
General Soulbeast Tips

You can use to pull in adds.

Use to avoid to reduce your DPS downtime.

Split Phase

You can use to Chill the Charged Souls during the split phase.

Keep in mind that your Sword auto attack applies Cripple.

Breakbar Phase

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.

Sabetha the Saboteur 34,015,256 1,374 48

We recommend playing Condition Soulbeast at this encounter. Check out our Condition Soulbeast Guide to see what we recommend.

Salvation Pass

Slothasor 18,973,828 1,374 360 4,000

Pets
Utility Skills
Weapon Sets
General Soulbeast Tips

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 pull in the Slublings with to help your Power Boon Chronomancers.

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

Breakbar Phase

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 .

Matthias Gabrel 25,953,840 1,374 140 2,500

We recommend playing Condition Soulbeast at this encounter. Check out our Condition Soulbeast Guide to see what we recommend.

Stronghold of the Faithful

Keep Construct 55,053,600 687 200 3,500

Pets
Utility Skills
Weapon Sets
General Soulbeast Tips

Always run on Keep Construct 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 cooldown for the burst phase.

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

Burst Phase

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.

Xera 22,611,300 1,374 48 2,000

Pets
Utility Skills
Weapon Sets
General Soulbeast Tips

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.

Island Pre-event

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.


Bastion of the Penitent

Cairn the Indomitable 19,999,998 1,374 200

We recommend playing Condition Soulbeast at this encounter. Check out our Condition Soulbeast Guide to see what we recommend.

Mursaat Overseer 22,021,440 1,374 160

Pets
Utility Skills
Weapon Sets
General Soulbeast Tips

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.

Samarog 29,493,000 1,374 420 4,500

Pets
Utility Skills
Weapon Sets
General Soulbeast Tips

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

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

Split Phase

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.

Breakbar Phase

Save your and either or for the Breakbar.

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

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

Deimos 35,981,456 1,374 140

Pets
Utility Skills
Weapon Sets
General Soulbeast Tips

Always use because it scales so ridiculously with Unnatural Signet.

Delay your starting rotation by a few seconds until Deimos gets Unnatural Signet from Saul. After he is under the effects of Unnatural Signet 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 Deimos.

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

If you get Knocked Back by you can use or to get back to Deimos quickly.


Hall of Chains

Soulless Horror 35,391,600 1,374 160 3,000

We recommend playing Condition Soulbeast at this encounter. Check out our Condition Soulbeast Guide to see what we recommend.

Dhuum 32,000,000 1,374 400

Pets
Utility Skills
Weapon Sets
General Soulbeast Tips

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:


Mythwright Gambit

Conjured Amalgamate 1,374

Neither Condition Soulbeast nor Power Soulbeast are strong at this encounter. Check out our Team Compositions to see what we recommend.

Twin Largos 17,548,336 1,374

We recommend playing Condition Soulbeast at this encounter. Check out our Condition Soulbeast Guide to see what we recommend.

Qadim 19,268,760 1,374 240

Pets
Utility Skills
Weapon Sets
General Soulbeast Tips

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.

You can save for the Breakbar when you are on the Hydra.

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.

  • At the Hydra you do not need to worry as it will be facing away from you.
  • At the Destroyer you will need to wait for or before you use .
  • At the Matriarch and Patriarch you will need to watch out for the .
  • At the main phase, when fighting Qadim, use after .

You can use to Dodge the from Qadim. Watch out in the second and third phases as you may fall off the platform.

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

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

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


The Key of Ahdashim

Cardinal Sabir 29,493,000 1,374 240 15,000

We recommend playing Condition Soulbeast at this encounter. Check out our Condition Soulbeast Guide to see what we recommend.

Cardinal Adina 22,611,300 1,374 160

Pets
Utility Skills
Weapon Sets
General Soulbeast Tips

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.

Split Phase

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.

Qadim the Peerless 47,188,800 1,374 400

We recommend playing Condition Soulbeast at this encounter. Check out our Condition Soulbeast Guide to see what we recommend.

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