Following my one week later feedback thread for the Soulbeast Dagger, here's my commentary on the current iteration of the Soulbeast Beastmode [F3] Beast Abilities
The Beastmode Beast abilities are currently pretty interesting as they perfectly fit their archetype - only issue is responsiveness of the beast ability traits and some cast time and numbers. I believe they are in a good spot but a little tweak can put them in an optimal position.
I strongly believe all beast ability traits should have their effects applied at the start of the cast and not at the end, like it currently works on the pets - if the pet is interrupted, the unique ability is interrupted and the trait effect goes on cooldown as it was activated - simply do the exact same for the Soulbeast
The reason behind this is that some cast times are rather lengthy, and it would add better synergy to some of the Skill vs Trait combos - Beastly Warden followed by Worldly Impact would force the enemy to the player to succesfully land the impact, or even Invigorating Bond proc'ing just before the 1s cast time Spiritual Reprieve, or yet again Go for the Eyes denying the enemy an interrupt while castin a beast skill due to blindness.
For starters, this trait only works in Beastmode - out of Beastmode, it doesn't apply boons to the ranger, nor to the pet. I suspect most players expect the boons to be applied to the ranger when out of Beastmode due to the tooltip description, but I believe it should behave differently, but also with a reworked tooltip (I know most people won't support this idea but wait for the reasoning)
The reasoning behind this is well, to make it work with pets when out of beast mode. Before you all go crazy about the suggested cooldown, know that in effect, it already has that cooldown - You can get out of beastmode after 2s of entering it, and re-entering beastmode takes 10s, so technically, there is a 12s cooldown already. It's also in line with Go For the Eyes 12s cooldown. Remember you can also still access part of those boons when running We Heal as One. Like other beast ability trait, it should also be activated at the start of a beast ability cast - the fury gained from it would greatly enhance Worldly Impact in remorseless builds, and the quickness being applied at the start of the cast would help at casting the beast skill faster.
The condition beast ability.
Power scaling is good as it is not power focused, the cooldown is acceptable, but it could use a little boost not in stack numbers (as they feel good) but in condition duration numbers, and for some reason, the underwater version has a super lengthy 2.5s cast time - normalise that cast time to the land version.
The reasoning behind this is that it is a rather lengthy cooldown for a base 6s duration, and the skill itself applies conditions per pulse, so enemies can evade or move out of his effective area rather easily (this is mainly from a PvP/WvW perspective.) For the underwater cast time, it is simply because 2.25s takes FOREVER to cast. Enemy players have time to swim away from you.
The power beast ability.
This skill feels extremely rewarding when it lands - paired with specific traits and effects, it can be pretty deadly. In terms of numbers, they are perfect. Solid damage, adequate cooldown. The ONLY thing I see popping in terms of feedback for this skill, is the finisher type
The reasoning behind this is that we already have a lot of access to leaps in Beastmode, and leaps are selfish finishers - changing the finisher to a blast finisher would add more utility to the skill - combo'ing itself with Smokescale's Smoke Cloud for AoE Stealth for example, or combo'ing with Healing Spring for AoE Heal, etc. Also, a blast finisher on 25s cooldown sounds more than fair.
The crowd control beast ability.
This one is in a good spot. Little damage but it's role is pulling enemies to you, not damaging them. The extra 2s of immobilize is a nice touch and the range is not underwhelming.
The damage mitigation beast ability.
This one is also in a good spot - 35s cooldown for a 4s immune to direct damage skill? Absolutely! Oh wait, you say there's more to this skill? It's a stun breaker? Nice! Wait, still more? Renders you immune to soft crowd control skills? Just perfect. Just for clarification (as some people were confused) - the stun break aspect is instant, the 0.25s activation is for the stance itself. It is a solid Get The Flip Out of here skill - excellent synergy with Beastly Warden if you wanna tank a bit of a tank role.
The healing beast ability.
I love it. The healing base value is amazing, the 3s of resistance is excellent to mitigate some conditions and let's not forget that it synergizes with the achetype itself - On 0 healing power, the healing is effectively 5293 thanks to the 25% healing efficiency bonus. That's a solid burst heal. Paired with Invigorating Bond, it makes for a solid extra burst heal for yourself and allies.
The reasoning behind this is that in a condition-heavy meta, relying on this skill to get a reprieve from conditions still means you have 1.5s of condition ticks before it kicks in. It would also seem that the animation of the skill plays about 0.4s earlier than the actual heal, perhaps fix that? Gives a false graphical tell, it's a bit confusing. The range, cooldown, healing value and healing coefficient are ace.
The moa family offers a skill that grants AoE healing to you and allies, and despite the moa being a support-oriented pet, none of its 4 family members are categorised as supportive, which is really counterintuitive when you think one of its skills is a healing skill. I'd heavily suggest moving the White Moa to the Supportive Category so that harmonic cry can benefit from the bonus 25% healing efficiency. I won't start extensive pet review, that's for its own thread (keep your eye open)