User:Masel/Builds/Berserker
Dual Axes Tactics Power Berserker[edit]
Criterion | Rating |
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Burst Damage | 4/5 |
Sustained Damage | 5/5 |
Utility Options | 3/5 |
Survivability | 5/5 |
Difficulty | 2/5 |
Power Berserker is a very strong build for instanced content, even with a simplified rotation with like the one I use. It's also a great pick for solo gameplay, as it provides itself with good amounts of the most essential offensive boons: Quickness, Fury and Might. Through Berserk, Might Makes Right, Fried Golden Dumpling and Forceful Greatsword, it can achieve excellent self-healing and Endurance recovery, making it a very durable spec to choose.
Link to the Build on the Editor
Playstyle & Skills[edit]
Skill Type | Skills | |||||
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(Primal) Burst Skills |
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Dual Axe Skills |
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Warhorn |
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Off-Hand Mace |
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Utility |
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Berserk and Adrenaline Management[edit]
- As the name implies, Berserker is made for angry people. It's probably best described as one of those Uruk-Hai from LotR that hit the gym a little bit too often.
- Berserk is the key mechanic of Berserker, which gives you access to Primal Burst skills and reduces the maximum adrenaline you can have to 10 (down from 30).
- That means that it becomes much easier to gather up Adrenaline for powerful burst skills, but Primal Bursts count as tier 1 bursts for all traits that benefit from them.
- Since you have much more powerful stats inside Berserk mode (higher Power, Strike damage, Ferocity etc.)), you'll want to try and extend its duration by using Rage skills.
- Managing Berserk duration requires some practice, as it has a ~12 second cooldown once it runs out before you can enter it again. You don't want these 12 seconds to occur during Burst phases, because that will lose you substantial amounts of damage. Overextending Berserk is therefore not always a good thing.
Skill Usage & Choices[edit]
- In this build we'll abuse the axe primal burst Decapitate, which recharges itself when it hits. It is the most powerful skill in your kit, so you (almost) always want to prioritize it.
- Always open combat with Shattering Blow for Stability, then Head Butt, Berserk and the first Decapitate.
These are the skill combinations to regain full adrenaline for Decapitate (more on the skills below):
- Blood Reckoning + Decapitate,
- Outrage + Decapitate,
- Wild Blow and 4 other hits with axe skills + Decapitate,
- Whirling Axe + Decapitate and
- Shattering Blow for Stability, then Head Butt + Decapitate (this requires you to not use Shattering Blow on cooldown).
- The cooldowns of the rage skills line up perfectly: Blood Reckoning, Wild Blow and Head Butt have 20 second cooldowns and Outrage has a 10 second cooldown.
- With Alacrity, that creates a fixed loop rotation cycle of the combos mentioned above with a duration of ~16-17 seconds .
- Use axe skills on cooldown in between!
Default Skill | Notes |
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Blood Reckoning | Rage skill that heals you for 33% of the damage you deal. Insane healing tool for both instanced content and open world. This will recharge ALL primal burst skills, not only Decapitate. Since it also grants 10 adrenaline, you can always use your primal burst again after using this inside Berserk. |
Wild Blow | Rage skill that applies Fury to yourself and knocks enemies down. Also grants 5 adrenaline, filling up half your adrenaline bar inside Berserk. |
Outrage | Rage skill and short-cooldown Stun break. More importantly, it will grant you 10 adrenaline when an enemy is nearby (5 when there is no enemy), allowing you to instantly regain access to Decapitate after you used it. |
Shattering Blow | Rage skill used for more flexible Berserk duration management. Use it right before to Head Butt to negate the self-stun on it via Stability. On encounters with short burst phases, using Signet of Might here can be better. In that case, you need to break the stun from Head Butt with Outrage. |
Head Butt | Rage skill that does damage, applies Stun and grants maximum adrenaline so that you can always enter Berserk immediately after it. Careful: this stuns yourself, so you need to either apply Stability at the right time or break the stun it applies right after. |
CC Skills for breakbar damage:
Gear[edit]
Important Stats in Hero Panel (descending in Importance):
- At least 60% Critical Chance: Fury and Smash Brawler give the remaining 40% (in Berserk).
- Maximize Ferocity
- Maximize Power
- For a budget variant, simply replace all ascended armor pieces of Berserker's with rare/exotic Berserker's.
Traits[edit]
Tactics | ||||||
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Strength | ||||||
Berserker | ||||||
Strength [edit]
- In strength, we’ll be using all the juicy damage buffs we can get!
- 5% increased Strike damage and Critical chance, converting Power to both Vitality and Ferocity and finally up to 21% increased damage upon spending bars of Adrenaline.
- Strength will also make your dodges apply Might and damage enemies, make burst skills restore Endurance on hit and have Might grant more power to you (40 per stack instead of 30).
Tactics [edit]
- Tactics adds a lot of utility and survivability to your kit while providing great burst damage.
- It grants 10% increased damage versus movement-impaired enemies, 1% damage for every boon on you, 25% more damage against targets above 80% health well as sharing 3 seconds of Stability with allies whenever you hit with a burst skill (with a 10 second cooldown).
- All these damage modifiers make it easier on tactics to maintain high damage even when you drop out of berserk mode, since less of your damage comes from spamming Decapitate
Berserker [edit]
- With the traits of choice, Berserker gives 25% Strike damage, 300 Power and additional 15% Critical chance when in Berserk mode and a conversion of Precision into Ferocity, which doubles when in berserk mode. These traits are why it is so important to remain in berserk mode as much as possible and anticipate burst phase timings to not drop out of Berserk in them.
DPS Rotation Showcase[edit]
You can find my most recent rotation showcase here.
Open World Build[edit]
You can find my most recent open world build showcase here.
For OW, it can make sense to make a build more forgiving, so that you can sustain on your own.
Increasing General Survivability[edit]
- The first major step to increase survivability is to use Might Makes Right and Forceful Greatsword in Strength.
- On top of that, use Fried Golden Dumpling for additional Might on critical hits.
- Building Momentum restores Endurance whenever you use a burst skill.
- Combined with the trait changes in Strength, this leads to massive healing and large amounts of Endurance via all the stacks of Might you apply to yourself, so you can dodge a lot. Sources of Might and Endurance:
- Decapitate & Eviscerate - spam these as much as you can as they will heal you, restore Endurance and do great damage.
- Forceful Greatsword
- Reckless Dodge - don't underestimate how strong dodges are on this build.
- A great allrounder choice for open world is to swap out Tactics for Defense and make use of jade protocols. Doing that will drastically increase your survivability and still include strong enough damage modifiers:
Defense | ||||||
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- Adrenal Health is a strong passive heal, and you just need to use burst skills on cooldown to maintain 4 stacks of it.
- Your damage with this will scale with Weakness and Stability due to Cull the Weak and Stalwart Strength. You will cover good uptimes on both of them natively in your rotation in open world.
- Defy Pain will trigger on every cast of Head Butt and makes you immune to strike damage for 4 seconds every 20 seconds.
- Jade Tech Offensive Overcharge and Jade Tech Defensive Overcharge gives 150 permanent Toughness, Vitality, Condition Damage and Power as well as all boons aside from Stability, Resistance and Resolution on entering combat. These effects can be pre-stacked by using an Enchanted Snow Diamond Tonic repeatedly when out of combat. The Protection from this is another free massive gain to survivability!
- On top of using slot a Warhorn on the secondary weapon bar.
- The Warhorn allows you to maintain Swiftness and provides another source of area Quickness through Charge.
Boon Coverage[edit]
- Might coverage is explained above.
- Swap to Heat the Soul in Berserker to cover a good uptime on Quickness and Fury on yourself (and allies around you!).
- Combined with Burst of Aggression, Charge, Frenzy and Dual Strike, you will cover Quickness on yourself.
- Via Cyclone Axe + Wild Blow, you will also cover Fury.
- Together with a Relic of Durability, Thick Skin will enable you to maintain a decent uptime of Protection on yourself.
- For Swiftness and thus higher mobility, use Charge on warhorn on cooldown.
- Call of Valor will provide a ~50% uptime on Vigor for even more dodges.
- In case you don't want the hassle of reapplying jade protocols, you can abuse the synergy between Relic of the Cavalier and Blast from the Skyscale to apply lots of Aegis, Resistance, Might and Quickness to yourself. It does not have an internal cooldown and applies the boons on every hit of Blast. This also works with any other mount engage when hitting multiple targets.
Skill Choice | Notes |
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Blood Reckoning | As explained above. Use when you are on low health and stay on the offense to heal back up. |
Wild Blow | Covers Fury, applies Defiance bar damage and grants Adrenaline. |
Outrage | Fully fills Adrenaline in Berserk when an enemy is nearby. Great short-cooldown Stun break too! |
Frenzy | For better Quickness uptime, also provides a decent heal through Might Makes Right. Another Stun break. |
Head Butt | With Brave Stride, this will apply stability on cast, allowing you to automatically ignore the self-stun. Great opener for combat, as it also allows you to immediately use Berserk. It's also another Stun break. |
Dealing with Conditions and Control effects[edit]
- Call of Valor cleanses 3 conditions off of you and allies around you, so swap to warhorn when you need to cleanse conditions.
- That synergizes well with Brawler's Recovery in Discipline, since that will cleanse another condition whenever you swap weapons.
- If you need more frequent condition cleanses against bosses, swap to Cleansing Ire in Defense. That will also increase adrenaline inflow whenever you get hit.
- Wild Blow removes Weakness, Slow and Blinded on cast.
- Outrage is a short cooldown Stun break.
- Frenzy is also a Stun break.
- Head Butt is also a Stun break.
- "Shake It Off!" can be used instead of Frenzy; it is a Stun break and cleanses conditions, so it does both. Also affects nearby allies.
Optional: Discipline [edit]
- For general open world roaming and instanced content, you can also swap out Tactics for Discipline
Discipline | ||||||
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- Axe Mastery massively increases Adrenaline inflow, allowing you to spam decapitate more often. Through this, it also gives you a little more freedom on when to use Blood Reckoning and Outrage since you don't need the adrenaline from them as much.
- Warrior's Sprint gives 25% increased movement speed whenever you use at least one melee weapon (Axe, Sword, Dagger, Greatword etc.). Due tot his trait, your damage also scales with having Swiftness!
- Fast Hands allows you to weapon swap faster, which has multiple benefits, such as cleansing a condition and gaining 5 adrenaline.