Power Banner Berserker

is a very fast paced build that relies on spamming your .

You can choose between the and the granting either to your subgroup or a major personal DPS boost.

A rough rule to follow is that if you have three power DPS classes in your subgroup, you should run . On bursty bosses, this rule might not hold true as you lose a huge amount of personal burst.

This build requires , if your subgroup does not have access to you will need: Full Berserker Armor, Trinkets and Weapons.


Build Updated
Jun 4, 2021
Skill Floor
2 / 5
Skill Ceiling
4 / 5
Boon Reliance
5 / 5
Added
May 2021 Balance
Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Berserker's
Coat
Berserker's
Gloves
Berserker's
Leggings
Berserker's
Boots
Berserker's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Secondary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Item Stat
Backpiece
Assassin's
Accessory
Berserker's
Accessory
Berserker's
Amulet
Berserker's
Ring
Berserker's
Ring
Assassin's
Food & Utility
Food
Utility
Infusions
Infusion x18
Rotation Log
Build Template
will end here

When you are in , you want to use as many times as possible. To do this, you need to get three hits on the boss. There are a few options for how to get this:

Never interrupt your auto attack chain when you are outside of .

Rotation Log
Build Template
will end here

After your opening, your rotation comes down to skill priority.

When you are in , you want to use as many times as possible. To do this, you need to get three hits on the boss. There are a few options for how to get this:

Never interrupt your auto attack chain when you are outside of .

The aim of the game is to use fourteen times when you go into .

Introduction to Berserker

Banners are immovable objects that only the caster can interact with. Assuming perfect , you will have four seconds of downtime with your banners.

If you pick up your banners, they will by 60 seconds. This means that once your banners are on a 60 seconds , you can pick them up and recast them instantly. Take advantage of this during downtime between phases or when bosses are . This will ensure permanent uptime.

Make sure you place your banners close to your stack or between two locations if you know you will move slightly.

There are five types of banners:

Generally speaking, you will only use three out of the five types of banners. and don't really offer anything useful for raids.

In the , you have a trait called . This trait will increase the effect of banners on you by 50% as well as making your banners affect 10 allies.

is a specific mechanic that is unique to . It has a one second cast time to enter and will last for 15 seconds, unless extended. There is no way to manually exit apart from becoming , otherwise you have to wait out the timer to exit.

When in , you gain access to new burst skills:

Both and have a but does not. Luckily, is one of your main sources of damage!

can be extended by using rage skills. Each skill extends the duration by a different amount. You can also extend the duration of by using the trait in the .

Let's take a look at your rage skills and see how long they extend by: extends by two seconds. extends by four seconds. extends by one second or by five seconds if it has acted as a . extends by two seconds.

Adrenaline is a specific mechanic that is unique to , and . You gain adrenaline whenever you strike with an attack.

You gain adrenaline in order to use and your primal burst skills. There are three levels of adrenaline, each requiring 10 adrenaline. You need to have 30 adrenaline in order to enter . Whilst in each primal burst skill will cost 10 adrenaline. Using a burst skill will use all of your adrenaline, even if the skill misses.

So which primal burst skills will you encounter in this build?

Primal burst skills have a few traits that change their behaviour: reduces the of your primal burst skills by 15%. grants you 15 , or 30% of a , every time you use a primal burst skill. grants you a 7% damage modifier per level of adrenaline used in a burst skill. This caps out at three stacks for a 21% boost in damage. Each use of a primal burst skill counts as a level one burst but using counts as a level three burst!

You have a few skills that grant adrenaline: will grant you 10 adrenaline and recharge your primal burst skill. will grant you 30 adrenaline, as long as it hits.

You have a few traits that grant you additional adrenaline: provides you with two additional adrenaline when you critically hit. means that you gain five adrenaline on .

pulls ahead of its condition counterpart at bosses with short phases and with frequent .

has both reasonable burst and sustained DPS numbers, as well as a flexible rotation focused around spamming and whilst being buffed by in .

If you are running Maces then you will have . This will trigger whenever you use a skill that interrupts an enemy. The buff lasts for four seconds and can be triggered every three seconds. Try to use high damage skills under the effect of .

Breakbars

= 100* damage.

= 100* damage.

= 300 damage.

= 332 damage.

= 300* damage.

The skills marked with an asterisk (*) will do 30% more damage if you are running .

Utility Skills & Variations

Your Heal skill will always be as your rotation partly revolves around this skill. Using will give you 10 adrenaline to use your primal burst skills again.

is taken for the passive + 180 . You never need to use the active version of this skill.

and will always be on your utility bar when playing . These two utilities will buff all 10 squad members and have an almost permanent uptime. Your banners last for 60 seconds and will have a of 64 seconds, assuming permanent .

can be used as a , grants you 30 adrenaline and causes 300 damage.

If your squad is seriously struggling with CC and I mean seriously struggling, then you can consider swapping for .

You will need to decide between and , depending on the needs of your group.

Take for the clutch resurrect and the it provides to your subgroup. Sometimes you will need to provide due to your squad composition or there are some encounters, like , where you can pre-stack adrenaline so you don't need for adrenaline for your opener.

Traits & Variations

grants you a flat 5% damage modifier since you don't run any physical skills.

grants you based on 10% of your .

increases the effects of . Normally, you gain + 30 per stack of but with you will gain + 40 per stack of .

gives you a 7% damage increase per stack. A large part of the damage from this build comes from the buildup of . is gained for each bar of adrenaline spent when you use primal burst skills or enter . grants the maximum of three stacks whilst the primal burst skills will only grant one stack.

increases your damage by 10% while under the effects of .

is what enables this build to provide such high CC without taking a hit to personal DPS. This trait means that the of your is only five seconds. This means swapping out to your Mace set doesn't punish you.

improves the effects of your banners but only on yourself, or other running this trait. You will gain 50% more stats from your banners and will gain when you summon them. This trait also allows your banners to affect 10 allies.

causes you to gain a flat + 120 and then an additional + 120 as long as you are wielding at least one Axe. It also causes all of your Axe skills to have their reduced by 20% and to grant additional adrenaline when you critically hit.

increases the duration of your by five seconds.

grants you based on 7% of your . This bonus is doubled to 14% when you are in .

increases your and by + 300 stat points when you are in . It also decreases your by 300 stat points.

increases your damage by 20% whilst in . This is why you sometimes delay until you are in .

There will be situations where taking the will be of higher value than . This rotation is very tight and dependant. This is due to the trait that can be missed if you have low .

provides your subgroup with an additional + 100 due to . It should be obvious from this that should be taken when you are in power based subgroups.

also provides you with . This trait grants you a 1% damage increase per boon that you have which makes this even more valuable, as a trait line, on encounters with .

When you find yourself in a situation that favours , your traits should look like this:

Gear Variations

Whilst you will always run at least Axe / Axe on you should consider what other weapons you might want or need: If you need CC then you can run an Mace in the off-hand of your second weapon set, if you want to provide large amounts of CC then you can run Mace / Mace in your second weapon set. If you don't need any CC then you can run Greatsword in your second weapon set for a nice personal DPS boost. If you don't want to run Greatsword and don't need CC then you can run an Axe in the main-hand of your first weapon set then a second Axe in the off-hand of your second weapon set. This allows you to to benefit from the additional adrenaline you gain from . Rifle is a great choice if you are forced to do ranged DPS. A perfect example of this is taking a button during the pre-event at .

Spirit Vale

In organised groups, it's very effective to use at instead of . You provide extremely high burst DPS that can be used on both and during the split phase.

All of your skills are mobile which means that you can easily move out of when required. has an extremely long range, for a melee skill, so take advantage of this when spawns.

In fast groups, your should expire just as you phase . If your squad DPS is lower, or you're in a pug group, you can use again and take advantage of this extra DPS to help you speed up the split phase.

Place your banners somewhere slightly towards the East side of , assuming you're tanking in the middle. This allows you to easily pick them up before the split phase.

If you're tanking on the wall, place your banners slightly North of . Basically, it doesn't matter where you tank , just put your banners so it's easy for you to pick them up as you head off to for the split.

You have time, even in fast groups, to recast your banners during the split phase.

You will go to the during the split phase.

In fast groups, it is unwise to use during the split phase. In slower groups, you may have time for it to come back off or may still be lingering from the main phase. Either way, don't skill save on your weapon skills. Even will be back off by the time you return to .

If you need it, you can run Mace in your off hand slot. This will let you provide some CC with but it won't interrupt your rotation as you can still to trigger during your .

is extremely strong at this encounter due to its high burst on main phases and split phases. It also provides a decent amount of CC with your off hand Mace sets. If, however, you are in a slower group and require someone to look after the orbs then you might be required to swap to .

Cleaving adds will mean more spam because you hit multiple enemies and therefore stack adrenaline faster.

During the third DPS phase, or "Eggs" will spawn around . Try to avoid out of the "Eggs" in order to upkeep DPS, because you can simply walk backwards out of them as they spawn. Luckily, all your skills are mobile so you can simply walk away.

Your banner placement will depend slightly on the way your squad does the split phase. Organised groups will either split their squad in half or into four groups.

If you split into two groups then you should place your banners to the West of . This is because both groups will end their split phase there.

If you are splitting four ways, your split phase will be too fast to worry about casting banners. Simply pick up your banners at the end of each main phase and cast them again at the start of the next phase.

If you are running around as a squad to kill all the then you can place your banners slightly to the South of . This will ensure you will be in range of your banners for the last two .

You can pick up your banners just as the split phase ends and recast them. This will ensure a high uptime.

You don't need to skill save during the split phase. You can freely use everything, as it will be off by the time you return to .

You will need to take care during the as a lot of your skills hit multiple times. This can easily destroy you if your CC isn't fast enough. You can use during the to keep dealing damage without dying.

Swap to your Mace / Mace set as fast as possible so you can dish out all the CC and then quickly get back to your Axe / Axe set.

Use if you must but remember that you will get .

and are extremely close, in terms of DPS, for this encounter. provides more burst DPS on and provides faster phases for the champion adds. provides better cleave for add control and to cleave down turrets. Play whichever build you prefer.

Cleaving adds will mean more spam because you hit multiple enemies and therefore stack adrenaline faster.

As you have no ranged DPS capabilities, so do not bait .

Ideally, you should also not be taking a cannon as you have no conditions to leave ticking on the cannon. You also have no movement skills which makes getting to and from the cannon very slow.

Place your banners close to the center of the arena. Pick them up and replace them between the time that goes and , , and spawn. When the phases are long enough that the banners will disappear before phase, recast them between phases.

Salvation Pass

Make sure you use early enough so you can start your rotation quickly. You should be able to get in five, or maybe six, uses of before uses .

For the rest of the encounter you need to decide when to use . If has a few percent left before he phases, then it might be better to save so you definitely have it off to use with the modifier from .

will your squad after each . If you have trust issues you can delay your swap back to Axe / Axe and use to block the .

Cleaving adds will mean more spam because you hit multiple enemies and therefore stack adrenaline faster.

Remember to pick up your banners as you move through the arena. This will allow you to have permanent uptime on your banners.

The sole purpose of running here is to provide a lot of damage and burst damage between .

Beware of using as it strips . Most groups will run with a source to negate the after each . Either use immediately, don't use it at all or use your Mace to block the fear with .

Depending on how fast your CC is, you may be able to trigger twice per . It has a of three seconds and lasts for a total of four seconds.

Begin your CC by using , follow up with and .

Make sure that you swap early enough to Mace / Mace to avoid being stuck on that weapon set when the ends.

We recommend playing at this encounter.

Stronghold of the Faithful

There are two weapon options you can play as on : If you have good group CC then you can play Axe / Axe only. If you have bad group CC then you should play Axe / Axe - Mace / Mace.

Playing with Mace / Mace on your second set should really be a last resort!

If you run Axe / Axe - Mace / Mace then you should camp Axe / Axe until 's appears. As soon as 's appears, swap to Mace / Mace and use , and to help with CC.

Since you can move during nearly all your skills, you should always try to hit both illusions at the same time when they are trying to merge.

Cleaving adds will mean more spam because you hit multiple enemies and therefore stack adrenaline faster.

Regardless of whether you kill on the wall or in the middle, he will always go back to the middle of the arena for the burn phase.

So, guess where your banners have to be? Put them somewhere between the middle of the arena and the side where you kill the adds, assuming you move .

After the you can pick up your banners. Recast them just before the orb goes through the final rift.

After the burn phase you can pick them up again. This will ensure that they will be ready again for the next phase.

For the pre-event islands, you may need to take a button on the second island. If this is the case, you can take Rifle instead of Mace / Mace. This provides the ultimate roleplay experience.

As you can pre-stack adrenaline on the pre-event, you do not require . This allows you to take which can be used to provide , and , or it can be saved for a clutch resurrect.

gains a flat 80% damage reduction during the , swap immediately to Mace / Mace and break her as quickly as possible.

Cleaving adds will mean more spam because you hit multiple enemies and therefore stack adrenaline faster.

Whenever you move to the side of the platform, you can easily cleave her and a shard at the same time.

Find out from your Tank if you are keeping in the middle during the first phase. If you are, then you can just place your banners there. If you are moving try to place your banners between the middle and the location to which you will move her.

The same applies to the second phase, after 50%. Find out where you will be moving and place your banners between the two tanking positions.

During the second phase, you can pick them up as you move between tanking spots and recast them.

Bastion of the Penitent

We recommend playing at this encounter.

This is basically just a golem rotation. Make sure you out-DPS some of the DPS classes, it's very important.

Play with the if you have a in your subgroup.

is a good person to bait the for every in organised runs. If you are doing this, you should run with Axe / Axe only and with . If you are not baiting , you should run with Axe / Axe and Mace / Mace with .

Use as early as possible. will use as his first skill and you don't want to be stuck in an animation when that happens.

If you have really high group DPS you may find that your is not off for every . In this scenario, it might be more beneficial to run Shield offhand instead of Mace. has a lower and will be ready for every .

Most of your skills are mobile meaning that you can jump while using them. You can freely jump while using to get over the without having to interrupt your skills.

should be fairly static during the first phase until 66%. Just place your banners behind towards the spears.

Pick up your banners as phases at 66% and 33% and recast them for the split phase.

Pick up your banners towards the end of each split phase and recast them.

There is no need to skill save during the split phase as all of your skills will be back off .

Your will also be off by the time the split phase ends. Use during the split phase, a fast split means less time away from .

The following text assumes that you are not baiting .

The sole purpose of running here is to provide a lot of damage and burst damage between .

Depending on how fast your CC is, you may be able to trigger twice per . It has a of three seconds and lasts for a total of four seconds.

Begin your CC by using , follow up with and .

Make sure that you swap early enough to Mace / Mace to avoid being stuck on that weapon set when the ends.

has extremely high burst on this fight for both and for the split phases. You can also pre-stack adrenaline whilst killing the chains which means you can afford to take over .

has 300 range, this will reach even if he is standing in the middle of a .

Cleaving adds will mean more spam because you hit multiple enemies and therefore stack adrenaline faster.

Place your banners near the center of the arena as barely moves.

Make sure you pick up your banners as you phase at 10% health. Recast them immediately when you get down to the last phase.

There is no reason to skill save during the split phases, so just keep up your rotation as normal. The faster you phase Saul, the faster you are back at .

If you're in a fast group, you can use during the split phase as it will only take a few seconds to burst Saul down. If you're in a slower group, don't waste as you'll return to without it back off .

Remember to cleave both Saul and when possible.

Hall of Chains

We recommend playing at this encounter. We recommend playing at this encounter.

Mythwright Gambit

You can use into Conjured Amalgamate to maximize the amount of hits as the edge of the platform acts as a wall. You can also use Greatsword to help with movement, assuming you need to collect some Swords.

Using Greatsword also allows you to use whilst collecting.

Don't waste your until there are some Sword debuffs on Conjured Amalgamate.

Take care when the Shields spawn as you can easily kill yourself with or spam.

Place your banners in the middle of the arena to maximise coverage.

You can drop your banners at the start, pick them up just before the burn phase and recast them. This will ensure they will be up for the entirety of the burn phase. Do the same for the proceeding burn phases.

We recommend playing at this encounter.

Take care when you use as it will put you very close to your target. All the enemies at the encounter have proximity based aggro mechanics and your close proximity may cause aggro issues. This is important when you kickstart your rotation at the .

Remember that you can't do any damage to when his is up. The faster you break him the faster you can go back to DPS.

Try to cleave all the three adds that spawn at the . You can freely move while using any of your Axe skills to help you reposition yourself.

Cleaving adds will mean more spam because you hit multiple enemies and therefore stack adrenaline faster.

You will need to kite one of the as . Most attacks can be sidestepped or avoided by moving inside the 's hitbox.

Kiting a is easy if you know their attack pattern.

2 x or .

If you are kiting the you need to make sure that she is not facing the when she uses .

You can simply move out of the way when a uses . The same applies for and .

is actually two attacks. It looks like a swipe and then a stab into the ground.

You will need to block or the first but you can simply walk inside the hitbox of the to avoid the second hit of .

After the uses to escape they may use . They will only use this skill if no one is close to them when they move. You will absolutely need to this skill if they use it.

Cast your banners just before the spawns. You can pick them up and recast them if the teleports. You can then pick them up again as the dies.

Recast your banners as you get back to after you've dealt with the Pyres. Always pick them up again at the end of each phase. Repeat this for the following phases.

If you have fast phases, you can use your banners before you deal with the Pyres. Cast them just in front of .

Make sure to place your banners next to the before going to to ensure a faster burn and therefore phase transition. You will generally have time to set your banners down again during the burn and pick them up before arriving at one last time.

Don't use your banners once you've killed the and . Wait until you have finished the jumping puzzle and have arrived at .

The Key of Ahdashim

This is basically just a golem rotation. Make sure you out-DPS some of the DPS classes, it's very important.

Never, ever take a Pillar. You have no ranged capabilities and your DPS will suffer a lot!

Place your banners just before the start of the encounter and pick them up at the end of each phase.

Just before the end of a split phase, you can cast your banners ready for the next phase.

There is no reason to skill save during the split phases, so just keep up your rotation as normal. The faster you finish the split phase, the faster you are back at .

is strong here, not only for the CC it provides, but also for the burst damage it can provide if you are required to kill adds during the final phase.

Do your normal opener and you should be able to fit in a second before going into the first at 90%.

Use to avoid that uses.

Don't waste any skills that don't provide damage during the .

Banner placement is extremely simple here. Place them at the start of each phase and pick them up at the end.

During the final phase, you will probably need to use them a few times.

The sole purpose of running here is to provide a lot of damage and burst damage between .

Always make sure you are on your Mace / Mace set when you use as in benefits from .

Depending on how fast your CC is, you may be able to trigger twice per . It has a of three seconds and lasts for a total of four seconds.

Begin your CC by using , follow up with and .

Make sure that you swap early enough to Mace / Mace to avoid being stuck on that weapon set when the ends.

Make sure you start on your Mace / Mace set for the start of this encounter as you will need to CC the Pylon.

You might be asked to help CC the , along with the . You can provide some ranged CC with .

If you are scared of the after each Pylon CC phase, you can use to prevent it.

Pick up your banners at the end of each phase, just before you get turned into a fireball. This way you can instantly cast them at the start of each phase.