Banners are immovable objects that only the caster can interact with. Assuming perfect Alacrity, you will have four seconds of downtime with your banners.
If you pick up your banners, they will Recharge by 60 seconds. This means that once your banners are on a 60 seconds Recharge, you can pick them up and recast them instantly. Take advantage of this during downtime between phases or when bosses are Invulnerable. 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:
In the Discipline trait line, you have a trait called . This trait will increase the effect of banners on you by 100%.
is a specific mechanic that is unique to Berserker. It has a one second cast time to enter and will last for 15 seconds, unless extended. There is no way to manually exit , you have to wait out the timer.
When in , you can access to new burst skills:
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 Berserker Trait Line.
Let's take a look at your rage skills and see how long they extend by:
You gain adrenaline in order to use and your primal burst skills. There are three stages of adrenaline, each requiring 10 adrenaline. You are required to fill up all 30 points of adrenaline in order to enter . After that point, each primal burst skill will cost 10 points of 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:
You have a few skills that grant adrenaline:
You have a few traits that grant you additional adrenaline:
The cleave damage output from Condition Banner Berserker is huge and can be a great advantage especially at bosses with adds e.g. Vale Guardian, Gorseval, Sabetha, Xera, Mursaat Overseer and Soulless Horror.
The main reason to cleave is to ensure that you always maintain 25 stacks of as this increases your Condition Damage.
can be used as a gap closer when doing mechanics or moving during split phases.
Remember to use once the enemy is below 50% health.
You have access to a condition cleanse through . This skill will cleanse two conditions from you but will come at a heavy DPS loss if you use it solely for this purpose.
is a blast finisher and can be used in Smoke fields to blast Stealth.
provides Immobilize and can be used to slow down adds.
Your Heal skill will always be as your rotation partly revolves around this skill. Using will Recharge your and .
and will always be on your utility bar when playing Condition Banner Berserker. 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 Recharge of 64 seconds, assuming permanent Alacrity.
can be used to grant yourself two stacks of Stability. This can be used to avoid getting Stunned, Knocked Back or Knocked Down by certain mechanics. The shockwave from this skill will reflect incoming projectiles and you will need to take care at certain encounters. Rock Guard, a 0.5 second buff from using , will block incoming attacks.
You have the option to run or :
increases your Condition Duration based on your current Precision. This trait will help you cap out on Condition Duration and will be even more effective when running the Discipline trait line. This is because you will gain additional Precision through .
is a stacking buff that increases your Condition Damage by 10 stat points for each stack. There is a maximum of 25 stacks for this buff. You gain by landing a critical hit on your target(s). You can massively increase the amount of stacks you have by cleaving adds during encounters.
causes your burst skills to give Swiftness and partially restore your adrenaline. It also causes your burst skills to do 7% more damage.
causes your rage skills to inflict Burning on up to five nearby enemies.
causes you to gain a Fire Shield whenever you critically hit an enemy. It also causes Fire Shields to explode, causing Burning, when a rage skill or torch skill is used. Fire Shields that are created by rage skills will detonate immediately. The 15 second Cooldown on this trait only refers to when gaining a Fire Shield from a critical hit but not the detonation.
You provide permanent Burning through , , , , , and .
You can provide permanent Bleeding through , , , , , and .
You can provide roughly 50% Cripple uptime through , and .
You can provide roughly 20% Immobilize uptime through .
You can provide some Blind through .
You can give yourself Stability through .
You give yourself Quickness when you enter due to .
You give yourself Fury whenver you use a burst skill due to .
In this encounter, Condition Banner Berserker is far inferior to Power Banner Berserker due to the low armor of Vale Guardian and the fast phase times. Only play Condition Banner Berserker if your group has no other option for the Red Guardian split.
If you are in an organised group and kill Vale Guardian in the middle then you do not need to worry about your positioning so much as it is fairly easy to cleave the Seekers. Cleaving the Seekers will keep up your stacks thereby giving you more Condition Damage.
If the timing permits, you can use to block the teleport from .
Place your banners slightly towards the Red Guardian. This will make it easy for you to pick them up at the end of every phase.
You will have time to cast them during each split phase, pick them up and recast them again for the main phase.
Use to help break the Red Guardian.
There is no reason to skill save during the split phase, so just continue your rotation as normal.
Try to cleave the expanding orbs and mobs in order to maintain 25 stacks of . Cleaving the orbs is typically your responsibility and is easily done with good positioning.
is such an integral part of maintaining and therefore DPS, you will generally no longer be able to save the Stability granted by to avoid the knockdown from . Have faith in your support.
During the third DPS phase, or "Eggs" will spawn around Gorseval. Try to avoid Dodging out of the "Eggs" in order to upkeep DPS, because you can simply walk backwards out of them as they spawn. will root you in place, so take care not to get trapped in an egg.
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 Gorseval. 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 Charged Souls then you can place your banners slightly behind Gorseval. This will ensure you will be in range of your banners for at least two Charged Souls.
You can pick up your banners just as the split phase ends and recast them. This will ensure a high uptime.
As you head back towards Gorseval, you can use as a gap closer. If you use through up you will gain a Fire Shield. The same applies when moving between Charged Souls during the split phase. Fire Shield will give mobs Burning when you are stuck and can potentially detonate due to .
Save your to help CC. You won't have up for the first Breakbar as you will need to use it to kickstart your rotation.
If your squad is really struggling with CC then you could swap out for .
The relatively long phases at this fight and large cleave potential for stacks puts Condition Banner Berserker in close contest with Power Banner Berserker at Sabetha. Use whatever build you feel comfortable with, but remember that Condition Banner Berserker brings ranged cleave DPS for greater utility at this encounter.
Keep an eye on Sabetha's health and try not to waste Cooldowns if she is about to phase. This becomes more important when Kernan, Knuckles and Karde spawn as they will spawn Invulnerable and therefore destroy any projectiles you use. Prioritize over when Sabetha is close to phasing.
You can easily cleave adds to help provide stacks. This is actually important when Karde spawns as you will need to help cleave down his turrets. Current meta DPS classes provide little ranged cleave, and turrets will put huge pressure on the group, so it is imperative to cleave these with and whenever possible.
You will probably have to deal with a set of cannons as Condition Banner Berserker. Remember, you can leave the cannon early as your conditions will continue to tick damage! You can use to get to and from the launch pads.
Place your banners close to the center of the arena. Pick them up and replace them between the time that Sabetha goes Invulnerable and Kernan, Knuckles, and Karde spawn. When the phases are long enough that the banners will disappear before phase, recast them between phases.
You lose barely anything by baiting the mechanic, as you can normally attack from range at some point in your rotation. To bait the mechanic you must be the closest person to Sabetha.
If you get a when you are on your Sword set you can use as you walk out of the stack and to get back in. If you are on your Longbow set, delay using until you are close enough that all three projectiles hit again.
Always remember that it is your job to CC the saboteurs with so try to save it. To make your life easier, remember that you can throw beehives in front of the cage to CC the saboteurs for you when Narella spawns. This will let you keep up some DPS on her instead of trying to CC them.
Take care with as this skill can reflect Matthias when he uses - his jump attack.
Conditions continue to apply when Matthias uses his , so always continue with your rotation when he uses this attack.
The aim of the Matthias encounter is to keep him as static as possible near the center of the room so this means your banners should also be near the center of the room. If you see Matthias run off to Narnia, try to pick up your banners and recast them.
If you are targeted by and are forced to move away from Matthias, you can use if you are on your Sword set to avoid too much DPS downtime. Use to get back to Matthias once has ended but take care not to leap too early.
Save your to help CC even though you will be self-stunned. Most of the strong DPS classes at this encounter lack CC capability without suffering a noticeable DPS loss, so it is in your best interest to bring CC.
If your squad is really struggling with CC then you could swap out for , although this should be done in a worst-case scenario. does not apply Bleeding and is on a 20 second Recharge compared to 's 15 second Recharge. This will severely hinder your ability to do a golem rotation and result in a rather large DPS loss.
You can also consider taking as you can pre-stack adrenaline during the pre-event, therefore making less useful.
You can easily cleave adds here, therefore maintaining 25 stacks of . You can move around Xera to position yourself so you can use onto the adds as they spawn. This will not only help to maintain stacks but it will also aid in cleaving down the adds. Take care when cleaving adds that are in a shard AoE field as their Burning will get converted into Aegis.
If in the second phase you stay in one place to kill Xera, then try to stand to the side of her so you can cleave shards as well. Again, this will help to maintain stacks and also to remove shard pressure.
Use Longbow for the second island as most likely you will be placed on a button. Using in is ideal. You can use to help blast Might in your field to help boost your DPS classes while they are killing the central shard.
You can actually cast banners on each island and pick them up before you leave. This is will massively help your subgroup clear the island events.
Find out from the Power Boon Chronomancer if you are keeping Xera in the middle during the first phase. If you are, then you can just place your banners there. If you are moving Xera 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 Xera 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.
Cairn's crystal shard attack, , is reflectable. So make sure not to reflect it with .
You can use to block the teleport from , just as with from Vale Guardian.
This boss is a simple DPS golem so take the time to practise your rotation.
Cairn is basically a static boss so just place your banners somewhere near the center of the platform.
Just like with Cairn, this boss is practically a DPS golem so take this opportunity to practise your rotation.
Mursaat Overseer is practically static, so just place your banners near the center of the arena.
You can also consider taking as you can pre-stack adrenaline during the pre-event, therefore making less useful.
can be used to Immobilize Prides and Greeds, if needed.
Always try to cleave Deimos, Saul and/or the Greeds and Prides. This will help keep your stacks high.
Place your banners near the center of the Arena as Deimos barely moves.
Make sure you pick up your banners as you phase Deimos at 10% health. Recast them immediately when you get down to the last phase.
At the beginning of the fight, you can cleave both Soulless Horror and the wurms with . This will, not only reduce damage from the wurms, but it will also greatly help with your stacking.
Use on the Tormented Dead if your druid is struggling with controlling it.
You can use if you have to move away from Soulless Horror due to bad wall spawns. Because most of your kit is entirely mobile, you should have almost no problem sticking to Soulless Horror and avoiding walls.
You can use to block most attacks by Soulless Horror. If you can, you can use to block .
Place your banners near the center of the arena, for maximum coverage.
Placing them in the cener of the arena will also make it easier for you to pick them up if you need to move due to bad walls.
If your squad is really struggling with CC then you could swap out for . Try to avoid this as the longer 20 second Recharge on will interfere with your ability to do a golem rotation.
In pug groups, you will most likely be taking the first green. Always double check with your Power Boon Chronomancer to see which green you need to do! In more organized groups, that still play double Heal Druid, it is possible for both Heal Druids and the Power Boon Chronomancer to take greens. This allows you to DPS greed on Dhuum without dealing with mechanics.
Use in your rotation on the Enforcers as they take extra direct damage.
Keep at eye on the Reaper by the gate. If spiders start to build up, use to cleave them. This is mainly important after the first . Just aim through Dhuum onto the spiders, this will mean that you can cleave them without losing any DPS.
Seeing as you aren't going to be in charge of boon strip, due to multiple Condition Renegades, it doesn't really matter which green you take.
Remember that is a condition cleanse, so use it to cleanse the Torment after the Soul Split or .
Use for extra movement during mechanics and going to greens. This will help you maximise your DPS uptime.
You can also use when moving out to the seals during the final 10%.
If you are taking the first green you will need to place your banners before taking your second green as Dhuum will have already spawned. You can pick up your banners when you return and recast them again.
Before any of your greens, you can pick up you banners and recast them. This will ensure a very high, if not permanent, uptime for your banners.
You can use to block many mechanics in this encounter. However, due to its integral role in the Condition Banner Berserker rotation due to extending , you should lean towards walking out of the mechanics.
At Nikare you can use to block and . If you are targeted by , you can move to place it down but continue to attack by using .
You can also block , the small AoEs that spawn which apply Torment.
You can block with . If your Heal Druid is struggling with kiting this attack you can always do it as you can still DPS from range when you need to move out.
Place your banners immediately when you start the encounter. You can pick them up and recast them as you move platform.
Make sure you place them towards the side of the platform that you will leave from. If you do this, you can pick them up just before you glide to the next platform.
It will generally be your job to determine which platform needs help and to adjust accordingly, although it is easiest to move from the last platform early.
If your CC is slow at Qadim or you need more CC for the creatures you can always take instead of , although this will heavily influence your rotation and therefore, DPS.
Take care when you use as it will put you very close to your target. All the enemies at the Qadim encounter have proximity based aggro mechanics and your close proximity may cause aggro issues.
Kiting a Wyvern is easy if you know their attack pattern.
2 x or Breakbar Phase .
You can simply move out of the way when a Wyvern uses . The same applies for and .
is actually two attacks. It looks like a swipe and then a stab into the ground.
You will generally need to block or Dodge the first but you can simply walk inside the hitbox of the Wyvern to avoid the second hit of . In most cases, you can walk through the Matriarch hitbox during the first swipe animation to avoid it, although this is riskier.
After the Wyvern uses to escape they may use . They will only use this skill if no one is close to them when they move, so make sure to stay close to the boss during the transition. Being hit by will almost certainly result in a Down.
Recast your banners as you get back to Qadim 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 Qadim.
Make sure to place your banners next to the Patriarch before going to Matriarch to ensure a faster burn and therefore phase transition. You will generally have time to set your banners down again during the Matriarch burn and pick them up before arriving at Qadim one last time.
You offer very limited CC at this encounter and you might find it preferable to play Power Banner Berserker.
You will need to take the Tornados to avoid the one-shot attack at Sabir.
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.
If your CC is slow at Qadim the P or you need more CC for the Pylons you can always take instead of .
You can do ranged DPS when Qadim the P moves to destroy the Pylons at 40%, 30% and 20%. Condition Banner Berserker is a safe option, especially below 20%, as you will take less damage from the Retaliation that Qadim the P gets.
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.