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General Gameplay Tips

Introduction to Berserker
Berserker Mode!

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.

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 Stun Break.
  • extends by two seconds.

Adrenaline & Primal Burst Skills

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

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:

  • reduces the Recharge of your primal burst skills by 15%
  • grants you 15 Endurance, or 30% of a Dodge, every time you use a primal burst skill
  • grants you a 7% damage modifier per stage of adrenaline used. This caps out at three stacks for a 21% boost in damage. Each use of a primal burst skill counts as one stage of adrenaline but using count as all three stages!

You have a few skills that grant adrenaline:

  • will grant you 10 adrenaline and recharge your primal burst skill.
  • will grant you 30 adrenaline

You have a few traits that grant you additional adrenaline:

  • provides you with two additional points of adrenaline when you critically hit
  • provides you with five points of adrenaline on Weapon Swap

General Berserker Tips

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

Power Berserker has both reasonable burst and sustained DPS numbers, as well as a flexible rotation focused around spamming and under in .

By far, the largest portion of your damage comes from . Always try to use this while under the effects of .

Utility Skills & Variations
Utility Skills

Your Heal skill will always be as your rotation partly revolves around this skill. Using will Recharge your .

deals 332 Breakbar damage and extends your by four seconds.

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

will extend the duration of your by one second if it doesn't Stun Break you. If it does Stun Break you, by using , then it will extend by five seconds.

can be used as a Stun Break, grants you maximum adrenaline and causes 300 Breakbar damage.

Traits & Variations
Traits in the Strength Trait Line

is gained whenever you use a physical skill and increases your physical damage by 15% for six seconds. also permanentely grants you 5% damage.

causes you to gain + 120 Power and an additional + 120 Power if you have a Greatsword equipped.

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

is gained for each bar of adrenaline spent when you use , or . The maximum is three stacks and you can gain the maximum stacks when you use . Your primal burst skills will grant one stack of . gives you a 7% damage increase per stack.

Traits in the Discpline Trait Line

increases your damage by 7% while under the effects of Swiftness.

is what enables this build to provide such high CC without taking a hit to personal DPS. This trait reduces your Weapon Swap Recharge time down to five seconds.

improves the effects of banners on you. You will gain 100% more stats from banners.

causes you to gain a flat + 120 Ferocity and then an additional + 120 Ferocity per Axe. It also causes all of your Axe skills to have reduced Recharge and to grant adrenaline when you critically hit.

Traits in the Berserker Trait Line

causes your rage skills to inflict Burning on up to five nearby enemies.

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

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

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

Gear Variations
Rune Choices

Let's look at some breakpoints for where different runes might become more useful.

Breakpoints for when you have :

  • will practically always perform better when you have .
  • You will only have if you are running double Druid.

75% Thief Uptime 80% Thief Uptime 85% Thief Uptime 90% Thief Uptime 95% Thief Uptime 100% Thief Uptime
Eagle Uptime 38% 43% 48% 53% 58% 63%
Scholar Uptime 73% 83% 93% 102% 112% 122%
Please note all values are ± 0.5%


Breakpoints for when you don't have :

  • This will be the most common situation you will find yourself in as Power Berserker.

75% Thief Uptime 80% Thief Uptime 85% Thief Uptime 90% Thief Uptime 95% Thief Uptime 100% Thief Uptime
Eagle Uptime 37% 41% 46% 51% 56% 61%
Scholar Uptime 73% 83% 92% 102% 112% 121%
Please note all values are ± 0.5%


So, what does this all mean? The following guidelines apply only to non-spotter subgroups:

  • Vale Guardian - You can permanent flank at this encounter and, typically, your buff is low. This means that taking is an obvious choice.

  • Gorseval - You will have permanent flanking uptime at this boss and at the Charged Souls. We recommend .

  • Slothasor - You can easily achieve very high uptimes if you don't get Fixation. >90% uptimes on this rune are easily attenable with an organized group. The main issue with running here is if you get Fixation. This will mean that it's impossible to flank and you lose all benefits from this rune. could also be an option here if you are worried about Fixation.

  • Keep Construct - You can maintain almost perfect uptimes during the burn phases and main phase. Using allows you to use which will allow you to benefit more during the burn phases. We recommend for this encounter.

  • Xera - You can easily flank on this encounter which is why we recommend using .

  • Samarog - You can easily maintain perfect uptimes during this encounter. You should never get Fixation during this encounter as you are a large source of CC for the group. We recommend for this encounter.

  • Deimos - You can easily flank on this encounter during the first 90% of the fight and the last 10%. uptime can easily get low as the fight progresses. We recommend for this encounter.

  • Conjured Amalgamate - You can easily maintain extremely high uptimes at this encounter as you are flanking from all sides. Yes, hands are confusing. We recommend for this encounter.

  • Qadim - You can have permanent flanking uptime when on the creatures during this encounter. You can have permanent flanking uptime on all phases of the main boss fight, assuming you position correctly. is also an option, but it is useless on the creatures, the first burn phase and half of the second burn phase.

  • Sabir - You will find it very difficult to have good flanking uptime whilst still maintaining the buff from Violent Currents. You will find it more benefitial to run at this encounter.

  • Adina - You can easily flank on entirety of this encounter. uptime can easily get low as the fight progresses. We recommend for this encounter.

  • Qadim the P - You can easily flank on this encounter which is why we recommend using .

When playing with with you will need the following gear:

  • Full Berserker's Armor and Weapons.
  • Berserker's Accessory and Backpiece.
  • Assassin's Necklace, Rings and an Accessory.
  • and .
  • and .

When playing with without you will just need to take .

When playing with with you will need the following gear:

  • Full Berserker's Armor and Weapons and Trinkets.
  • and .
  • and .
Yes, you overcap slightly by 0.03% with this build. It's worth it!

When playing with without you will need the following gear:

  • Assassin's Head, Shoulders, Gloves and Boots.
  • Full Berserker's Trinkets.
  • A single Assassin's Weapon.
  • and .
  • and .
If you are feeling super lazy then you can just use the build for with and swap for .

General Gear Variations

If you don't have a Druid in your subgroup and therefore don't have access to you will want to use instead of .

If you are tryharding on Slothasor, don't have and want to run you will need to change your gear to have access to more Precision. This will mean you need to take the following Assassin's trinkets:

Boons & Conditions

You provide roughly 20% Cripple uptime through alone.

You provide roughly 30% Immobilize uptime through .

You can provide Vulnerability through .

You can provide Fury, Might and Swiftness through to your subgroup.

You give yourself Fury and Quickness through and respectively.

You give yourself Might from , and .

Breakbars


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