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:
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:
You have a few skills that grant adrenaline:
You have a few traits that grant you additional adrenaline:
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 .
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.
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.
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.
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 .
Let's look at some breakpoints for where different runes might become more useful.
Breakpoints for when you have :
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% |
Breakpoints for when you don't have :
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% |
So, what does this all mean? The following guidelines apply only to non-spotter subgroups:
When playing with with you will need the following gear:
When playing with without you will just need to take .
When playing with with you will need the following gear:
When playing with without you will need the following gear:
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:
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 .