First of all, it is very important to be aware of what can trigger . Secondly, if you see that you won’t be able to proc during the next second, then replace it with , as it is a huge dps loss to miss the proc and lose .
You need to manage your and cooldowns to have up during your highest damaging skills.
Use first as it takes the priority over since it doesn’t have multiple charges. Then, axe skills have priorities over greatsword skills, so having for them is a must.
Always keep your cds in mind in order to have one of your physical skill ready before the 2nd at step 22 (this gives your the buff until last hit on ). Otherwise, if enough charges, the best is to use your Physical skill after / in order to have on , , , and .
If both of your physical skills are almost ready, you can use one of them anywhere between and (preferably as said before).
It is also important to note that might be tricky to use if you don’t want to end up in front of the boss or another “dangerous” area like the spikes at Mursaat Overseer. You can prevent this by standing on the side of the hitbox, so you move from one side to the other. You can also follow the second rotation, this will allow you to cancel your by swapping weapons.
When Vulnerability is lacking, take instead of but only as a last resort as it is quite a large DPS loss.
Take if you are using or .
Take if you are using .
Rotation Tips and Tricks
Bind the "Stow Weapon" key as it will help you easily complete the full rotation even if you lack some Alacrity.
Stow Weapon before each Longbow F1 - apart from the first and second F1’s, as using cancels the pre-cast without needing to stow. By stowing your F1's you can get additional auto attacks in during your Longbow rotation.
Stowing after Sword skills can also help, as the first auto attack on Sword has an aftercast along with .
If a boss is about to phase, it is more beneficial to use than auto attacking as the burning ticks do more DPS before it becomes Invulnerable. This is only relevent for bosses where the conditions stop to tick between phases; Slothasor, Samarog and KC during the burn phase.
Walk back from the target’s hitbox when you are about to use as it can hit multiple times (depending on the size of your target’s hitbox).
The cleave damage output from Berserker is huge and can be a great advantage especially at bosses with adds i.e Gorseval, Sabetha,Xera and Mursaat Overseer.
Another reason to cleave is to ensure that you always maintain 25 stacks of as this increases your condition damage.
Make sure you place your banners outside the group, this is to make sure your other party members don’t mistake them for Conjures.
Try to position your banners to get the highest uptime without having to move them.
Pick up your banners and move them when you know that they will be out of range, this will probably be the case for Slothasor.
On some encounters it will be beneficial to not place your banners on top of each other. For example, at Vale Guardian you want the group that goes to Red Guardian to take your and the Blue & Green Guardian group to take your .
If your banners are far from the group and you or your members are doing mechanics you can tell them to pick up banners and bring them back to the group.
The reason for running Power Banner Warrior is to provide a lot of CC for fights with a high amount of break bars. This set up should always be run as double Power Banner Warrior and essencially you remove the need for a second Druid.
So let's take a look at the CC we have;
= 150 break bar damage.
= 100 break bar damage.
= 300 break bar damage at full adrenaline.
= 200 break bar damage.
Basically, what this shows is that we have a fucking shit load of CC when running double Power Banner Warrior. This is 750 break bar per person, if we compare that to Samarog who has a total break bar of 4000 it becomes pretty clear why this is so strong.
Always trying to finish a break bar with as this proc and . This way you can open up your burst immediately while stacking modifiers as soon as the break bar phase finishes.
Power Banner Warrior really pulls ahead of it's condi counter part for Slothasor and Samarog. At Slothasor he loses his conditions every 20% and at Samarog you can't apply conditions during his break bar phase. The break bar phases during these fights are the limiting factor when trying to get fast kills. By playing Power Banner Warrior you have higher burst during the DPS phases and provide a lot of CC, thereby contributing a lot more to the fight than playing a single Condi Banner Berserker.
For Samarog and Sloth we recommend running Power Banner Warrior in tandem. For Samarog, this frees up a utility slot that allows you to take for the extra CC as you can split the banners between you. For Slothasor, however, one Power Banner Warrior should take both banners. This is to let the other Power Banner Warrior take a shroom. Check out the Slothasor guide below to see what we recommend as utilities for the second Power Banner Warrior.
Ok so most of the time we have to slot in 6 precise infusions which is pretty annoying, but the times when we need these infusions we are also running double assassin's rings. So the obvious first move is to put all 6 of these into your rings.
On the Spellbreaker builds, you will need 7 precise infusions because you don't quite cap on your Greatsword. So the same applies to the rings, put 6 in there, and then you can chuck the 7th one onto your Greatsword.
Luckily for us, whenever we have impact on our Greatsword this build naturally caps perfectly on your two-handed set meaning that you don't need a precise infusion for this one.
So overall you need:
A full Berserker's Armor set.
A full Berserker's Trinket set.
Assassin's Shoulders & Gloves.
Assassin's Rings & Accessories.
Two Berserker's Axes
Two Berserker's Greatswords
With this combination of gear you can play Power Banner Warrior; With Spotter, Without Spotter and With Impact Sigil. You can also play all the Spellbreaker builds; With Spotter, Without Spotter, With Impact Sigil and Banner.
Check with your Chrono to make sure that they are running Chaos - Inspiration. If they are, this means you don't have to worry about Fury and you can take .
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.
You have to take as you are the only source of Fury.
If you are doing back Warg just change your Minor Trait in Tactics to . If you want to be double safe, then also take . You should only be doing back Warg as a DPS Berserker, never as a Condi Banner Berserker.
Important: Check out the Spellbreaker Power section at the top to find the gear you need to cap your critical chance.
Your entire purpose for this fight is to quickly boon strip Dhuum after he has done his Soul Split. The Soul Split occurs at 6:25, 5:05, 3:45, 2:25 and 1:05 - so roughly every 80 seconds but this can be delayed if he is mid animation.
You boon strip him by preplacing a few seconds before each Soul Split. This skill lingers for 10 seconds and has a 90 second cooldown which means that it will always be back off cooldown every time.
We recommend to run Greatsword - Axe Axe here as you will need the extra mobility to get to your Green ports. Due to the huge amount of mobility made available from and , you can hang around Dhuum a few extra seconds giving your DPS classes an extra tick or so of .
You need to change a few things around with your traits and gear: