Berserker - Hybrid Mace/Sh/Rifle

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Focused on: Condition damageControl.

Designed for:

Overview

A Berserker build focusing on dealing condition burst and high amounts of CC.

Skill Bar

Mace/ShieldHealingUtilityElite
Longbow

Variants

  • Sword/Sword over Longbow for higher mobility but less CC.

Specializations


Variants

  • - more sustain and tankiness.


Sword/Sword Variant

Take Discipline over Strength



Weapons

Mace.png
Shield.png
I.png
Superior Sigil of Paralyzation
Superior Sigil of Paralyzation.pngSuperior Sigil of Paralyzation
+30% Stun Duration
Superior Sigil of Doom
9Recharge.png
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
I.png
Longbow.png
II.png
Superior Sigil of Hydromancy
9Recharge.png
Superior Sigil of Hydromancy.pngSuperior Sigil of Hydromancy
Damage nearby foes and chill them for 2 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Geomancy
9Recharge.png
Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
II.png
Superior Rune of the Nightmare
Superior Rune of the Nightmare.pngSuperior Rune of the Nightmare
(1): +25 Condition Damage (2): +5% Condition Duration (3): +50 Condition Damage (4): +10% Condition Duration (5): +100 Condition Damage (6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition.(Cooldown: 45s)
Mercenary's Amulet
Mercenary's Amulet.pngMercenary's Amulet
+1050 Power +560 Toughness +560 Vitality +1050 Condition Damage

Variants

  • Superior Rune of the Traveler Superior Rune of the Traveler
    Superior Rune of the Traveler.pngSuperior Rune of the Traveler
    (1): +8 All Stats (2): +5% Boon Duration (3): +12 All Stats (4): +10% Condition Duration; +10% Boon Duration (5): +16 All Stats (6): +25% Movement Speed
    - higher mobility.

Usage

  • TBD

Counters

  • TBD
Build rating - 1 stars
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4 Ratings
5 stars
SexFuhrer gave this build 5 stars February 2016

I found it more effective than hammer\gs. But I used Disc over Str with mace\sh/

0 stars
Pazu gave this build 0 stars February 2016

Needs some tuning. Distracting Strikes is countered too heavily by the large amount of stability going around to be relevant. Discipline offers superior burst skill use (even one extra Skull Grinder use outweighs Distracting Strikes entirely, and discipline should allow for 3 of them per berserk activation along with a couple Scorched Earths). IMO paralyzation sigil is a waste, only affecting shield and Headbutt and easily countered by stability or stunbreaks. Blood Reaction is useless without precision. The concept is good but needs to be rewritten.

0 stars
Calcium Carbonate gave this build 0 stars February 2016

Mace/Shield is a strong platform for a build, but this build's recommendations on alternate weapons, traits, rune and swap sigils leave a lot to be desired. Strength/Defense suffers from significant Adrenaline starvation, condition/general vulnerability (harder to access Cleansing Ire and blocks on swap), and predictability. This build does not have adequate solutions versus problem classes like Dragonhunter, Necromancer and Scrapper, and in general is underwhelming compared to more refined variations of Mace/Shield + X

1 More Rating
0 stars
CGSN gave this build 0 stars February 2016

This is a fun idea that's been visited numerous times because Distracting Strikes is such a strong trait. The recent buffs to Healing Signet and Berserker Stance bring it up a bit. That said, playing it, it still suffers the fundamental weaknesses that the build has always had, which is the inability to close gaps/escape and having the damage shut out by stability. A patch that favors Condition Necromancers exacerbates the issues this build faces as well.

I'm very not convinced by Sigil of Paralyzation (only really affects Shield 4, as you almost always want to be Berserk for Mace burst, which is a daze, not a stun) or the Blood Reaction trait (no clue what this one is used for in this build).

It's a fun gimmick build built around a very solid core idea. It has a very clear synergies. Unfortunately, it has some very clear weaknesses that are too easily exploited and keep it just shy of a good rating.

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