Berserker - Condi Macezerker
The community gave this build a rating, making it second-tier: Good
Focused on: Condition damage and Control
Designed for: PvP Conquest
Difficulty:
Normal
This build was last updated on August 08, 2024 and is up to date for the August 20, 2024 patch.
Overview
A PvP Berserker build which combines high stacks of various conditions and CC for an all-out condition burst to make up for its low sustain.
Skill Bar
Mace/Shield
Sword/Torch
Utility
Skill Variants
Weapons
- Off-hand Sword over Shield - trades CC, a leap finisher and a better block for more damage and more frequent access to a blocking skill.
Utility
- over - a better defensive skill which could help against both CC and Power damage, but makes it harder for you to build adrenaline and deal with projectiles.
Template Code
[&DQIWOzM+Ei+nAHAAagBqAKES1xLcEnEAwhKcAAAAAAAAAAAAAAAAAAAAAAAEWgBmADUAVwAA]
Specializations
Variants
- Weakness application however which removes a cover condition from the build and decreases your sustain a little. improves adrenaline generation and makes your blocks reflect projectiles, which opens up new and creative ways to pressure enemies. You do lose some
Equipment
Mace
Shield
Sigil
Sigil
Sword
Torch
Sigil
Sigil
Rune
Amulet
Relic
Equipment Changes
Rune
- - makes your Sword/Torch and burst a bit weaker but adds more defense against conditions without giving up offensive stats.
- - this fills the same purpose as Orr but against Power damage.
Sigils
- over - adds extra cleansing to the build.
Relics
- Poison uptime and higher healing reduction from it. - makes your Mace burst damage a bit worse in exchange for better
Usage
Elite specialization mechanics
- Berserker grants Warriors acceess to , a mode during which they gain new burst skills.
- To Enter Berserker mode you must have full adrenaline (30/30). The Berserking burst skill (Mace) and (Sword) become available during this time frame, these cost 10 adrenaline (which amounts to 1 regular adrenaline bar, 1/3 of the cost of what it took to enter Berserker mode).
- Rage skills like and are important adrenaline management tools. They're especially useful for getting back to full adrenaline just before recharges so you don't have to waste time building adrenaline while Berserker is available. Even in Berserker mode they are useful, allowing you to quickly fill up the adrenaline bar for back-to-back burst combos.
General
- Both the initial cast and the landing strike of restores adrenaline, so try to land on top of enemies. The skill also applies useful cover conditions for burst combos and could act as a gapcloser.
- Blind spammed). restores 5 adrenaline on weapon-swap. This is great at instantly getting that last bit of adrenaline you'd need for burst skills especially if you're having difficulty building adrenaline (like getting outranged or
- Aside from most of your cleansing is tied to bigger CDs like and . Proper CD management is necessary when it comes to surviving condition pressure. Bridge the gaps in your sustain with proper use of blocks, stuns, and leaps.
- Much of the pressure comes from spamming Fire Auras using Berserker skills made possible by . Any skill related to the elite specialization could detonate Fire Auras: Rage, Torch, or Berserker-mode skills.
- Sometimes Fire Aura from King of Fires on one of its early strikes, and then detonate said aura when the skill ends. This is because crits can give you Fire Aura, and Torch skills count as Berserker skills that detonate these auras, but the trait will only check if a Berserker skill had been used once the skill has successfully finished its entire animation. can proc the
and detonating
- While Mace/Shield is more defensive because of the blocks and CC, Sword can help you survive too with proper use of to leave enemies behind, especially if you jump from one ledge to another or behind a pillar/wall to deny line of sight. is also a great condi cleanse.
- CCing a target grants Stability via . This trait procs before the self-stun of , so you never have to worry about that part of the skill anymore.
- Both weapon sets could combo Fire Aura in :
- on Sword/Torch.
- on Mace/Shield.
- is a utility skill therefore works on both. It's also a Rage skill capable of detonating the aura, so using this inside a Fire field first gives you an aura and then detonates it on impact right away for burst damage.
Survival
- Entering Superspeed from could help you run away from enemies if you're being focused. gives you an -like effect via , turning the skill into a formidable defensive tool. Not only that but the
- Immobilize, making it harder for enemies to pin you down.
- Aegis to cover your escape. Of course if you use this to run away you'll only get half the adrenaline, but that's a small price to pay for survival. even has
and both have inherent defensive value as mobility skills, you could use these to quickly disengage from fights and resustain before heading back in. Being mobility skills these could also break you out of
- Always factor in what other cleansing CDs are available before you'd heal with as this is your best mass cleanse. If the answer is none and you heal with no conditions on you in a condition matchup, you might get killed a few seconds later due to the lack of cleansing. Sometimes it's worth holding onto for a few extra seconds just to be safe.
- CC shouldn't be much of a problem for you with the amount of Stability access and stun breaks in the build. Deciding which stun break to use depends on the situation, for instance:
- If you're getting condi bombed then might be the clear winner.
- If the target is in melee and has no Stability you could counter-burst with .
- If you're sitting in a with 3 people on you then the damage mitigation of or (if taken) is what you need.
Burst combo examples
Using both sets
- ⇒ for Fire Aura
- Enter Berserker mode, cast Quickness while they're stunned and you have
- Weapon Swap
- for 2nd Fire Aura while Flames of War is still up
- to detonate the aura again
From range
- Fire Aura and to close the gap, also to detonate said aura upon landing for
- Weapon Swap
Opener/Without Berserker mode
- hoping for a "double" proc (both an aura and an aura detonation, as mentioned earlier)
- for fire aura and an aura detonation upon landing
Top Streamers
- Twitch: Keyba
Ratings
Offers exceptional burst with just enough sustain to make it work. The build itself is perfectly fine, it's just overshadowed by the more "balanced"/defensive version with Longbow. This version has more Stability and mobility though which is nice.
This build is definitely better with more recent buffs and nerfs to spellbreaker. I think the longbow builds are better though in general because of most meta classes having ranged damage. Its not bad but right now I'd still say its an "okay" If I could give a three and a half, that's where I'd put it
After buffs to berserker this build has gotten stronger. One of the go to warrior builds now. A little weaker than the meta builds at the moment, but could be l2p issue on my part.
It's fun but like any non-meta build/spec gets shut down easily in g2+. Very rewarding if you do have a good team that'll actually give you windows to finish off targets but don't expect to win a 1v1 vs someone who knows what they're doing, and can't sustain enough to bait cooldowns before headbutt especially in this glass cannon meta.
IMO the best war build at the moment, however I have some suggested changes. Savage instinct over last blaze. Signet of Fury over shattering blow. Endure pain over outrage. Savage instinct and endure pain let you survive bursts and signet of fury means you’re not useless if you miss headbutt.
Comments
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