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Berserker - Defensive Gunzerker Roamer

This is a test build. You may comment and rate it.

Focused on: Strike damageMobility and Sustain

Designed for: WvW Roaming

Expansions required: Heart of Thorns buildsJanthir Wilds builds

Difficulty:
Normal
This build was last updated on February 25, 2025.

Overview

A high damage Berserker build for WvW roaming that's putting the Rifle buffs to good use. This build goes for a more balanced and hopefully viable approach, adding plenty of extra sustain.


Skill Bar

Rifle
Staff
Utility


Skill Variants

Utility

Viable choices for the optional slot:

Heal

  • - this is another great skill for adrenaline building and one that can even reset your burst skills. It's an offensive option, and your condi cleansing becomes way worse. While this skill can make you win fights faster, doing so almost becomes a necessity as you won't be able to keep up with your opponents in longer fights, especially if they're playing a condition build.


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Specializations

Variants

  • could give you more damage and add a new source of mitigation to the build, but it's worse against ranged builds as you have to sacrifice the other trait which makes Aegis Aegis not pop when it's hit by projectiles. You also lose the reflect.


Equipment

Head
Assassin
Shoulders
Assassin
Chest
Assassin
Hands
Assassin
Legs
Assassin
Feet
Assassin
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Rifle
Marauder
Sigil
Sigil
Staff
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Stats

  • Full Berserker Berserker gear is offers stronger bursts but less consistency.

Runes

Relics


Consumables

Food options


Utility


Usage

Elite specialization mechanics

  • Berserker Berserker grants Warriors acceess to (F2), a mode during which they gain new burst skills.
  • To Enter Berserker mode you must have full adrenaline (30/30). The Berserking burst skill (Rifle) and (Staff) 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).
  • and are both 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 mode 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 restore adrenaline, so try to land on top of enemies. This skill is also a great gap closer / disengage tool if you don't care about the adrenaline.
  • restores 5 adrenaline on weapon-swap. This is quite useful when you're just a little short of having enough adrenaline to use burst skills, especially if you're having difficulty building adrenaline.
  • is mainly taken for its passive, but you could also use this as a setup for one final burst if you feel like you could get the kill with all the extra Might Might.


Damage

  • is a great followup to Gun Flame, quickly delivering another packet of damage.
  • is more of a filler. Great damage, but your CCs are better spent setting up something else.


Survival

  • Almost every skill on Staff is a healing skill. This weapon is great for recovering your HP or moving out of harm's way using its mobility skills.
  • While Rifle is mostly an offensive weapon, the evade frame on is quite a powerful defensive tool.
  • Don't hesitate to cut Berserker mode short with Eternal Champion (F2) if you're taking too much damage.
  • Dodge rolling applies Resistance Resistance which is great against builds with a lot of Blind Blind and Weakness Weakness spam, allowing you to land important skills without having to worry about the attack missing or glancing.
  • Blocking an attack reflects projectiles. This is especially useful when it comes to your Aegis Aegis sources like or because anything you reflect doesn't consume the Aegis! Meaning that Aegis can now block more than 1 attack as long as it's a projectile. Against projectile users you might want to be extra careful with aiming these mobility skills so that you always stay at range and avoid getting hit by things that aren't projectiles as long as possible.
  • 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.


Ratings

This build has a rating of 4 stars based on 1 votes.
Log in or register to rate this build.
4 stars
Hanz gave this build 4 stars • February 2025
The best Rifle's ever been. I think this build is genuinely good. The damage is there, it has range, mobility, CC, sustain, even reflects. Might even bump it to a 5 later, I'll keep testing.

Comments

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