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Berserker - Boon Support Healer

The community gave this build a rating, making it second-tier: Good

Focused on: Healing and Support

Designed for: Raids and Fractals

Difficulty:
Easy
This build was last updated on January 18, 2025 and is up to date for the February 11, 2025 patch.

Overview

Warriors can provide permanent Quickness Quickness (or Alacrity Alacrity) and strong healing output Staff and

. The on-demand revives from make this an ideal build for commanders training new players in strikes and raids. This build is quite flexible, allowing it to bring whatever is needed to each encounter.

Berserker is significantly more capable than Bladesworn in this role, as it is able to use both Staff and Warhorn, and has access to Staff's powerful burst skill healing.


Skillbar

Staff
Mace/Warhorn
Utility


Weapon Variants

  • The mainhand option on the Warhorn set is a free choice. Mace is taken as default as it offers both CC and some active defence.
    • Axe could be a good option on Bladesworn as it can trigger .
    • Dagger could be used for boon removal.
  • For players that don't own Secrets of the Obscure, Warhorn is the only support weapon option.


Skill Variants

Heal skills

  • - being able to use two burst skills back-to-back has a variety of uses, but you probably want to run this with so you still have a way to immediately reach full adrenaline outside of berserk.


Utility skills


Elite skills

  • - if you know you don't need revives.
  • - extra CC when playing Berserker. Can also be used for easy adrenaline generation and Berserk extension.


Template Code

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Specializations

  • - if extra Concentration and on-demand Resistance Resistance is needed, at the cost of some healing and permanent Protection Protection.
  • - for encounters with no conditions to cleanse.
  • - allows you to trigger Soldier's Focus every ~5s (either by weapon swapping immediately after it triggers, or weapon swapping off cooldown). This is lower healing in general, but reduces your reliance on shouts while providing more condi cleanse and permanent Stability Stability.


Specialization Variants

  • Worse in general as a healer, this variant allows you to provide Alacrity Alacrity instead of Quickness Quickness.


Equipment

Head
Harrier
Shoulders
Harrier
Chest
Harrier
Hands
Harrier
Legs
Harrier
Feet
Harrier
Backpiece
Harrier
Accessory
Harrier
Accessory
Harrier
Amulet
Harrier
Ring
Harrier
Ring
Harrier
Staff
Harrier
Sigil
Sigil
Mace
Harrier
Warhorn
Harrier
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Stats

  • Giver's pieces can be taken for a tanking. Take as many pieces as you need to have the highest Toughness in your squad and keep the rest Harrier for more DPS.


Weapons

  • Axe is the highest DPS option, though you won't be dealing much damage. It can proc on Bladesworn and provide two combo finishers for condition removal in Light fields.
  • Maces can be brought in either slot to provide CC. Mace's burst skill does extremely high breakbar damage when combined with (and if taking Defense).
  • Longbow can provide a good amount of Might with dropping a 9-second fire combo field. and your Warhorn skills are all blast finishers. Longbow is also a good ranged option for tagging mobs in open world or festival farming.
  • Hammer can be brought if extra knockbacks and/or CC is needed, thanks to
  • Mace (main hand) and/or offhand Shield can provide blocks for tanking.


Sigils


Relics

  • Protection Protection is not permanent without Staff, but you could make it so with . This will require using an elite with a cooldown of 40s or less.
  • only offers healing when using Warhorn, and as you only have a single combo field () you'll need to try to combo with your allies' fields. However, if you want to swap for Warhorn regularly for Swiftness Swiftness and Vigor Vigor, this helps cover the shortfall in healing when not on Staff.


Consumables

Food


Utility


Usage

Adrenaline

Both elite specialisations rely on adrenaline/flow to generate their primary boon.

is a great skill for immediately maxing this resource and using you first burst skill/dragon trigger.


Adrenaline
Throughout the rotation, you will need to be hitting the boss to build up adrenaline while also making good use of skills and traits that generate more:

In general, you shouldn't need to bring specific utility skills for extra adrenaline, as

and/or should generate plenty extra.


If you aren't bringing Rage skills to extend your berserk, you will eventually drop out. The simplest method is to save

and use it to immediately regain full adrenaline, but you could also rely on .


Boons

Heal warrior has the ability to provide every boon in the game, and the vast majority with permament uptime.


Quickness
Thanks to

, every burst skill provides AoE Quickness Quickness. You also have a little extra on .


Alacrity

provides a huge amount of Alacrity Alacrity when you hit a Dragon Slash. The charge level also doesn't matter so you can use it immediately without consuming too much flow.


Aegis
This is provided on-demand with

. It is also applied by , but as this skill is required for permament Protection Protection uptime, it is less available.


Fury
Fury is essentially free, as you generate it on every burst skill thanks to

, as well as (staff) and .


Might

generates ~17 stacks, and you should get an extra ~8 from triggering. (staff) provides some more, and if this is still not enough, you could get more by taking or .


Protection

(staff) and are both required for permanent Protection Protection. Without Staff, you'd have to rely on a relic effect (see the Equipment section).


Regeneration
Both

and should be capable of providing permanent Regeneration Regeneration.


Resistance
Permanent Resistance Resistance can be provided by

.


Resolution

generates a lot of Resolution Resolution, and the extra from a single banner should be enough to make it permanent.


Stability
Provided on-demand by

. If taking , uptime of a single stack can be permanent if you trigger it often enough.


Swiftness and Vigor
Your only source of either of these is Warhorn, though they should be easy to keep permanent.


Healing

Staff provides the bulk of your healing, as every skill except

is a heal:

  • - only the last skill in the chain heals, so it's a good idea to finish the auto chain if you can.
  • - Make sure to hit your allies with this, so it generates adrenaline. You also want to use this regularly for Might Might
  • - A big heal and also provides Aegis Aegis, so it can be delayed if necessary, but frequent use is required for permament Protection Protection.
  • - Blocking attacks will power up the skill and increase the healing and adrenaline. If there's nothing to block, just use the flip skill immediately, and make sure to use it regardless before it expires.


In addition to Staff, you have Barrier on:


Finally,

provides a small heal on a 10-second interval, and you can generate additional healing from every shout skills with .


Vigorous Shouts or Martial Cadence?

Your choice of grandmaster trait in Tactics will slightly alter the way you play.

makes all your shout skills heal as well as boosting your healing power. This comboes with to apply this healing twice to making it rather potent. makes Soldier's Focus reset when you weapon swap, allowing you to get more value out of this effect.

The main reason to choose

is for the increased Stability Stability uptime, as the other benefits this trait provides (predominantly Might Might and condi cleanse) are most easily handled with shout abilites, so has more natural synergy. The other main reason would be that you want all three of your utility skills for encounter mechanics (for example, you may with to bring two banners and a CC skill), limiting the effect of .


Vigorous Shouts
In the standard build, you can use your utility shouts for reactive healing as they are ammo skills. You can mostly camp Staff and use skills off cooldown, while switching to use Warhorn skills every ~17s. This gives you more freedom with your rotation, making it easier to swap to your second weapon set reactively e.g. for CC.


Martial Cadence
With Martial Cadence, you aim to get the most value out of Soldier's Focus. The most effective way of doing this is to weapon swap off cooldown to reset the effect, and ensure you get at least one burst skill off before swapping back. Your healing is reduced with this trait, both because you lack

, and because you will need to more regularly swap off Staff. On the plus side, you generate a lot of Stability Stability and regular condi cleanse, as well as freeing up your utility slots due to less reliance on shout skills.

As you want to be weapon swapping nearly off cooldown, you may run into issues with adrenaline generation (as you need to use at least one burst skill before swapping again). This can be solved with

, , or bringing some Rage skills.

Without

, loses some value, so you could switch to to enable you to drop .


Example opener (berserker)

  1. to start with Quickness Quickness
  2. Weapon swap Weapon swap - generates five adrenaline
  3. - generates the remainint five adrenaline if you hit allies

Use up to two charges of

during the opener to hit 25 stacks of Might Might as soon as you can - it is instant cast and so can be used during other skills. After this you can use it reactively for healing and to stop Might Might dropping.


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Zarris gave this build 5 stars • August 2024
Even when not having the full stats for the build I am reliably able solo heal Captain Mai Trin in fractal scale 42 and keep even squishy Elementalists alive while tanking all the damaging mechanics. Great build, easy to use, and not too difficult with plenty of room for situational changes to the utility skills.

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