Berserker - Boon Support Healer
This is a test build. You may comment and rate it.
Focused on: Healing and Support
Designed for: Raids and Fractals
Overview
Warriors can provide permanent Quickness (or 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
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
Utility skills
- Stability and Superspeed. - on-demand
- / - knockback for mechanics on fights like Samarog and Soulless Horror.
- / - extra CC.
- Immobilize on a short cooldown. -
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
Specializations
- - slightly more DPS and mobility, if you're certain you won't be downed and need to rally yourself.
- If adrenaline generation is a problem might end up better than the healing buff from
- Resistance is needed, at the cost of some healing and permanent Protection. - if extra Concentration and on-demand
- - for encounters with no conditions to cleanse.
- Stability. - 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
Specialization Variants
Equipment
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
x6
x18
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
- - a small on-demand burst heal. Can weapon swap on cooldown even if you only bring one weapon set by placing the main hand in the first set and the offhand in the second set.
- if bringing Mace to focus on CC output.
Relics
- 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.
- Swiftness and Vigor, this helps cover the shortfall in healing when not on Staff. 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
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:
- (staff) generates five if you hit an ally other than yourself.
- ⇒ (staff) generates five, plus two for every attack blocked by .
- (mace) generates six if allowed to channel fully, or three if is used early.
- passively generates two every three seconds.
- Weapon swap. generates five every time you
- (if using) refunds 33% of the cost of a burst skill.
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. You also have a little extra on .
Alacrity
provides a huge amount of 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 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. 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.
Resistance
Permanent Resistance can be provided by .
Resolution
⇒ generates a lot of 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.
- Might - Make sure to hit your allies with this, so it generates adrenaline. You also want to use this regularly for
- Aegis, so it can be delayed if necessary, but frequent use is required for permament Protection. - A big heal and also provides
- ⇒ - 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 Stability uptime, as the other benefits this trait provides (predominantly 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 .
is for the increased
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 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)
- Quickness to start with
- ⇒
- Weapon swap - generates five adrenaline
- - generates the remainint five adrenaline if you hit allies
Use up to two charges of 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 dropping.
during the opener to hit 25 stacks ofRatings
Comments
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