Difference between revisions of "Berserker - Double Melee Berserker (GvG)"
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| designed for = wvw gvg | | designed for = wvw gvg | ||
| focus = Strike Damage, DPS | | focus = Strike Damage, DPS | ||
− | | rating = | + | | rating = archived |
| xpac = hot | | xpac = hot | ||
| meta = | | meta = |
Latest revision as of 03:10, 12 April 2024
Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.
Focused on: Strike damage and Dps
Designed for: WvW GvG
Difficulty:
Normal
Overview
A high burst damage Berserker WvW build with overwhelming damage.
Skill Bar
Greatsword
Hammer
Utility
Template Code
[]
Specializations
- Variants
- Might if capped on
- Variants
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Greatsword
Marauder
Marauder
Sigil
Sigil
Hammer
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Stats
- Feel free to use as much Berserker's gear as you can without dying
- Relic
Consumables
-
- personal option
Usage
Overall Priorities
- High
- Moderate
- Damage
Surviving
- This build has moderate passive defense
- This build has moderate mobility skill access
- Use to move out after spiking
- Drop your target if using it defensively
can be used for repositioning or gap closing
- This builds has moderate active defenses
Active defense priority
- Immobilize
- Dodge
- - general use
Detailed Explanations
Battle Standard
- Prioritize
- only finishes enemies in 180 radius, the smallest circle in its targeting reticle
on clumps of 2+ downed enemies
- Since also rezzes allies in 360 radius, use it on groups of 3+ allies if you have the skill ready
Damage
- Start fights in Hammer, conserve
- Your damage at range is lower outside of but using it too early will lead to it timing out too early
until your commander commits to melee
- Once your commander commits, use to fill your Adrenaline then activate
- Your highest kill potential comes from the ⇒ ⇒ combo
- Make sure to save it for a moment you can spike with other players to generate downs
- Get back on Hammer when your group moves out of melee to be ready to reengage
- is situational. You stand still during channel, which means hitting CC'ed, movement impaired and downed foes is the ideal setup for this ability.
Damage priority
- Hammer
- Autoattacks
- Greatsword
- - while is on cooldown
- - only if no projectile block/reflect
- Autoattacks
- - save to disengage
Ratings
Comments
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