Difference between revisions of "Berserker - Defensive Condizerker"
(21 intermediate revisions by 2 users not shown) | |||
Line 5: | Line 5: | ||
| rating = great | | rating = great | ||
| focus = condition damage, sustain | | focus = condition damage, sustain | ||
− | | difficulty = | + | | difficulty = 2 |
− | | | + | | xpac = HoT |
}} | }} | ||
− | |||
− | |||
==Overview== | ==Overview== | ||
Line 32: | Line 30: | ||
===Skill Variants=== | ===Skill Variants=== | ||
− | '''Weapons''' | + | <!--'''Weapons''' |
− | * Main-hand ''Sword'' over ''Mace'' - better mobility and higher burst potential but worse CC and condition variety. | + | * Main-hand ''Sword'' over ''Mace'' - better mobility and higher burst potential but worse CC and condition variety.--> |
+ | '''Heal''' | ||
+ | * {{Skill|Defiant Stance}} - great reactive healing skill with a short cast time that could easily save you even in outnumbered situations. Sometimes it can be less consistent than {{Skill|Mending}} though, as the amount healed depends on the damage taken. | ||
+ | '''Utility''' | ||
+ | * {{Skill|Signet of Might}} over {{Skill|Shattering Blow}} - if you're expecting to face opponents who rely on blocking skills to survive you could pick SoM as a tech option. Works especially well when paired with CC skills like {{Skill|Skull Grinder}} that can cancel the block if they land. | ||
'''Elite''' | '''Elite''' | ||
Line 48: | Line 50: | ||
==Specializations== | ==Specializations== | ||
{{Specialization|Defense|bot|mid|mid}} | {{Specialization|Defense|bot|mid|mid}} | ||
+ | '''Variants''' | ||
+ | * {{Trait|Shield Master}} allows you to reflect projectiles while blocking which is quite useful against many specs including most Rangers, Mesmers and even mirror matchups. | ||
{{Specialization|Discipline|mid|bot|bot}} | {{Specialization|Discipline|mid|bot|bot}} | ||
'''Variants''' | '''Variants''' | ||
Line 61: | Line 65: | ||
| weapon4 = | | weapon4 = | ||
| sigil1 = Doom | | sigil1 = Doom | ||
− | | sigil2 = | + | | sigil2 = Confusion |
| sigil3 = Smoldering | | sigil3 = Smoldering | ||
| sigil4 = Energy | | sigil4 = Energy | ||
| rune = Orr | | rune = Orr | ||
| amulet = Rabid | | amulet = Rabid | ||
+ | | relic = Relic of Akeem | ||
}} | }} | ||
− | + | ===Equipment Variants=== | |
+ | '''Runes''' | ||
+ | * {{Rune|Necromancer}} - higher burst damage. | ||
+ | |||
+ | * {{Rune|Balthazar}} - good stats and better burst on Longbow. | ||
+ | * {{Rune|Undead}} - worth considering if you're expecting to face Power-based specs. | ||
− | + | * {{Rune|Lynx}} - in terms of stats this is worse than the other runes, but the passive mobility boost can be quite valuable when you need to move from one fight to another. Taking {{Trait|Warrior's Sprint}} however makes Lynx unnecessary. | |
− | |||
− | * {{Rune| | ||
− | |||
− | * {{ | + | '''Sigils''' |
+ | * {{Sigil|Exposure}} over {{Sigil|Confusion}} - increases your burst damage and adds another condition to your first {{Skill|Skull Grinder}} after weapon swapping, but decreases {{Tooltip|Confusion}} uptime which could allow enemies to recover faster. | ||
==Usage== | ==Usage== | ||
− | '''Elite specialization | + | '''Elite specialization basics''' |
* {{Tooltip|Berserker}} grants Warriors access to {{Skill|Berserk}} (F2), a mode during which they gain new burst skills. | * {{Tooltip|Berserker}} grants Warriors access to {{Skill|Berserk}} (F2), a mode during which they gain new burst skills. | ||
− | * To | + | * To enter Berserker mode you must have full adrenaline (30/30). The Berserking burst skill {{Skill|Skull Grinder}} (Mace) and {{Skill|Scorched Earth}} (Longbow) 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). |
* {{Skill|Shattering Blow}} and {{Skill|Sundering Leap}} are both important adrenaline management tools. They're especially useful for getting back to full adrenaline before just before {{Skill|Berserk}} 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. | * {{Skill|Shattering Blow}} and {{Skill|Sundering Leap}} are both important adrenaline management tools. They're especially useful for getting back to full adrenaline before just before {{Skill|Berserk}} 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. | ||
Line 91: | Line 99: | ||
'''General''' | '''General''' | ||
+ | * Stay on Mace/Shield while moving between capture points when you don't have {{Tooltip|Swiftness}}. This will give you a 25% movement speed boost from {{Trait|Warrior's Sprint}}. | ||
+ | ** Don't let your adrenaline go to waste when you're leaving a fight! Using burst skills even without a target will give you {{Tooltip|Swiftness}}, making it easier to get around the map. | ||
+ | |||
* Both the initial cast and the landing strike of {{Skill|Sundering Leap}} restore 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. | * Both the initial cast and the landing strike of {{Skill|Sundering Leap}} restore 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. | ||
* {{Trait|Versatile Rage}} 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 (like getting outranged or {{Tooltip|Blind}} spammed). | * {{Trait|Versatile Rage}} 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 (like getting outranged or {{Tooltip|Blind}} spammed). | ||
− | * Much of the pressure comes from spamming {{Skill| | + | * Much of the pressure comes from spamming {{Skill|Skull Grinder}} and {{Skill|Scorched Earth}} in Berserker mode as much as possible. |
* Use {{Skill|Pin Down}} to root people into other important skills like {{Skill|Impale (warrior sword)}} or AoE fields from Longbow F1. | * Use {{Skill|Pin Down}} to root people into other important skills like {{Skill|Impale (warrior sword)}} or AoE fields from Longbow F1. | ||
− | * While | + | * While Mace/Sword is more defensive because of the blocks and CC, Longbow can help you survive too with proper use of {{Skill|Pin Down}} and {{Skill|Smoldering Arrow}}. |
* {{Skill|Signet of Rage}} is taken for its passive. | * {{Skill|Signet of Rage}} is taken for its passive. | ||
− | * Use {{Skill|Sundering | + | * Use {{Skill|Sundering Leap}} inside {{Skill|Scorched Earth}} for a free {{Tooltip|Fire Aura}} whenever possible. |
* The Berserker Burst skill {{Skill|Scorched Earth}} is the only Longbow skill that isn't a projectile, you can use this to pressure targets who are using anti-projectile skills like {{Skill|Swirling Winds}} | * The Berserker Burst skill {{Skill|Scorched Earth}} is the only Longbow skill that isn't a projectile, you can use this to pressure targets who are using anti-projectile skills like {{Skill|Swirling Winds}} | ||
+ | |||
+ | * {{Skill|Skull Grinder}} is both a CC and a source of {{Tooltip|Confusion}}, which means you're able to proc {{Relic|Relic of Akeem}} on hit without any previous setup. | ||
Line 117: | Line 130: | ||
* Don't hesitate to cut Berserker mode short with Eternal Champion (F2) if you're taking too much damage. | * Don't hesitate to cut Berserker mode short with Eternal Champion (F2) if you're taking too much damage. | ||
− | * {{Skill|Sundering Leap}} | + | * {{Skill|Sundering Leap}} has inherent defensive value as a mobility skill, you could use it and the {{Tooltip|Superspeed}} from entering/leaving Berserker mode to quickly disengage from fights and resustain before heading back in. When playing with {{Trait|Warrior's Sprint}} this could also break you out of {{Tooltip|Immobilize}}, making it harder for enemies to pin you down. |
** Sundering Leap even has {{Tooltip|Aegis}} for covering 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. | ** Sundering Leap even has {{Tooltip|Aegis}} for covering 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. | ||
Line 127: | Line 140: | ||
** This is useful because you get to keep building distance during the entire windup animation and only have to face your target for a brief moment at the end. After that you can keep running away while they sit in {{Tooltip|Immobilize}}. | ** This is useful because you get to keep building distance during the entire windup animation and only have to face your target for a brief moment at the end. After that you can keep running away while they sit in {{Tooltip|Immobilize}}. | ||
− | * {{Trait|Brawler's Recovery}} and {{Trait|Cleansing Ire}} provide a steady stream of cleansing. On | + | * {{Trait|Brawler's Recovery}} and {{Trait|Cleansing Ire}} provide a steady stream of cleansing. On Mace your Burst skill must connect if you want Cleansing Ire to proc, but on Longbow it doesn't matter whether you hit a target or not. As soon as {{Skill|Scorched Earth}} or {{Skill|Combustive Shot}} touches the ground you'll be cleansed, which means Longbow has way better synergy with this trait especially under pressure as you can even use this while running away. |
* Always factor in what other cleansing CDs are available before you'd heal with {{Skill|Mending}} 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. | * Always factor in what other cleansing CDs are available before you'd heal with {{Skill|Mending}} 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. | ||
Line 138: | Line 151: | ||
==Top Streamers== | ==Top Streamers== | ||
* Twitch: [https://www.twitch.tv/drazeh Drazeh] | * Twitch: [https://www.twitch.tv/drazeh Drazeh] | ||
+ | |||
+ | |||
+ | ==Related Builds== | ||
+ | * [[Build:Berserker_-_Defensive_Condizerker Roamer|Defensive Condizerker Roamer]] - WvW Roaming version of the build. |
Latest revision as of 19:18, 27 August 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage and Sustain
Designed for: PvP Conquest
Difficulty:
Normal
This build was last updated on August 27, 2024 and is up to date for the October 8, 2024 patch.
Overview
A very sustain-oriented take on condition Berserker for PvP designed to win smaller skirmishes with its burst damage.
Skill Bar
Mace/Sword
Longbow
Utility
Skill Variants
Heal
- - great reactive healing skill with a short cast time that could easily save you even in outnumbered situations. Sometimes it can be less consistent than though, as the amount healed depends on the damage taken.
Utility
- over - if you're expecting to face opponents who rely on blocking skills to survive you could pick SoM as a tech option. Works especially well when paired with CC skills like that can cancel the block if they land.
Elite
- - strong CC and arenaline refill on low CD, also breaks stuns.
Template Code
[&DQIWKzM+Ej+nAKcAagBqAKESrQDcEqgAnADuAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- allows you to reflect projectiles while blocking which is quite useful against many specs including most Rangers, Mesmers and even mirror matchups.
Variants
- Immobilize using movement skills like or . offers CD reduction and improved autos on Longbow but gives up better mobility and the ability to break out of
Equipment
Mace
Sword
Sigil
Sigil
Longbow
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Runes
- - higher burst damage.
- - good stats and better burst on Longbow.
- - worth considering if you're expecting to face Power-based specs.
- - in terms of stats this is worse than the other runes, but the passive mobility boost can be quite valuable when you need to move from one fight to another. Taking however makes Lynx unnecessary.
Sigils
- Confusion uptime which could allow enemies to recover faster. over - increases your burst damage and adds another condition to your first after weapon swapping, but decreases
Usage
Elite specialization basics
- Berserker grants Warriors access 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 (Mace) and (Longbow) 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 before 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
- Stay on Mace/Shield while moving between capture points when you don't have Swiftness. This will give you a 25% movement speed boost from .
- Don't let your adrenaline go to waste when you're leaving a fight! Using burst skills even without a target will give you Swiftness, making it easier to get around the map.
- Both the initial cast and the landing strike of restore 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 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 (like getting outranged or
- Much of the pressure comes from spamming and in Berserker mode as much as possible.
- Use to root people into other important skills like or AoE fields from Longbow F1.
- While Mace/Sword is more defensive because of the blocks and CC, Longbow can help you survive too with proper use of and .
- is taken for its passive.
- Use Fire Aura whenever possible. inside for a free
- The Berserker Burst skill is the only Longbow skill that isn't a projectile, you can use this to pressure targets who are using anti-projectile skills like
- Confusion, which means you're able to proc on hit without any previous setup. is both a CC and a source of
Survival
- Both entering and leaving
- - stun break and immunity to strike damage.
- - grants which causes damage you deal to heal you.
- Stability and endurance. - grants
- Superspeed could help you run away from enemies if you're being focused. - the
grant you powerful defensive buffs, making this an important part of your sustain:
- Don't hesitate to cut Berserker mode short with Eternal Champion (F2) if you're taking too much damage.
- Superspeed from entering/leaving Berserker mode to quickly disengage from fights and resustain before heading back in. When playing with this could also break you out of Immobilize, making it harder for enemies to pin you down.
- Sundering Leap even has Aegis for covering 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.
has inherent defensive value as a mobility skill, you could use it and the
- It's possible to use
- First you must have "Skill Retargeting" enabled under Combat Options.
- Make sure that you don't have an enemy targeted, then start casting Pin Down.
- Turn around and face your target right before the skill goes off.
- Now select the target - should hit them.
- This is useful because you get to keep building distance during the entire windup animation and only have to face your target for a brief moment at the end. After that you can keep running away while they sit in Immobilize.
on targets that are behind your character (for example if you're running away and getting chased):
- and provide a steady stream of cleansing. On Mace your Burst skill must connect if you want Cleansing Ire to proc, but on Longbow it doesn't matter whether you hit a target or not. As soon as or touches the ground you'll be cleansed, which means Longbow has way better synergy with this trait especially under pressure as you can even use this while running away.
- 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.
- Stability could also be used to cover important casts like a . reflects projectiles. While its duration is short, with proper timing it could still take pressure off of you. The brief
- Dodge rolling applies Resistance. This is especially useful against builds with a lot of Blind spam, allowing you to land important skills without having to worry about the attack missing.
Top Streamers
- Twitch: Drazeh
Related Builds
- Defensive Condizerker Roamer - WvW Roaming version of the build.
Ratings
Good not great. Build is strong and dissection + description is accurate but the meta has shifted and things like scepter weaver can easily explode you even through a rabid amulet. (SO MUCH DMG RN - As of Dec. 17th) Solid, but know what you're fighting before it nukes you from space. Also Relic of Akeem has since been stealth nerfed slightly, (wasn't in patch notes) so just be aware & maybe take a dif relic.
One of the most broken builds aside from bladesworn right now. One poke applies 10 stacks of confusion along with other condis. The sustain is bonkers. Easy 5 stars
The current pinnacle of the meta. Makes disgustingly good use of Akeem while also having silly amounts of sustain. Needs to be toned down in the next balance pass.
Put a mace on this build and yeah... it's disgusting. Perhaps the best duelist in the game period right now. This probably gonna crop up again in the Monthly and with good reason. It's busted.
Top tier sustain and really hard to burst because if superspeed and damage mitigation. I prefer mace instead of sword, sword is boring and only good for mobility. Don't think we need 2 burn weapons but I understand why some people play it.
This is the best Warrior build right now when it comes to 1v1 Situations. It could also hold 1vX quite a bit while well Played.
A solid tanky sidenode build that have also some AoE DMG with longbow skills.
One of the strongest builds on Warrior right now, lots of sustain and kiting potential combined with great damage.
Good build, defense sustain, damage, cc, good for 1v1's, I think sword shield is better than the mace set because of more damage on the burst, better escape with sword 2 and a better block with shield but yeah, only thing is that you have to play around berserk mode for all your damage, but thats berserker in general. Also, always take warriors sprint over crackshot, the extra burn does minimal damage, and the cd's being lower is negligable and the build sorely lacks mobility.
Comments
Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium