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Difference between revisions of "Berserker - Mace/Longbow Condizerker"

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==Usage==
 
==Usage==
To be added
+
'''Elite specialization mechanics'''
 +
* {{Tooltip|Berserker}} grants Warriors acceess to {{Skill|Berserk}}, a mode during which they gain new burst skills.
 +
 
 +
* 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|Head Butt}} 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.
 +
 
 +
 
 +
'''General'''
 +
* 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 great at instantly getting that last bit of adrenaline you'd need for 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|Skull Grinder}} and {{Skill|Scorched Earth}} as much as possible.
 +
 
 +
* While Mace/Sword is more defensive because of the blocks, Longbow can help you survive too with proper use of {{Skill|Pin Down}} and {{Skill|Smoldering Arrow}}.
 +
 
 +
* You don't have to worry too much about the self-stun of {{Skill|Head Butt}} as entering Berserker mode breaks you out of CC.
 +
 
 +
* Use {{Skill|Sundering Leap}} inside {{Skill|Scorched Earth}} for a free {{Tooltip|Fire Aura}} whenever possible.
 +
 
 +
 
 +
'''Survival'''
 +
* Both entering and leaving {{Skill|Berserk}} grant you powerful defensive buffs, making this an important part of your sustain:
 +
** {{Trait|Savage Instinct}} - stun break and immunity to strike damage.
 +
** {{Trait|Dead or Alive}} - grants {{Skill|Blood Reckoning}} which causes damage you deal to heal you.
 +
** {{Trait|Eternal Champion}} - grants {{Tooltip|Stability}} and endurance.-->
 +
** {{Trait|Burst of Aggression}} - the {{Tooltip|Superspeed}} could help you run away from enemies if you're being focused.
 +
 
 +
* Don't hesitate to cut Berserker mode short with {{Skill|Eternal Champion}} if you're taking too much damage.
 +
 
 +
* {{Skill|Sundering Leap}} has inherent defensive value as a mobility skill, you could use these 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.
 +
** This skill even has {{Tooltip|Aegis}} to cover 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.
 +
 
 +
* {{Trait|Brawler's Recovery}} and {{Trait|Cleansing Ire}} provide a steady stream of cleansing. On Mace your Burst skill must connect if you want this trait 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.
 +
 
 +
* CC shouldn't be much of a problem for you with the amount of stun breaks in the build. Deciding which one to use depends on the situation, for instance:
 +
** If you're getting condi bombed then {{Skill|"Shake It Off!"}} might be the clear winner.
 +
** If the target is in melee and has no Stability you could counter-burst with {{Skill|Head Butt}}.
 +
** If you're sitting in a {{Skill|Gravity Well}} with 3 people on you then the damage mitigation of {{Skill|Endure Pain}} or {{Trait|Savage Instinct}} is what you need.
 +
** If it's a Power-based matchup with no need for cleansing and you can easily avoid the incoming damage with a stun break + a dodge then {{Skill|"Shake It Off!"}} could be enough while you keep {{Skill|Endure Pain}} for emergencies.
 +
 
 +
* Dodge rolling applies {{Tooltip|Resistance}}. This is especially useful against builds with a lot of {{Tooltip|Blind}} spam, allowing you to land important skills such as {{Skill|Skull Grinder}} or {{Skill|Head Butt}} without having to worry about the attack missing.

Revision as of 15:45, 11 April 2023

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

Focused on: Condition damageControl and Sustain

Designed for: PvP Conquest

Difficulty:
TBD
This build was last updated on April 11, 2023.


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

Utility

  • Shattering Blow over Sundering Leap - the main purpose of these two skills is the same: restore a large chunk of adrenaline on low CD to fuel your F1-2 skills. In terms of functionality Sundering Leap adds mobility to an otherwise sluggish build plus applies cover conditions and offers some survivability via Aegis Aegis while Shattering Blow has Stability Stability to cover your important casts while also reflecting projectiles and doing some damage from range. Both are viable choices.


Elite

  • Signet of Rage - constant passive adrenaline regen for more frequent access to Burst skills.


Template Code

[&DQIWKzM9Ej+nAHAAagBqAKES1xJxAHEAwhKcAAAAAAAAAAAAAAAAAAAAAAA=]
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Specializations

Variants

  • Shield Master works well with the Mace/Sword set which has 2 blocking skills, opening up new and creative ways for you to pressure enemies by reflecting their projectiles.

Variants

  • Warrior's Sprint trades CD reduction and improved autos on Longbow for better mobility and the ability to break out of Immobilize Immobilize using movement skills like Sundering Leap or Head Butt.


Equipment

Mace
Sword
Sigil
Sigil
Longbow
Sigil
Sigil
Rune
Amulet


Equipment Variants

Rune

  • Rune of Lynx or Rune of Traveler - in terms of stats these are 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 Warrior's Sprint however makes these unnecessary.
  • Rune of Orr - a bit more defensive option that could help you survive other condition builds.


Sigils

  • Sigil of Cleansing over Sigil of Exposure - this makes your Mace bursts a bit worse but you'll gain more defense against conditions.


Usage

Elite specialization mechanics

  • Berserker Berserker grants Warriors acceess to Berserk, a mode during which they gain new burst skills.
  • To Enter Berserker mode you must have full adrenaline (30/30). The Berserking burst skill Skull Grinder (Mace) and 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).
  • Head Butt and Sundering Leap are both important adrenaline management tools. They're especially useful for getting back to full adrenaline before just before 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.


General

  • Both the initial cast and the landing strike of 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.
  • Versatile Rage restores 5 adrenaline on weapon-swap. This is great at instantly getting that last bit of adrenaline you'd need for burst skills especially if you're having difficulty building adrenaline (like getting outranged or Blind Blind spammed).
  • Much of the pressure comes from spamming Skull Grinder and Scorched Earth as much as possible.
  • While Mace/Sword is more defensive because of the blocks, Longbow can help you survive too with proper use of Pin Down and Smoldering Arrow.
  • You don't have to worry too much about the self-stun of Head Butt as entering Berserker mode breaks you out of CC.
  • Use Sundering Leap inside Scorched Earth for a free Fire Aura Fire Aura whenever possible.


Survival

  • Both entering and leaving Berserk grant you powerful defensive buffs, making this an important part of your sustain:
    • Savage Instinct - stun break and immunity to strike damage.
    • Dead or Alive - grants Blood Reckoning which causes damage you deal to heal you.
    • Eternal Champion - grants Stability Stability and endurance.-->
    • Burst of Aggression - the Superspeed Superspeed could help you run away from enemies if you're being focused.
  • Don't hesitate to cut Berserker mode short with Eternal Champion if you're taking too much damage.
  • Sundering Leap has inherent defensive value as a mobility skill, you could use these to quickly disengage from fights and resustain before heading back in. When playing with Warrior's Sprint this could also break you out of Immobilize Immobilize, making it harder for enemies to pin you down.
    • This skill even has Aegis Aegis to cover 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.
  • Brawler's Recovery and Cleansing Ire provide a steady stream of cleansing. On Mace your Burst skill must connect if you want this trait to proc, but on Longbow it doesn't matter whether you hit a target or not. As soon as Scorched Earth or 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 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.
  • CC shouldn't be much of a problem for you with the amount of stun breaks in the build. Deciding which one to use depends on the situation, for instance:
    • If you're getting condi bombed then "Shake It Off!" might be the clear winner.
    • If the target is in melee and has no Stability you could counter-burst with Head Butt.
    • If you're sitting in a Gravity Well with 3 people on you then the damage mitigation of Endure Pain or Savage Instinct is what you need.
    • If it's a Power-based matchup with no need for cleansing and you can easily avoid the incoming damage with a stun break + a dodge then "Shake It Off!" could be enough while you keep Endure Pain for emergencies.
  • Dodge rolling applies Resistance Resistance. This is especially useful against builds with a lot of Blind Blind spam, allowing you to land important skills such as Skull Grinder or Head Butt without having to worry about the attack missing.


Ratings

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