Difference between revisions of "Berserker - Defensive Condizerker"
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==Usage== | ==Usage== | ||
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'''Elite specialization mechanics''' | '''Elite specialization mechanics''' | ||
* {{Tooltip|Berserker}} grants Warriors acceess to {{Skill|Berserk}} (F2), a mode during which they gain new burst skills. | * {{Tooltip|Berserker}} grants Warriors acceess to {{Skill|Berserk}} (F2), a mode during which they gain new burst skills. | ||
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* 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). | * 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| | + | * {{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. |
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* {{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). | * {{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| | + | * Much of the pressure comes from spamming {{Skill|Flaming Flurry}} 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}} or AoE fields from Longbow F1. |
− | * | + | * While Sword/Sword is more defensive because of the block and mobility, 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. |
− | * 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}} | + | * Use {{Skill|Sundering Leap}} and {{Skill|Savage Leap}} inside {{Skill|Scorched Earth}} for a free {{Tooltip|Fire Aura}} whenever possible. |
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+ | * 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}} | ||
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* 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}} and {{Skill|Savage Leap}} have inherent defensive value as mobility skills, you could use these and the {{Tooltip|Superspeed}} 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. |
− | * {{Trait|Brawler's Recovery}} and {{Trait|Cleansing Ire}} provide a steady stream of cleansing. On | + | * It's possible to use {{Skill|Pin Down}} on targets that are behind your character (for example if you're running away and getting chased): |
+ | ** 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 - {{Skill|Pin Down}} 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 {{Tooltip|Immobilize}}. | ||
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+ | * {{Trait|Brawler's Recovery}} and {{Trait|Cleansing Ire}} provide a steady stream of cleansing. On Sword 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. | ||
− | + | * Dodge rolling applies {{Tooltip|Resistance}}. This is especially useful against builds with a lot of {{Tooltip|Blind}} spam, allowing you to land important skills without having to worry about the attack missing. | |
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− | * Dodge rolling applies {{Tooltip|Resistance}}. This is especially useful against builds with a lot of {{Tooltip|Blind}} spam, allowing you to land important skills |
Revision as of 09:23, 25 April 2023
This is a test build. You may comment and rate it.
Focused on: Condition damage and Sustain
Designed for: PvP Conquest
Difficulty:
TBD
This build was last updated on April 25, 2023.
Overview
A very sustain-oriented take on condition Berserker for PvP designed to win smaller skirmishes with its burst damage.
Skill Bar
Sword/Sword
Longbow
Utility
Skill Variants
Elite
- - strong CC and arenaline refill on low CD, also breaks stuns.
Template Code
[&DQIWKzM9Ej+nAHAAagBqAKES1xLcEnEAnACcAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- Immobilize using movement skills like or . trades CD reduction and improved autos on Longbow for better mobility and the ability to break out of
Equipment
Sword
Sword
Sigil
Sigil
Longbow
Sigil
Sigil
Rune
Amulet
Equipment Variants
Rune
- or - 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 however makes these unnecessary.
- - a bit more defensive option that could help you survive other condition builds.
Sigils
- over - this makes your Mace bursts a bit worse but you'll gain more defense against conditions.
Usage
Elite specialization mechanics
- Berserker grants Warriors acceess 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
- 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 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
- 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 Sword/Sword is more defensive because of the block and mobility, Longbow can help you survive too with proper use of and .
- is taken for its passive.
- Use Fire Aura whenever possible. and 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
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 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.
and have inherent defensive value as mobility skills, you could use these 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 Sword 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.
- 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.
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
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