Difference between revisions of "Berserker - Defensive Condizerker Roamer"
m (Hanz moved page Build:Berserker - Mace/Bow Celezerker Roamer to Build:Berserker - Defensive Condizerker Roamer without leaving a redirect) |
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Line 15: | Line 15: | ||
| profession = warrior | | profession = warrior | ||
| specialization = Berserker | | specialization = Berserker | ||
− | | weapon1 = | + | | weapon1 = sword |
| weapon2 = sword | | weapon2 = sword | ||
| weapon3 = longbow | | weapon3 = longbow | ||
Line 22: | Line 22: | ||
| utility1 = "Shake It Off!" | | utility1 = "Shake It Off!" | ||
| utility2 = Sundering Leap | | utility2 = Sundering Leap | ||
− | | utility3 = | + | | utility3 = Shattering Blow |
| elite = Signet of Rage | | elite = Signet of Rage | ||
}} | }} | ||
Line 28: | Line 28: | ||
===Skill Variants=== | ===Skill Variants=== | ||
− | ''' | + | '''Weapons''' |
− | * | + | * Mace (main-hand) over Sword - lower mobility but better CC and condition variety on burst combos. Also adds another blocking skill to the build which opens up {{Trait|Shield Master}} as a viable option on {{Tooltip|Defense}}. |
Line 38: | Line 38: | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQIWKzM+Ej+nAKcAagBqAKESrQDcEqgAnADuAAAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Defense| | + | {{Specialization|Defense|bot|mid|mid}} |
− | |||
− | |||
− | |||
− | |||
{{Specialization|Discipline|mid|bot|bot}} | {{Specialization|Discipline|mid|bot|bot}} | ||
{{Specialization|Berserker|bot|bot|bot}} | {{Specialization|Berserker|bot|bot|bot}} | ||
Line 58: | Line 54: | ||
| rune = Superior Rune of Antitoxin | | rune = Superior Rune of Antitoxin | ||
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Sword |
| weapon2 = Sword | | weapon2 = Sword | ||
| weapon3 = Longbow | | weapon3 = Longbow | ||
Line 76: | Line 72: | ||
* {{Rune|Superior Rune of the Aristocracy}} - great offensive stats + Might duration and some {{Trait|Cull the Weak}} synergy (if you're playing with that trait). | * {{Rune|Superior Rune of the Aristocracy}} - great offensive stats + Might duration and some {{Trait|Cull the Weak}} synergy (if you're playing with that trait). | ||
+ | |||
+ | * {{Rune|Superior Rune of Balthazar}} - better Burn duration. | ||
Line 101: | Line 99: | ||
==Usage== | ==Usage== | ||
− | |||
+ | '''Elite specialization mechanics''' | ||
+ | * {{Tooltip|Berserker}} grants Warriors acceess to {{Skill|Berserk}} (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 {{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. | ||
+ | |||
+ | |||
+ | '''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 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|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 (warrior sword)}} 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. | ||
+ | |||
+ | * Use {{Skill|Sundering Leap}} and {{Skill|Savage 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}} | ||
+ | |||
+ | |||
+ | '''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 Eternal Champion (F2) if you're taking too much damage. | ||
+ | |||
+ | * {{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. | ||
+ | |||
+ | * 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}}. | ||
+ | |||
+ | * {{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. | ||
+ | |||
+ | * {{Skill|Shattering Blow}} reflects projectiles. While its duration is short, with proper timing it could still take pressure off of you. The brief {{Tooltip|Stability}} could also be used to cover important casts like a {{Skill|Mending}}. | ||
− | + | * 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. | |
− | * |
Revision as of 16:59, 15 May 2023
This is a test build. You may comment and rate it.
Focused on: Sustain and Hybrid damage
Designed for: WvW Roaming
Difficulty:
TBD
This build was last updated on May 15, 2023.
Overview
A hybrid/condition focused Berserker duelist build for WvW roaming.
Skill Bar
Sword/Sword
Longbow
Utility
Skill Variants
Weapons
- Mace (main-hand) over Sword - lower mobility but better CC and condition variety on burst combos. Also adds another blocking skill to the build which opens up Defense. as a viable option on
Elite
- - great CC on short CD that could refill your entire adrenaline bar on hit.
Template Code
[&DQIWKzM+Ej+nAKcAagBqAKESrQDcEqgAnADuAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Equipment
Head
Celestial
Celestial
Shoulders
Celestial
Celestial
Chest
Celestial
Celestial
Hands
Celestial
Celestial
Legs
Celestial
Celestial
Feet
Celestial
Celestial
Backpiece
Celestial
Celestial
Accessory
Celestial
Celestial
Accessory
Celestial
Celestial
Amulet
Celestial
Celestial
Ring
Celestial
Celestial
Ring
Celestial
Celestial
Sword
Celestial
Celestial
Sword
Celestial
Celestial
Sigil
Sigil
Longbow
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Equipment Variants
Runes
- - more tanky option.
- - great offensive stats + Might duration and some synergy (if you're playing with that trait).
- - better Burn duration.
Sigils
There are many strong options for the Mace/Sword set when it comes to sigils:
- - extra dodge on weapon swap for more sustain.
- - causes and to remove additional boons from enemies and give them to you.
- - helps with condition management while putting pressure on your target.
Consumables
Food
- - great stats that fit Celestial builds perfectly while also providing 10% damage reduction.
- - a very strong defensive option which improves your endurance regen.
- Budget version: - cheaper and more than fine.
Utility
- or
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 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 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.
- 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.
Ratings
One of my preferred dueling builds. Has a massive condi spike, has ranged, sustain and even healing. Very fun to roam with as people don't expect to be hit by a freight train. When doing organized 1v1s however this build can be easy countered by adding cleanse. Can still win if played right though.
Great damage, great sustain, great mobility. The only problem is the heavy focus on conditions (as far as Cele builds go) and no real Might stacking, which makes Antitoxin runes a bit of a hardcounter to this build. if that run ever gets deleted this build will rise a lot in popularity.
Comments
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