Berserker - Quickness Support Power DPS
Overview
A damage-focussed Quickness provider that maintains its group boons by constantly hitting targets with Burst skills. Aside from permanent Fury and ~16 Might, this build provides no additional boons and minimal utility.
You can provide additional boons by swapping utility skills, but this is a fairly large DPS loss.
Skill Bar
Weapon Variants
- Greatsword is the best replacement for Spear for players that don't own Janthir Wilds. Both deal very similar damage, though Spear is slightly higher and has the advantage of range. However, Spear also has tighter boon uptime, which should always be your first priority over damage.
- Either Spear or Greatsword could be swapped out for more utility if desired, though this would be a major DPS loss.
- You can run an off-hand Mace (leaving the main-hand slot of your second weapon set empty). This allows you to still have access to your main-hand Axe and maintain damage while still providing decent CC.
- Warhorn to provide some additional boon coverage. This can be especially valuable if your subgroup doesn't have another source of Swiftness as the buff from is significant.
Skill Variants
- You can swap out your healing skill, but be aware that this effectively removes a burst from your loop, and on the Spear build in particular this means you cannot maintain Quickness without any extra boon duration (or phases short enough that it doesn't matter).
- will give greater DPS in short, phased fights where you will have enough downtime to precast it. This is most relevant in fractals.
- can be used to provide temporary immunity to damage allowing you to ignore certain mechanics such as the shockwaves at Sabir.
- Might for a ~4.5% DPS loss. can replace to provide ~9 stacks of
- If you don't need the CC from , and can start phases with full adrenaline, then offers some extra boon generation and an emergency res.
Template Code
Specializations
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Dragon
Berserker
Berserker
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Dragon
Berserker
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Berserker
x6
x18
- If you are not using Spear, is the best relic.
- In encounters where the boss does not get stunned, you can replace the
- This will be a small DPS increase, but particularly on Spear it makes the rotation more reliable by providing additional sources of adrenaline.
with a on the Axe and a on the Greatsword or Spear.
Boon Duration
The Spear build is able to maintain permanent Quickness without any boon duration, but it is quite tight. This can be especially problematic if phases line up poorly and cause you to drop out of berserk, as you won't have enough overcap to last until you can get back in. The Greatsword overcaps Quickness sufficiently that this shouldn't be a concern.
You can bring up to ~20% boon duration via Diviner stats gear without compromising your crit chance (with the remaining pieces being Berserker stats), though 5-10% should be sufficient.
Alternatively, you could swap the Diviner stats (especially if the enemy can be stunned), but is much more convenient.
/ on Axe to a , which is equivalent to a ~7% increase in boon duration. This is less efficient than
Consumables
Food
- or ascended alternatives
Utility
- Any applicable slaying potion in Fractals when possible
Usage
The rotation is nearly identical to the Power DPS rotation, the main difference being that your Burst skills are now applying AoE Quickness!
Spear Rotation
The rotation aims to get as many casts of
off as possible, maintaining mode for as long as there is something to hit. Effectively, this means that while on Axe/Axe you cast followed by a combination of skills that gets you back to 10 Adrenaline to recast .Using Spear efficiently requires more precision than other weapons.
and deal extra damage to the target closest to the centre of their AoEs, and and do increased CC to the first target they hit. Additionally, if skills are not used fast enough or at the correct time, it can disrupt later parts of the rotation.
Note: The opener below is slightly suboptimal for DPS, as there is currently a bug that causes the first Decapitate of each axe section to not provide quickness. This opener allows for a sufficient buffer to be built up to prevent quickness dropping.
Opener
- - make sure to let the entire attack finish!
- Weapon Swap
Spear Section
- - Wild Throw will interrupt the cast of this skill if you use it too early so be careful
- - this will not interrupt Wild Throw so you can queue it during the cast of the previous skill
- Weapon Swap
Axe/Axe Section
You have a brief window after swapping weapon where the damage from
is still ticking. This allows you to use immediately and then again after a single . If you're too slow, use a single auto to gain the missing adrenaline.- ⇒
- (optional) - if your target is below 25% health, this is worth using
- Weapon Swap
- Return to start of Spear Section
Video example (different opener)
Greatsword Rotation
The rotation aims to get as many casts of
and off as possible, maintaining mode for as long as there is something to hit. Effectively, this means that while on Axe/Axe you cast followed by a combination of skills that gets you back to 10 Adrenaline to recast .
Opener
- Weapon Swap
- - the extra adrenaline from means you can immediately Decapitate after this
- - make sure to let the entire attack finish!
- Weapon Swap
Greatsword section
- during Arc Divider
- - Make sure the final hit goes through or you may not have enough adrenaline for Arc Divider
- Weapon Swap
Axe/Axe section
- ⇒
- Weapon Swap
- Return to start of Greatsword section
General Tips
Axe
- If you have trouble memorising the Axe section, it may be helpful to think of it as a priority list to build adrenaline for your next :
- +
- +
- +
- When Weapon Swap instead of . is almost off cooldown, use your remaining axe skills (make sure to be at full adrenaline) and
Berserk
- All your Rage and Burst skills extend the duration of Berserk, which means it is important to use them as soon as they are available to avoid dropping out of Berserk.
- This involves using , and to maintain damage rather than a stunbreak/CC.
- If you drop out of Berserk, you should already be at full adrenaline when it is next available, so you use ⇒ after entering Berserk instead. This means your second Berserk has a longer duration and is (even) easier to maintain.
- Generally you shouldn't be auto-attacking while mode is active.
Outside of Berserk
- Ideally you are always in Berserk during DPS phases.
- Stay on Axe when you're not in Berserk, but as isn't available you should just use your Axe skills as they come off cooldown.
- Try to complete your Axe auto chains when not in Berserk.
- Do not use your rage skills whilst outside of Berserk.
- Use as soon as it is available.
Ratings
Comments
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