Simple, priority based, and ranged Power DPS build.
Notes
Power Berserker is a very strong build for instanced content, even with a simplified rotation.
With the usage of Spear as the main weapon, it further has high range, allowing you to deal great damage with flexible positioning.
It's also a great pick for solo gameplay, as it provides itself with good amounts of the most essential offensive boons: Quickness, Fury, and Might.
Gearing
Armor | Stat | Upgrade |
---|---|---|
Berserker's | Scholar | |
Berserker's | Scholar | |
Assassin's | Scholar | |
Berserker's | Scholar | |
Berserker's | Scholar | |
Berserker's | Scholar |
Weapon | Type | Stat | Upgrade |
---|---|---|---|
Spear | Berserker's | Force | |
Air |
Trinkets | Type | Stat |
---|---|---|
Back item | Berserker's | |
Amulet | Assassin's | |
Accessory | Berserker's | |
Accessory | Berserker's |
Trinkets | Type | Stat |
---|---|---|
Ring | Berserker's | |
Ring | Berserker's | |
Relic | Claw |
- Food:  Cilantro Lime Sous-Vide Steak or  Bowl of Sweet and Spicy Butternut Squash Soup
- Enhancement: Â Superior Sharpening Stone
Build
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Rotation
In this build we'll spam the spear primal burst Wild Throw while using most skills off cooldown. It is the most powerful skill in your kit, so you (almost) always want to prioritize it.
 Relic of the Claw requires you to apply Control effects to maintain it. With Alacrity, Disrupting Throw is enough to maintain it, while  Wild Blow and Head Butt provides additional uptime.
Opener:
- Head Butt
- Break stun with Outrage
- Berserk
- Wild Throw --> Blood Reckoning --> Wild Throw
Blood Reckoning gives you max adrenaline and resets the cooldown of Wild Throw when used. Therefore you want to prioritise using Wild Throw --> Blood Reckoning --> Wild Throw whenever Blood Reckoning is off cooldown. The rest of your rotation follows the priority given below.
Priority:
- Wild Throw --> Blood Reckoning --> Wild Throw
- Outrage
- Disrupting Throw
- Spearmarshal's Support
- Maiming Spear
- Wild Blow
- Head Butt and break stun with Outrage
Outrage extends the duration of Berserk, and should be used off cooldown. Outrage has no cast time, and will not interrupt the casting of your current skill, so you can use it as soon as it is off cooldown.
Wild Blow provides both  Relic of the Claw uptime and extends the duration of Berserk. However, it has a range of 170 and should only be used when you are in melee range of the boss.
Crowd Control
Your CC skills are
CC Skills:
- Disrupting Throw
- Wild Blow
- Head Butt
- Spear Swipe
As Disrupting Throw, Wild Blow, and Head Butt are used as part of your damage rotation, they might not be on cooldown during the CC phase of the boss. You can delay using them for a small DPS loss if you know the CC bar of the boss is about to come up.
However, as Spear Swipe does 382 breakbar damage on a 20s cooldown (16s with Alacrity), it is usually enough on its own as long as the rest of your squad is also CCing.
If more CC is required (i.e the group is wiping to mechanics due to not having enough CC), you can swap out Signet of Might for Kick to get up to 450 extra breakbar damage. This will result in a major DPS loss, but is ultimately still better than wiping. Do note that if you are already using Spear Swipe to CC and saving either one of Disrupting Throw or Wild Blow, it is probably not your fault that the group does not have enough CC, even if you have the ability to bring more.
Build Concepts
Berserk and Adrenaline Management
- As the name implies, Berserker is made for angry people. It's probably best described as one of those Uruk-Hai from LotR that hit the gym a little bit too often.
- Berserk is the key mechanic of Berserker, which gives you access to Primal Burst skills and reduces the maximum adrenaline you can have to 10 (down from 30).
- That means that it becomes much easier to gather up Adrenaline for powerful burst skills, but Primal Bursts count as tier 1 bursts for all traits that benefit from them.
- Since you have much more powerful stats inside Berserk mode (higher Power, Strike damage, Ferocity etc.)), you'll want to try and extend its duration by using Rage skills.
- Managing Berserk duration requires some practice, as it has a ~8 second cooldown once it runs out before you can enter it again. You don't want these 8 seconds to occur during Burst phases, because that will lose you substantial amounts of damage. Overextending Berserk is therefore not always a good thing.
Video
Coming Soon!