I’m doing a full review of each class’s Elite Specializations here:
https://forum-en.gw2archive.eu/forum/game/hot/All-Elite-Specializations-Analysis/first#post5574892
The following is my analysis of the Berserker.
I’ll be covering the following things in this review…
01) General Descriptions
02) New Traits Analysis
03) New Weapon Analysis
04) New Skills Analysis
05) Gearing Options
06) Rune/Sigil Synergies
07) PvE Usefulness
08) PvP Usefulness
09) WvW Usefulness
10) Overall Opinion
Warrior – Berserker
General Description
The Warrior has always been the damaging bruiser or the indestructible tank. Conditions haven’t really been a Warrior’s strong suit until the Berserker came along. The Berserker comes in sporting fire, fire, and more fire. If something isn’t on fire – you’re doing it wrong.
New Traits Analysis
Minor Traits
Primal Rage
Grants access to Torch, Rage skills, and Berserk Mode.
Did I mention fire?
Always Angry
Your first strike entering combat generates 10 adrenaline. This effect refreshes when Berserk Mode ends.
This is a great way to build up adrenaline without trying.
Fatal Frenzy
Gain Quickness and Swiftness when activating Berserk Mode.
This just makes you hurt them faster.
Adept Traits
Smash Brawler
Reduces recharge on Primal Burst Skills and Berserk Mode by 33%.
Makes it so you can really lay into them if you have the adrenaline.
Last Blaze
When you use a Rage skill, set nearby foes on fire for 3s.
Good for more burning.
Savage Instinct
Activating Berserk Mode Breaks Stun and removes 1 condition.
Has good synergy with Head Butt and other traits.
Master Traits
Blood Reaction
A percentage of Precision is given as a bonus to Ferocity. This doubles in Berserk Mode.
More pain – for them.
Heat the Soul
Reduces recharge on Torch skills by 20%. Grants +150 condition damage when using Torch.
Torch = Fire…sooo more Fire? More Fire.
Dead or Alive — 30s ICD
Taking fatal damage while in Berserk Mode ends Berserk Mode, but heals you instead of dying.
Good recovery skill.
Grandmaster Traits
Bloody Roar
Taunt and Bleed enemies when you activate Berserk Mode. Gain Fury for each Taunted foe.
Really good at forcing them to take your first Primal Burst skill.
King of Fires — 2s ICD
Increases the duration of burning you apply. Critical hits against Burning foes spread Burning to nearby foes.
MOAR FIYAH~!!!!
Eternal Champion
Gain Stability while in Berserk Mode. Gain Stability when you Break Stun.
Makes it very hard to CC you.
New Weapon Analysis
The Berserker gains access to the Torch.
Blaze Breaker — 15s ICD
Smash your Torch into the ground, creating a deadly shock wave that Burns and Cripples foes.
Good way to start off with Burning. It’s ranged too which is a plus.
Flames of War — 25s ICD
Cleanse conditions and become a mobile Fire Field that Burns nearby foes. When the Field expires, it explodes, damaging foes and Burning them again.
Great way to clear condi’s and pressure your opponent. The Fire Field has many great combos with Warrior traits and skills.
New Skills Analysis
The Berserker gains access to Rage skills.
Berserk Mode [F2]:
Gain Adrenaline, +15% attack speed, and Primal Burst Skills.
NOTE: All Primal Burst Skills have a 5sec ICD. I’ll not be covering underwater weapons for the sake of time.
Sword -> Flurry -> Flaming Flurry
Lash out with a flurry of strikes that destroys projectiles and shoots fireballs at foes in front of you.
Can do some serious Burning damage
Axe -> Eviscerate -> Decapitate
Leap at your foe with a powerful attack. Foes behind your target also take damage.
Just a powerful Leap Finisher.
Mace -> Skull Crusher -> Skull Grinder
Unleash a powerful skull strike that Dazes your target and inflicts Blind, +4 Bleed, +4 Confusion, and 8s Cripple.
Also causes a Blast Finisher.
Greatsword -> Arcing Slice -> Arc Divider
Deliver a circular attack to foes around you creating a violent shock wave that damages foes. Deal more damage to foes under 50% HP.
Massive Fire Field.
Hammer -> Earthshaker -> Rupturing Smash
Jump to the targeted location and slam your hammer down creating a deadly chain of earthen shock waves that Immob foes.
Blast Finisher with Immob. Less effective than Earthshaker.
Longbow -> Combustive Shot -> Scorched Earth
Fire a Burning shot that leaves behind a trail of flaming destruction.
Long 1,200 range Fire Field.
Rifle -> Kill Shot -> Gun Flame
Fire a fast flaming shot that explodes on the first foe it hits – interrupting foes in the area.
Strong Burning shot for 1,500 range.
Blood Reckoning — 25s ICD
Heal yourself and gain increased critical hit chance. Critical hits heal for a percentage of their damage and grant bonus Adrenaline.
Not too impressive of a heal.
Wild Blow — 30s ICD
Critically hit your foe and launch them. Your target flies backward with such force that they KB other foes in the way. Gain bonus Adrenaline if this hits.
Powerful and hilarious skill to use.
Sundering Leap — 25s ICD
Leap to a location and gain Adrenaline. When you land deal damage and apply 10 stacks of 8s Vuln and 5s of Cripple to all foes in the area.
Decent way to start a fight. Counts as a Leap Finisher.
Outrage — 10s ICD
Break Stun and gain Adrenaline.
Stun Break on a 10s ICD. Great synergy with many things.
Head Butt — 20s ICD
Stun your target. Stun yourself. Gain +30 Adrenaline if you hit.
Breaks stun only to apply it again. Has great synergy with many traits and skills.
Gearing Options
The following are acceptable gearing types to consider for a Berserker.
NOTE: These are types that can work depending on the overall goal of your build. They are not all equal as some are much better than others.
Power: Berserker’s, Soldier’s
Precision: Assassin’s, Rampager’s
Toughness: Knight’s, Settler’s
Vitality: Sentinel’s
Condition: Sinister, Carrion, Rabid, Dire
Healing: Cleric’s, Apothecary’s
Rune/Sigil Synergies
NOTE: These are types that can work depending on the overall goal of your build. They are not all equal as some are much better than others.
Superior Rune of (the)…
Power: Baelfire, Brawler, Elementalist, Fire, Flame Legion, Hoelbrak, Mad King, Mesmer, Ogre, Strength
Precision: Eagle, Lyssa, Thief
Toughness: Dolyak, Forgeman, Guardian, Melandru
Vitality: Exuberance, Trooper (Soldier), Wurm
Ferocity: Rage
Condition: Adventurer, Afflicted, Aristocracy, Balthazar, Krait, Nightmare, Perplexity, Scavenging, Tormenting, Undead
Healing: Altruism, Defender, Grove, Monk, Water
Superior Sigil of…
Attribute Bonus: Force, Malice
Duration Bonus: Agony, Paralyzation, Smoldering
Chance on Hit: Water, Purity
Chance on Crit: Air, Blood, Earth, Fire, Generosity, Nullification, Rage, Strength, Torment
On Kill: Luck, Restoration, Bloodlust, Corruption, Cruelty, Momentum, Perception
On Swap: Battle, Cleansing, Doom, Geomancy, Intelligence, Leeching, Renewal
PvE Usefulness
Massive damage options and just all around useful. Can’t really go wrong with a walking Fire Field.
PvP Usefulness
Havoc incarnate. This class can make sure everyone is trying to clear Burning at all times while pressuring them significantly. Paired with a Burning Guardian and you’re going to be laughing at how fast things melt.
WvW Usefulness
Fantastic brawlers in Zerg fights. Rather poor at defending, but great at roaming.
Overall Opinion
The Berserker is a very interesting class. It has a lot of synergy with many traits and weapons. It feels a bit strange to make a Warrior deal condition damage, but it’s certainly entertaining once you get the hang of it.