The community gave this build a rating, making it second-tier: Good
Focused on: Condition damage and Control
Designed for: PvP Conquest
Difficulty: Normal
This build was last updated on January 18, 2025 and is up to date for the June 2, 2026 patch.
The community gave this build a rating, making it second-tier: Good
Focused on: Condition damage and Control
Designed for: PvP Conquest
Difficulty: Normal
This build was last updated on January 18, 2025 and is up to date for the June 2, 2026 patch.
A PvP Berserker build which combines high stacks of various conditions and CC for an all-out condition burst to make up for its rather low sustain.
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Weapons
Utility
Variants
Rune
- makes your Sword/Torch and burst a bit weaker but adds more defense against conditions without giving up offensive stats.
- this fills the same purpose as Orr but against Power damage.
Sigils
Relics
Elite specialization mechanics
Berserker grants Warriors acceess to , 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 (Sword) 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).
Rage skills like and are important adrenaline management tools. They're especially useful for getting back to full adrenaline 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 restores 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.
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 spammed).
Aside from most of your cleansing is tied to bigger CDs like and . Proper CD management is necessary when it comes to surviving condition pressure. Bridge the gaps in your sustain with proper use of blocks, stuns, and leaps.
Much of the pressure comes from spamming and detonating s using Berserker skills made possible by . Any skill related to the elite specialization could detonate Fire Auras: Rage, Torch, or Berserker-mode skills.
While Mace/Shield is more defensive because of the blocks and CC, Sword can help you survive too with proper use of to leave enemies behind, especially if you jump from one ledge to another or behind a pillar/wall to deny line of sight. is also a great condi cleanse.
CCing a target grants via . This trait procs before the self-stun of , so you never have to worry about that part of the skill anymore.
Both weapon sets could combo in :
Survival
Entering gives you an -like effect via , turning the skill into a formidable defensive tool. Not only that but the from could help you run away from enemies if you're being focused.
and both have inherent defensive value as mobility skills, you could use these to quickly disengage from fights and resustain before heading back in. Being mobility skills these could also break you out of , making it harder for enemies to pin you down.
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.
CC shouldn't be much of a problem for you with the amount of access and stun breaks in the build. Deciding which stun break to use depends on the situation, for instance:
Burst combo examples
Using both sets
From range
Opener/Without Berserker mode