Power Berserker Hammer / Greatsword Berserker is the Warrior's damage spec.
Primal Rage gives you berserk mode and the primal bursts that come with it:
Berserk grants adrenaline, an attack-speed boost, and a new set of burst skills for as long as the mode is up. Everything else in the line is about keeping it up —
Smash Brawler extends berserk whenever a primal burst hits, and the rage skills extend it from the bar.
Power Berserker plays that straight: Hammer for the disables, Greatsword for the damage, Marauder and Berserker's for the vitality to survive being that close. It is a spike that arrives in heavy armour, with the control to make the spike land — and
Battle Standard, which revives fallen allies and finishes downed foes, is the reason a commander keeps one around when a push goes wrong.
Its limit is
Stability. Hammer control is only worth its slot against a squad that can be controlled, and against heavy stability you are swinging a slow weapon at people who do not care. Spellbreaker strips that stability first, which is why it, not Berserker, is the Warrior most squads bring by default.
Power Berserker Hammer / Greatsword Berserk mode is not a cooldown you press and forget. You enter it, and then you hold it open:
Smash Brawler extends it only when a primal burst hits, and
Blood Reckoning and
Sundering Leap extend it from the skill bar. That is the whole skill of the spec — every trait that pays you,
Bloody Roar,
Fatal Frenzy,
Blood Reaction, pays you only while the mode is running, so a build that keeps falling out of berserk is running on flat stats.
What it asks of you is melee range in a zerg fight, held for long enough to land a primal burst. Our build's defence for that is thin and deliberate:
Stability and swiftness on an interval from
Balanced Stance,
Resistance on entering berserk from
Bloody Roar, Marauder vitality, and the heavy armour underneath. There is no block and no invulnerability in it.
Where it struggles is against a squad it cannot disable, and in fights that never commit. Both take away the same thing — the window in which a slow, telegraphed burst lands on someone who cannot walk away from it.