Power Berserker

A melee Berserker on Marauder and Berserker'sHammer and Greatsword, berserk mode held open, Battle Standard to rez the pile.

This is the Warrior spike that arrives in heavy armour with crowd control in front of it. It brings no boon strip and no healing: it is here to hit, to disable, and to pick the squad back up when a push goes wrong.

Why these traits

Berserk mode is the build, so everything points at getting in and staying in. Bloody Roar adds strike damage while you are in it and hands you Resistance on the way in; Fatal Frenzy adds power; Blood Reaction converts precision into ferocity and doubles that conversion in berserk. Smash Brawler extends the mode every time a primal burst lands, and it is the only trait here that does — Blood Reckoning and Sundering Leap extend it from the skill bar, which is why both are slotted.

Burst Mastery feeds bursts back into the loop and gives swiftness, which Warrior's Sprint turns into strike damage; Berserker's Power scales the burst itself off your adrenaline, and Forceful Greatsword doubles its power bonus in your hands. Peak Performance is here for its flat damage only — no physical skills are slotted, so the rest of it never triggers.

Gear reasoning

Marauder and Berserker's: the vitality on Marauder is the difference between spiking into a melee ball and dying in it. Deadeye is power and ferocity — its final bonus is the only precision in it — so nothing is spent on duration you would not use.

Force is flat damage, Fire adds a blast on critical hits, Bloodlust stacks power off kills, and Hydromancy pays for the weapon swap between Hammer and Greatsword that you make anyway. Thief stacks strike damage from weapon skills with a recharge, which is all of them. Signet of Fury is precision while it sits there and adrenaline when you press it.

Battle Standard is the reason a commander keeps you when the push goes badly: it revives fallen allies and finishes downed foes.

When not to run it

Hammer control is only worth its slot against a squad that can be controlled. Into heavy Stability you are swinging a slow weapon at people who do not care — Power Spellbreaker strips that stability first, and its damage comes from the stripping rather than from the disable landing.

Berserk also has to be entered and then held open, and Smash Brawler only extends it when a primal burst hits. In a fight that is a series of short pokes and disengages rather than one commit, you spend most of it outside the mode the whole build is built around.

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