The Condi Banner Berserker is a hybrid of support and DPS. Unlike the Power Banner Berserker, the Condi Banner Berserker deals condition damage and can kill distant adds with its large firefields without suffering damage. For these reasons it is the preferred build on some bosses.
To master this build, in addition to your DPS rotation, you will need to learn how to place your banners correctly, time your Berserk mode, and cleave ads.
Your main task as a banner warrior is to set up &BkU4AAA= and &Bus4AAA= to buff your whole group.
In certain situations the &BlM4AAA= is also used to distribute .
The radius of action of all banners is 600 units, which is exactly the maximum range when they are set up. The radius is indicated by a fine white ring ( like Ranger Spirits).
Since this radius is large but not inexhaustible, you should always be aware of where your party will move to next and place the banners between your current location and the target point.
Once set up, your banners will last for 60 seconds, and you can set them up every 80 seconds, which is equal to every 64 seconds.
You can also pick them up to reduce the recharge time by 60 seconds, which is useful for group movement or in between to avoid running out for 4 seconds.
Overall, banner placement will always take precedence over your rotation, as the value of banners to your party is nearly half a DPS player, which you can’t even compensate with a perfect rotation.
As a Berserker you don’t have the typical warrior salves, but only the Berserk mode and the primal salves.
Berserk mode requires 30 adrenaline to recharge, which is usually done by &Bod2AAA=.
All other bursts need 10 adrenaline each, but thanks to &B0IFAAA=, &B4gFAAA= and &B3kGAAA= this should not be a problem.
Berserk mode is your biggest source of damage and the key to your rotation, as it gives you access to &BuN0AAA= and &Btp3AAA=, which account for a large portion of your damage.
By default, your Berserk mode lasts 15 seconds and only needs to recharge for 11 seconds (thanks to &B4kFAAA=), which can be shortened to only 8.8 seconds with .
In general, you will want to stay in Berserk longer to take advantage of the benefits.
You can do this by using rage skills during Berserk mode, as these will lengthen it.
This table shows the lengthening of each skill and the lengthening per cooldown:
So when you play the typical build, Berserk mode lasts 25 seconds and then has 8.8 seconds downtime.
Finally, Berserk can be extended once by 5 seconds by playing &BwEIAAA=, but without the damage of &B/cHAAA=.
If you are on a good team and know the length of each boss phase, you can delay your Berserk in some intermediate phases to finish a DPS phase with the Berserk.
As mentioned in the introduction, the Condi Berserker’s ability to kill more ads at a distance is his unique selling point.
To do this, you must align yourself so that the boss and the ads are in line in front of you, and you both hit them with your longbow F1 or sword F1.
If you have trouble aiming at long range, you can also fix the ad yourself. Of course, you will have to be careful to hit the boss.
In addition to killing the ads, Cleave also gives you the advantage of stacking on top of them, increasing your condition damage, so you should do it at every opportunity.
One thing to keep in mind is that when cleaving, you trigger &AgHwXwAA by hits, which reduces your damage to the boss itself.
To avoid this, it is worth using a &AgGQrwAA bow for bosses with a lot of cleave.
Skills
The Base Warrior has no utility skills that are helpful for Coni damage, which is why the Condi Warrior only plays banner and rage skills.
&Bnp1AAA= is the only Rage utility skill that deals Condi damage directly and is therefore the default.
&BvV0AAA= is an alternative to &Bnp1AAA= for some bosses, which extends Berserk and brings CC equally, but does not do direct Condition damage.
&Bu11AAA= is not only the sole rage-healing ability, but by recharging the primordial salve, it is also important for the rotation.
&Bod2AAA= is used for a quick start and your CC, but is relatively useless in situations without CC and can be replaced with &BlM4AAA= if it is more useful.
&BlM4AAA= gives the whole group , , and about 3x . It can also resurrect allies that have been struck once during deployment.
Other skills and their benefits:
&BvR0AAA= removes 2 conditions, which costs a lot of damage but can be useful for Dhuum, for example.
&Bh44AAA= can be used for mobility.
&Bqg4AAA= can immobilize an enemy.
&Bi04AAA= is an explosion finisher
&BqE4AAA= causes bleeding in enemies<50%
Traits
&B0IFAAA= will give you a condition damage buff for each critical hit.
Because of this feature, you will want to clear more targets whenever possible.
&BzUFAAA=/&ByQFAAA=
Blade Master grants you expertise and improves your sword with lower cool downs and more Condition damage.
You can play &ByQFAAA= in the same slot if your party has no other source of (especially or the &Bs0wAAA=), but this will greatly reduce your damage.
Last Blaze / Smash Brawler
In general, you play &B/cHAAA= to do extra damage with your 2 Rage skills that you use regularly.
If you find yourself in a situation where you need a slightly longer Berserk, you can play &BwEIAAA= instead, as mentioned above.
&B/YHAAA=
Among other things, this trait allows you to explode Fire Auras for extra damage.
Since the rotation has the Rage skills already scheduled for this, this trait generally has little effect on your play. An exception to this is during intermediate stages, where you can use &Bh44AAA= (a jump completion) to get an Aura without sacrificing attacks.
Because of the armor traits and the short phases it is rather worthwhile to play Power Banner .
If your group still needs Condi players for the , you can play Condi here.
If your position allows it you can try to clear the seekers with &Btp3AAA= or &BuN0AAA= to benefit from &B0IFAAA=.
Also, if the coolowns are correct, you can use your &Bnp1AAA= to block the teleport.
In an emergency, you can use your &Bqg4AAA= to help stop the .
You should remove your banners after each phase.
Your most important task here is to clear the orbs during your rotation.
You should also keep the &Bod2AAA= for the CC.
For the split phase, you can pick up the banners and place them where you will kill the last spirit.
In case of emergency, you can immobilize the spirit with &Bqg4AAA=
Here you can again clear the occasional adds and later Cardes flame towers to increase &B0IFAAA=.
You will probably be assigned to a cannon. To get to it faster you can use &Bh44AAA= and if you are up, you can come down early as the cannon will die by condis. Using &BqE4AAA= once in 50% or more and then leaving the cannon is safe.
Be aware that your &Bnp1AAA= is a reflect.
When the boss makes his jump and shoots projectiles, you should NOT reflect them.
During his dome attack, however, you may be able to save the team after your original reflect has died.
Here it can also be worthwhile to play &Bod2AAA= if the team CC is bad.
Otherwise you can use your &Bh44AAA= to quickly take care of mechanics.
Be careful not to reflect the boss’ projectiles with &Bnp1AAA=.
Since you won’t need to break any , you can take &BlM4AAA= to rescue players who were teleported away and died to projectiles.
Try to clear as many of the statues as possible to keep them away from your team and use your &B0IFAAA=.
Here you can and should again cleave important mobs like Saul and Pride.
You have to set your banners depending on your tactics.
If you run in a circle you can place your banners somewhere between your current position, the middle and the next position.
If you are running in a smaller triangle, place it in the middle of the triangle, and if you are stacking in the middle, then there.
If after 40% pride appears you can immobilize it with &Bqg4AAA= if necessary.
Otherwise you can block the mindcrush with your &Bnp1AAA= in case of emergency, which requires a very precise timing due to the short block time.
At the beginning you must use &BuN0AAA= to clear the worms to reduce the incoming damage onto the group.
In general, you will need to move around a lot and take your banners with you, so it’s a good idea to place them a little closer to the centre of the group, as it’s easier to reach them when you move around.
While moving it is difficult to maintain damage, you can either use &BuN0AAA= if the boss is moving towards you or &Btp3AAA=, which makes you relatively independent of the boss’s movements.
Apart from that, with good timing of &Bnp1AAA= you can save yourself some dodging.
You will probably have to take green 1.
Use your &Bh44AAA= to get to the green quickly and also to get away from it.
After the first Greater Deathmark you can clear the spiders from the the southern reaper.
If you need to drop another bomb just before the Greater Deathmark due to poor bomb management, you should keep your &BvR0AAA= to get rid of the .
You should bring &BlM4AAA= on the off-chance you can rescue someone because &BtN9AAA= is useless here, since there is no and you can easily stack your adrenalin in the pre-event.
Remember to take your banners with you when you leave each platform.
Use your &Bnp1AAA= to block attacks like Kenuts Wave or Nikares Geyser.
The banners can be placed in such a way that they capture one of the kiters as well as the main group just about as well, use that.
Otherwise you can block the , which Qadim does after destroying a pylon.