The build does not have the highest maximum value with a realistic benchmark of 33,435 damage per second (DPS). But it is quite easy to learn and very helpful for all groups.
The best thing about the Easy Power Banner Berserker is that you can save on equipment costs without sacrificing much power and almost always find a group.
This build is primarily targeted at raid beginners and is therefore a cheaper and somewhat more fault-tolerant version of the Power Banner Support Berserker.
In the first step you organize an (at least) exotic heavy armor with berserk stats (power, precision, ferocity). This can be bought for about 5 gold at the trading post or obtained from Keeper Jonez Deadrun in the Cursed Shore for 252,000 karma.
Keeper Jonez Deadrun can be found here, near the Murdered Dreams Waypoint [&BCIDAAA=]. If the waypoint is contested, the corresponding meta-event "Temple of Grenth" must be completed first. On Fridays, Saturdays and Sundays this event is regularly completed by players, otherwise some luck is required. Just check back every 30 to 60 minutes to see how things are going.
IMPORTANT: the Armageddon armor is soulbound upon receipt. So you have to go with your warrior to buy the armor.
After that you should buy armor runes. Ideal for this cheap build are Superior Rune of the Eagle. You need 6 runes of one kind (mixing runes generally makes for worse bonus effects). Then place one of the runes in each of your new armor pieces.
The Easy Power Banner Berserker plays with two weapon sets:
A particular strength of the Easy Power Banner Berserker is the large amount of break-bar damage a warrior can generate with two maces.
After that, you need Weapon Sigils. You can save a sigil because Maw of the Damned already contains a Superior Sigil of Force.
Place the sigils in the upgrade slots of your new weapons.
Jewelry has the greatest potential for savings. Buying the jewelry regularly costs about 23 gold. If you collect a few materials from Living World Seasons 3, 4 and Icebreak Saga together, you can not only save all the gold, but even get ascended (and thus better) jewelry.
For a complete equipment you need: 2x accessory, 2x ring, 1x amulet and 1x back piece. In contrast to the runes you can mix freely here (e.g. 2 ascended and 4 exotic pieces).
IMPORTANT: Ascended trinkets are "Unique". This means you can only equip one piece of jewelry with the same name at a time. So make sure you buy two different ascended rings and two different ascended accessories.
There are many different ways to get your ascended parts. For example, if you don't have enough laurels or ectoplasm orbs for Althea's Ashes, you can get another Accessory for 375x Eternal Ice Shard + 56,000x Karma. It's best to find out which trinkets are best for you to obtain.
You can play this build completely without buff food as long as you get the "Spotter" effect from your druid. However, your damage will increase when you use food.
To be safe, you want to play with food that gives +100 precision and +70 ferocity:
If you have a Heal Druid in your sub-group and are willing to spend a little more money to increase your damage, you can play with food, which gives +100 power and +70 ferocity:
In addition to food, there are supply effects (also called wrenches because of the symbol). You can always have one food effect and one supply effect at the same time.
You have three options:
All three have the same effect for raid battles. Due to the longer duration, the potent superior sharpening stone has the best price-performance ratio.
Deals some damage to nearby enemies and gives you a stack of Might per enemy hit when you dodge.
Helps to lose less damage when you dodge in combat. But has no relevance for the DPS rotation.
Gives you 5% more damage.
Your F1 skills restore 15 endurance on hit, allowing you to dodge a bit more often.
You get +120 power and a 50% chance on a critical hit, which is almost every hit on this build, to get a stack of might.
You get an additional +10 power for each stack of might on you. This translates to a bonus of +250 power for the maximum number of 25 stacks.
Decapitate (Axe F1) and Skull Grinder (Mace F1) deal 7% more damage.
You get 5 adrenaline when you switch weapons, which is 50% of your required adrenaline for an F1 skill.
You get 7% more damage and a 25% increase in movement speed while you have swiftness.
Weapon switch is available faster and can now be used every 5 seconds.
One of the most important features of the Banner Warrior. All banner effects that affect you are doubled.
You thus gain +200 Power, +200 Condition Damage, +200 Precision, and +200 Ferocity (instead of +100 each). Even if you play without banners and someone else places the banners for you, this effect works.
You get two stacks of Might when you switch weapons. Your F1 skills have a 15% reduced cooldown.
You generally get +120 ferocity and an additional +240 ferocity because you wield two axes. Your axe skills have a 20% reduced recharge time. Critical hits, which are almost all hits in this build, give 2 adrenaline.
Unlocks the Berserk mode. By activating Berserk mode (F1) you can use Primal Rage skills (Improved F1 skills of your weapons).
Berserk mode lasts 5 seconds longer.
When activating the Berserk mode, you get quickness and super speed.
You get a ferocity bonus equal to 7% of your precision (about +150 ferocity on the exotic gear). And twice that amount as long as you are in berserk mode.
In Berserk mode you have +300 power and +300 condition damage. But you lose -300 toughness, which doesn't matter in the raid. And with many bosses it even prevents you from being selected as a tank by the boss.
You deal 20% more damage in Berserk mode.
Your axe autoattack is a chain of chop > double chop > triple chop.
Chop produces a single hit, Double Chop 2 hits, and Triple Chop 3 hits, with the last hit of Triple Chop dealing greatly increased damage. Hits up to 3 enemies at a time.
It is advisable, if possible, to always use the complete chain and not to break off the triple chop.
A good attack that can hit multiple enemies. Hit enemies get 3 stacks of vulnerability each. This attack is a combo ending whirl.
A good attack with higher range and two charges. The first time you use it, one charge is consumed and a short cooldown is triggered while the second charge slowly recharges. If the second charge is also consumed, you must wait for one charge to recharge before using the skill again. If your opponent is low on life, this attack deals more damage.
A good attack that can hit up to 3 enemies and gives you quickness if successful.
A very powerful attack that hits up to 5 enemies 15 times. You'll want to use this attack only in Berserk mode because of the significantly increased damage. It is one of the strongest skills in your rotation.
Starts the Berserk mode. Your goal is to be in Berserk mode as often and as long as possible to benefit from the increased damage. When you are in Berserk mode, your F1 skill will change to Decapitate (Axe F1) or Skull Grinder (Mace F1) depending on your current weapons.
Deals very strong damage and grants 5 stacks of Might and has no cooldown when it hits. It is one of the strongest skills in your rotation. You only need to build up 10 adrenaline after a hit and you can use the skill again. This build is designed to generate those 10 adrenaline as quickly as possible and use decapitate as often as possible.
This skill deals 200 breakbar damage, which makes it good for CC.
Your mace autoattack is a chain of smash > bash > pulverize.
All three attacks are rather weak, but can be used to cover the time until you can switch back to your axes after a CC phase.
With some practice, this can be a powerful tool to prevent lethal damage (such as the Mindcrush skill of the boss Deimos). For about 2.5 seconds, the next incoming attack is blocked. Together with Aegis you can even block two attacks within a very short time.
This skill deals 100 breakbar damage, making it good for CC.
A weaker attack that can be used to cover the time until you can switch back to your axes after a CC phase. It also inflicts a greater amount of vulnerability.
This skill deals 300 breakbar damage with very high range, making it very good for CC.
Good healing skill that is an integral part of the DPS rotation. When used within Berserk mode, it extends it by 2 seconds. It ensures that you get 10 adrenaline and that Decapitate (Axe F1) and Skull Grinder (Mace F1) are instantly recharged. You therefore want to use this skill only in Berserk mode and preferably immediately between two F1s.
A passive skill that gives you +180 power. The active effect does not matter in Raid. You don't need to activate the skill. The passive effect is much better for your DPS.
A banner that gives +100 power and +100 condition damage to the entire raid group as long as it is in range. To provide the group with the effect continuously, you must pick up the banner. If you want to play it safe, pick up the banner when the skill's cooldown is <30 seconds and >20 seconds. If you had Alacrity throughout, you can wait until 10s.
A banner that gives +100 precision and +100 ferocity to the entire raid group as long as it is in range. To provide the group with the effect continuously, you must pick up the banner. If you want to play it safe, pick up the banner when the skill's cooldown is <30 seconds and >20 seconds. If you had Alacrity throughout, you can wait until 10s.
You stun yourself, deal 300 breakbar damage to your opponent and get 30 adrenaline. You use Headbutt to get immediately into Berserk mode at the beginning of the fight. And in CC phases, when a lot of CC is needed.
The most important thing about any Guild Wars 2 build is the rotation. You can have the perfect gear and carry the right skills, if you don't master the rotation, a player with worse gear and better rotation will always do more damage/DPS than you.
Most build guides for Guild Wars 2 on the internet are created by speedrun guilds and are designed for players who want to achieve maximum damage through lots of practice. However, the raids can also be defeated with significantly less damage. Also, not every player has time or desire to practice the rotation for several hours a week. To play a rotation to perfection, hours of practice are unfortunately necessary. However, if you understand the rotation well, just a few hours of practice are enough to play the class well enough for relaxed raids and beginner raids.
The rotation is completely built around the skill Decapitate (Axe F1). This is the skill with the highest DPS and should therefore be used as often as possible. Since Decapitate has no cooldown when it hits, the rotation is mainly to build up 10 adrenaline to use Decapitate, then build up 10 adrenaline again and use Decapitate, and so on.
Every hit of an attack brings 1 adrenaline. Critical axe hits bring an additional 2 adrenaline. In order to build up enough adrenaline, this skill is therefore dependent on a high critical hit chance. If one third of the hits are not critical, you lose a lot of DPS.
Decapitate (Axe F1) is almost always a critical hit and thus restores 3 adrenaline itself.
This leaves 7 adrenaline points that are missing for another use.
The ideal rotation consists of an opener, where the first berserk mode is prepared. And then two loops, which are always repeated to cause a high damage for a long time.
Before the fight
Loop: Berserk mode
Loop outside the berserk mode:
Repeat Auto-Attack chain until Berserk (F1) is available again, then Loop: Berserk mode.
During the fight
Warriors with maces are very good at generating breakbar damage. Therefore, one of the Easy Power Banner Berserker's tasks is to break Breakbars (actually Defiance Bars) quickly.
The most efficient order of your CC skills is:
This rotation deals 1100 breakbar damage in less than 4 seconds. This equates to between 24-55% of the total breakbar for most raid breakbars.