Transforms Burst Mode into an always-on Mayhem Mode, dealing sustained damage.

General Information
This guide is created by community members as a compilation of class related information. This is not meant as a new player guide; if you are a new player we suggest reading Maxroll’s Build Guides instead. If you have any feedback or want to help with class discussions, join our Discord! You can toggle builds you want to see at the top.
How does my identity work?
Berserker Identity
Like Slayer, Berserker has a Fury meter that is filled by hitting the enemy with any attacks, and can be activated once full to enter Burst Mode.
While in Burst Mode, you are provided with the following effects:
Burst Mode can be cancelled with the X key.
After Burst Mode ends, a non-removable exhaustion debuff prevents you from gaining Fury meter from attacks for 30 seconds, unless you have the Body Activation Ark Passive activated.
Transforms Burst Mode into an always-on Mayhem Mode, dealing sustained damage.
Focuses on quickly cycling in and out of Burst Mode, dealing frequent bursts of damage.
Transforms Burst Mode into an always-on Mayhem Mode, dealing sustained damage.
Focuses on quickly cycling in and out of Burst Mode, dealing frequent bursts of damage.
Core Information available >> here <<
Massively increase Dark Rush's damage. Activating Destiny makes Dark Rush always count as a back attack (17p only) + increase its damage.
Every core increases Dark Rush's damage in some way:
- Omni-directional as long as Destiny is active (17p only)
- Big flat damage increases but slightly longer cooldown
- Damage, crit damage, casting speed
Every damage increase line you see in our cores is multiplicative, not additive (except for cdmg on Star Core)!
This build is already playable at 14 points on all 3 cores but the damage increase you get by upgrading to 17p is immense. Upgrade order: Moon -> Sun -> Star.
Ancient core order: Star -> Sun -> Moon
Footage: YouTube
Pet: Crit
This is the strongest and most flexible build. It can be played with any amount of crit synergies. For each crit synergy you have, remove 1 point from both Strike and Boundless MP and put 1 point in both Limit Break and Unlimited Magick. However, some players might not like being capped at 80% crit, which is why the other two options exist.
Spec enough Swiftness to reach the movement/attack speed cap, then invest the rest in Critical. The amount of evolution points you invest in Critical or Swiftness will depend on your bracelet and whether you eat a feast. It is heavily recommended to eat a feast on Blunt Thorn builds to run extra Critical.
No feast: 932 Swiftness
Event feast: 641 Swiftness
Move points from Illicit Spell into Limit Break if you don’t have mana issues. This will allow the evolution damage to benefit Bleed/Poison/Awakening. However, this is a very minor optimization.
Transcendent Power should be run over Release Potential if you do not have bracelet points to upgrade Mutilate or the raid is short enough that cdr on our T Skill doesn't make a meaningful difference (around 5 minutes).
Synergy, Self Buff, Damage Skill
Highest Damage Skill, Mid-High Stagger
2nd Highest Damage Skill, Weak Point, High Stagger
3rd Highest Damage Skill
Main Damage Skill, Mid-High Stagger
Damage Skill, Counter, Mid Stagger
Damage Skill, Weak Point
Mobility
Damage Skill, Weak Point, Mid Stagger
This is the primary T skill for all builds that run the Strike node. While you do not have to land the back attack to benefit from Strike, we recommend trying to land the positional if possible to benefit from the inherent bonuses of hitting back attacks.
Blood Slash's cooldown is 10 seconds higher than Fury Method but its damage is slightly higher due to Strike and the Leap Tree nodes.
This is the primary T skill for MP Furnace builds because it has no back attack modifier and is therefore not affected by Strike which we don't use on MP Furnace builds.
Its cooldown is 10 seconds lower than Blood Slash.
Main hyper awakening for Mayhem, as it’s the higher damage of the two options.
Choose between Red Dust and Tempest Slash for the 6th damage gem.
What's the strongest build?
After the recent balance patch 111 (Dark Rush) is the strongest build. 333 + 222 are still good builds and are totally viable if you prefer their playstyle.
I'm always out of mana, what can I do?
- Use mana food / Azena's Blessing (mandatory)
- Use more Focus Runes
- Use MP Efficiency as an engraving (DOESN'T WORK ON DARK RUSH)
(1 % less damage than Cursed Doll + Master's Tenacity, 3 % less damage than Mass Increase)
- Pray for next balance patch lmaooo
Why are we not mixing Ark Grid Cores like other classes?
It's simple, because it's less efficient than using 111 222 333.
The slight exception to this being the Holding Ark Grid Sun Core, having this Core at 14 points activates Red Dust's Rage buff for 20 seconds if you can get any Moon Core to the point where you activate Destiny it's very valuable.
How does Supersonic Breakthrough work?
Your Attack- and Movement speed must be 140%. After you reach 140% on both, 30% of the excess beyond that point is converted to evolution damage, to a max of 24%.
This means you need a total of 26.66% excess between Attack- and Movement speed.
Examples of this would be:
153.33% both Attack- and Movementspeed (13.33%+13.33%)
160.33% Movementspeed and 146.33% Attackspeed (20.33%+6.33%)
These are the minimum values you need to reach to cap out Supersonic.
Having Mayhem active, grants you 15 % Attack- and Movementspeed.
Feast is always recommended to use and mandatory if you play the Supersonic Breakthrough Build.
General Minimum Swiftness Requirements to cap Supersonic (excluding bracelet AS/MS roll):
1330 Swift (+9% Yearning, 5% Feast, 3% AS or MS Wine)
1417 Swift (+9% Yearning, 5% Feast, No Wine)
1708 Swift (+9% Yearning, No Feast/Wine)