Berserking questions

  1. Does “+X% berserking duration” affix apply to berserking cap?

I know that berserking cap is 5 secs, 10 secs with unconstrained passive. But for increases of “berserking duration” from paragon nodes or gear affixes, does that apply to the berserking cap, or only for berserking time accumulated? For example:

I use a skill and gain 3 secs of berserking and my cap is 10 secs with unconstrained. With 20% increased berserking duration, is it:

A) 3.6 secs out of 10
B) 3 secs out of 12
C) 3.6 secs out of 12

  1. For Supreme Wrath of Berserker, getting a multiplicative damage buff for every 50 fury spent, that effect is only while WoTB is active. But when WoTB ends, are all those accumulated damage buffs still active as long as you maintain berserking?

I have perma berserk with double swing, and trying to decide that if the damage buffs remain as long as I maintain berserking, then WoTB is like a must have in my build. If not, then WoTB is worthless.

  1. No, it’d be A

  2. No, it’s over after its over.

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My experience is that it will not increase the cap. It only makes it quicker to reach the cap.

Personally, I have found that I do not really need any berserking duration to stay in berserking when it really matters.

I run a double swing berserking spec. While I was leveling, I ran lucky strike % on core skills to trigger vuln, and used the double swing berserking extender to maintain my berserk. This made it super easy to reach the full 10 seconds of unconstrained, but I don’t think it ever went longer than 10 seconds regardless of berserking duration.

Once I got the maxed out 40% lucky hit chance on Core ability to extend berserking, and I put lucky hit % on my gloves I was able to swap my double swing off berserk duration and over to inflicting vuln damage for 1 second. This also allowed me to drop the lucky hit on cores to trigger vuln… so it was a win win… more vuln uptime and 3 extra skill points.

My lunging strike can trigger berserking, and my steel grasp can trigger berserking, and my core attacks generally keep berserking going long enough while the combat is going. I don’t always maintain it for very long after the fight ends, but as long as I don’t end the fight with low fury it’s easy enough to start berserk again and maintain it through the next fight… sometimes if my fury is a little low between fights I’ll hit pots and stuff to build it up a bit while on my way to the next fight, lol.

In my personal opinion, even on a full uptime berserker build, I don’t have enough space to fit berserk uptime on my gear.

Pete summarized it succinctly. Also, a lot of sources are not conditional for Berserk and there is a hidden cap on Berserk Fury gain Aspect. You would think you can push Fury gain really high with all of the modifiers, but they cap out. Surprise! Hidden wall.

Berserk is highly overrated and odd mechanic. It would be way better if it just procced based on things like becoming Injured, Critical Strikes or Overpowers etc. Having it tied almost entirely to Skills and Lucky Hit feels bad.

The same goes with Fury gain. Why do you not generate Fury when you get hit. Pretty sure getting hit in the face is going to piss you off.

I mean movement speed by itself is usually good enough to justify getting it where you can. Add resource generation and DMG reduction, idk it’s fairly good and almost required for those not running shouts. Could it use an overhaul, maybe but I wouldn’t say it’s overrated. I use on Leap and Death Blow, have enough duration to get 5 seconds for each use and find it’s pretty build enabling since I get fury while berserking.

I wouldn’t say it’s overrated, but it’s a mechanic that favors certain playstyles over other playstyles. It “is” the lucky hit build IMO for Barbarians. It doesn’t increase damage by a ton compared to something like unbridled, but it does enable a bunch of things to happen, and many of the best are on lucky hit related.

All of my fortification comes from steadfast berserkers aspect. It’s literally the only thing I run to generate fortification. When I’m berserk, I do bleed damge, and this means without focusing on bleed damage in any other way, I can use the lucky hit to stun bleeding mobs and benefit from any other aspect/glyph/node related to bleeding mobs.

Also, since I’m now stunning everything I attack with a lot of consistency, I can boost my damage versus stunned mobs and my double swing refunds more fury than it costs, so I can just spam it all day and benefit from edgemaster and limitless rage while doing it.

There’s a couple other things you can do with berserking, but those are the aspects that enable my particular build, and it works great for me. If charge felt a little better or if I could put unstoppable on leap, I might swap Iron Skin for one of those and pick up the cooldown reduction on brawling skills while berserking, but currently I don’t think it synergizes well for me.

Overall, I think berserk is what enables me to run higher tier nightmares without any shouts.

You are playing lucky hit/hota but You’re using the berserker passive instead of unbridled?

I’m playing double swing. Not a fan of HOTA personally. I double swing more than I basic attack by a large margin and maintain 70-100% attack speed throughout… generally with max fury for edgemaster and high benefit from limitless rage… I think I get the max benefit from limitless rage versus a stunned mob on every double swing, so that’s my 30%x damage boost right there where with unbridled I’d be staying max fury versus a stunned mob, but I wouldn’t be generating much if anything above max like I do now.

I tried unbridled for a bit. It worked for short damage bursts but not nearly as consistent with maintaining max fury and maintaining berserk.

Ahh ok, yep that’s the way to go. I’m playing hota and I wanted to try and drop unbridled so I could spam for more lucky hits but I decided it wasn’t worth it

Let me clarify, you want Berserking, but you are better off treating it as a conditional and always active. The damage bonus it provides as a bucket, is inferior to Vulnerable/Crit Damage and Core Damage. The Capstone Unconstrained is overshadowed by Unbridled which gives a massive Additive force multiplier to your Core Skill damage. Giving you 10 seconds instead of 5 seconds is a very weird and underwhelming effect when you have so many things that guarantee trigger Berserk and extend its duration. Capping the length of the buff is kind of, eh. If Unconstrained worked differently and Berserk Damage Bonus was calculated differently, maybe that would change things.

The Damage bonus of Berserking is not about the Raw damage bonus, but all of the other less measurable bonuses it provides in addition to the damage bonus. Attack speed, Bleed Damage, Runspeed, Fortify, Stuns and more (some of these are dependent on aspects or legendary nodes). Also, while I do focus on Core damage, all my damage and not just my core damage benefits from unconstrained. I hit basic attacks for 200k+ regularly.

I would agree that Unbridled beats Unconstrained in pretty much any build if you can guarantee Berserker uptime running Unbridled, but I do not believe you can maintain berserking with Unbridled unless you build for that specific purpose, which means you’ll be using specific skills to trigger and maintain berserking (such as deathblow)

For my build, maintaining Berserk requires spamming core skills… lots of core skills, and Unbridled means less Core Skill usage but more damage with those core attacks. I can maintain berserking with Unbridled in a big fight once I get the ball rolling, but I can’t maintain it versus a single mob or even a smaller group of mobs… it’s not consistent, so I choose Unconstrained. That way whether it’s a single trash mob or an elite, I know if I use my core attack to kill it quickly I’m not going to be screwed and out of fury for the next mob that comes along.

Yes I would agree Unconstrained is overrated or very undertuned compared to the other passives. If they had given it some damage reductions or other benefit it would be at least an ok choice for some scenarios.

Respectfully, you are wrong on #2. (maybe its been changed in a patch since you posted, IDK, but current game state what you said is not correct)

You can only build the +25% damage increments (Supreme) during the initial WotB duration, but you maintain the extra bonuses as long as you maintain berserking. And every single time the WotB cooldown comes up again you can further increase the damage, so long as you maintained the berserking buff with constant up time between WotB usage. I’m achieving 2x to 4x damage by keeping berserking going through many CD cycles.

I.e. Pop WotB, spam double swing, gain +50% or +75% extra damage. Maintain the berserking for 60 seconds, pop WotB again, gain another +50% extra damage, you now have +125% or whatever it works out to. My best run is maintaining it for 4 WotB uses, so over 3 minutes. Having very high movespeed is one of the most significant factors in keeping WotB up, as well as utilizing shift double swings to attack nothing to keep the buff rolling when the gap between the last fight and the next fight is too far. You should be able to make it at least 15 seconds between fights with good timing.

It’s especially easy on world bosses, or dense events like legions or helltides.

Berserking durations primary use is, when it gets high enough it allows you to switch from furious double swing + pressure point to violent double swing + relentless aspect, freeing up 3 skill points and guaranteeing vuln every single swing.

This build thrives on ultra high movespeed (you will run faster than someone on a horse) stacking attack speed, lucky hit stun chances (skill+aspects), using 1h sword technique, and running 2 maces as your actual weapons. And utilizing shared misery and the knockdown devious heart (knockdown and stun both refund double swing, sword technique makes double swing refund more than it costs quite often).

Wait, it really works like this? You can snapshot your damage bonus from WotB and it’ll stay as long as you keep berserking? That seems… REALLY strong. Why don’t I see more people running this?

Because rn youll need 2-3, even 4 wotb windows to do comparable dmg to unbridled.

The main upside is the extra unstoppsble and youre not fury starved all the time. But at some point UR is just a more solid choice.

Youre also always ona timer. Its not always easy tp keep it going if density is low, youre back tracking or doing objectives.

With the patch ita going to ramp faster, but the density is also a straight buff to it to keep it going.

Now with the 2 buffs

This is only true if most of your damage comes from your core skills, right? I’m using Deathblow, so I’d rather have +60% damage to everything than +135% damage just to core skills (even before the doubled fury cost).

Sure, but outside of cores youre limited in fury spending, which you want with wotb. Fast fury buildup and fast fury spending.

I think its bugged, in the sense that it doesnt trigger multiple times with lets say a Kick fury dump.

Invigorating Fury is also bugged in this sense. It will only proc once per instance, despite the amount of fury spent.

More fails and bunk interactions for Barbs.

Imagine if our stuff worked? That’d be pretty cool, eh?

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How about this: Berserk automatically happens after a certain damage taken threshold, then goes on CD.

if you keeping getting attacked and angrier and angrier, pop goes the lid on the pot of boiling water.

Berserking should just… always happen after receiving X damage. Then it/you cooldown. Then you get pissed off again, berserk triggers, rinse and repeat.

So instead of a berserk ultimate, it’s a passive. Or something I dunno .

But that seems to make more fantasy and class sense then going berserk in the middle of an empty room because you accidentally pressed the wrong button lol

It is very strong, at least in the mid game. It’s gotten even stronger with the buffs in the latest patch, but they were unnecessary in my experience, ofc im not complaining about the buffs. I run 100% berserk duration atm so every double swing grants 4 seconds of berserk. Violent double swing is not viable though, you have to keep furious double swing to extend berserking without mobs around. I am not level 100 so I can’t say how it works in t100 dungeons. I’m in the 70s and blow through nightmare dungeons that are xp capped for me (10 levels higher than me) atm tier 30-35 dungeons. I hit for about 100,000-500,000 per double swing and swing quite a few times per second while I’ve got everything rolling. I kill nm dungeon bosses that are around level 85 in a few seconds, usually before they can do any scripted abilities. I’m going to try integrating berserk ripping and anemia now for more stun contagion. This is the most fun I’ve had playing a diablo game in 20 years. The barb is a monster that gets progressively stronger the longer it swings with no limitation. Now, if only the movespeed cap was even higher. Everything about this build worked before the most recent patch, it is however, about 20% stronger post patch.

FWIW when I am out in the world I do not use a horse since running around with berserking is faster than a horse. Mob density is no issue, the guy posting above about it doesn’t know what hes talking about. I can literally stand still on an empty spot on the map and keep berserking going indefinitely with no mobs around. What little I’ve seen of the forums makes me think I’m either not high enough level to hit a wall yet, or many barb players don’t see the synergies blizzard put in front of your face. ATM I am 75.

This is a 0 shout build.

It would be great if blizzard would have altered battle trance to increase the frenzy buff to 10 seconds, or even more. It would also be great if blizzard could fix the wall prioritization bug for melee, as it is currently stopping auto swings when mobs are near walls and pillars in certain corners of the screen. Literally prioritizing the wall over the monster beating on you.