The direct damage is the Warrior build that delivers pure direct damage instead of banners.
The result is a build with high burst and moderate area damage that can be played on most bosses.
Unfortunately, the Berserker doesn’t have anything to help the team other than some CC &Bod2AAA=, so it is rarely played in a speedrungroup.
The &AgHyYAAA is always played when you can permanently flank the boss (i.e. attack from behind or the side).
This build is adapted to &B/gDAAA= and can compensate its absence with &AgHGMAAA if necessary.
You should use the &AgEEYQAA if you cannot flank the boss and you have the &B/gDAAA=-Buff.
The &AgGTYAAA is played whenever you cannot permanently flank a boss (i.e. attack from behind or from the side) and have no &B/gDAAA=-buff.
Alternatively, instead of the Strength Traitline, the Discipline Traitline can also be played.
The written rotation is created automatically from the priority list.
The goal of the rotation is to stay in Berserk as long as possible.
The combination of &Bod2AAA= and &BjJ2AAA= is important to keep your &BuN2AAA= mode as long as possible. Since &BjJ2AAA= only has half the cooldown, you should use it once directly on cooldown without &Bod2AAA=. You should also use &BvV0AAA= on cooldown.
To stay in Berserk for as long as possible, you should always combine as many skills as you need to get enough adrenaline for &BoN4AAA=.
Good combinations are (in descending priority):
The two axes must be distributed between the two weapon sets to gain adrenaline by switching weapons. Alternatively, the DPS build can be played with a mace in the offhand of the second weapon set, allowing you to switch for damage when needed.
You can also play a greatsword for mobility and a small damage boost at the beginning of a phase.
However, with both variants, you lose the ability to integrate the weapon swap into the rotation for adrenaline.
If you have two Power in your party, they can both carry a banner with them. In this case, the DPS build does not use &BkQ4AAA=.