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style="font-weight: bold;">Berserker Guide Contents
3.0 - Combat Methods
The main role a berserker will play is the main tank. Berserkers happen
to make fabulous MT, and are arguably the best in game. Personally, they
would be one of my first choices for tanking.
But there is more to tanking than your class choice. To be an effective
tank, you need to be aggressive, decisive, and very aware of your surroundings,
group potential, and your own limits. Main tanks usually end up being the
group leader. They typically decide what to kill and when, and as such,
group members will depend on you to know what you are doing, and to keep them
safe. A tank that doesn't know what he/she is doing, can bring the whole
group down fast.
3.1 Tanking 101
Okay. So you've chosen to play a berserker, so you have the basics to
be a awesome tank. The rest is knowledge and skill.
Leadership
Tanks
tend to be the leader in battle. You are the first one in, the aggressor,
and the protector. Great tanks have one thing in common, and that is the
ability to make quick decisions and logical choices. If you go running
into a dungeon, whacking away at everything that comes into your path indiscriminately,
your group will be quickly headed to a full group wipe. Be wise and choose
carefully. Don't lead your group somewhere that is far above their skill
level, and if you don't know the skill of your group? Test it out and stay
on the side of caution. Because while killing mobs that seem too easy may
feel like a waste of time, over estimating your groups potential and
wiping terribly, is a bigger waste of time and just causes your group to lose
faith in you. No one likes dieing.
Pulling
Pulling mobs is an
art form. One that I still haven't mastered, but I'm getting there.
My preference has always been to plant my group somewhere safe, and bring the
mobs to them. This gives me a certain amount of control over my
surroundings. It's not always possible though.. Inside a dungeon,
there aren't always safe spots to be. But you definitely are going to want
to clear out any mobs that path (mobs that do not have a static location, that
roam an area) so that you don't have to deal with them running into your group
later while you are in the middle of fighting something else. After that,
simply remember where you are and where you have been and keep an eye on
re-pops. In dungeons, you are probably going to want to keep moving
along. If you do plan on camping an area, keep your group out of traffic
and spawn locations.
Another pain with pulling is grabbing more mobs than you
intend to. Those darned friendly mobs that just love to bring their pals
to the party, they have killed me and my groups more often than I could
count. A little trick that I have learned in my time as a main tank, is to
proximity aggro mobs that are within friendly aggro range with their
friends. If I taunt one, I'm sure to get the other, but if I slowly scoot
up into aggro range of the one closest to me, more often than not, I can get the
attention of just my target. Then I simply back up to my group and taunt
away once it's safely away from other mobs. It's a nifty little trick for
sure.
Aggro Control
The main job of the main tank is to take and keep
aggro off of all of group members. Berserkers have a nice range of
different hate building combat arts at their disposal, both single target
taunts, and full encounter taunts. These should be used, and used
frequently. Just because you start out with aggro, doesn't mean you will
keep it, so you have to keep using those taunts and building hate.
Otherwise that blast happy wizard in the back is sure to grab the attention of
whatever you are fighting, and those mages go down FAST. If you have a
group member that is pulling hate away from you quicker then you can build it,
there is nothing wrong with asking them to take it easy for the first little bit
of the encounter while you establish yourself. Be careful of those priests
too. If one tosses up a ward right off, they will likely get beaten a
little until you can grab back aggro.
Single target encounters are cake to
keep aggro on. Generally just taunting at regular intervals is enough to
keep the hate towards you. It gets a little bit trickier with multiple
target encounters. You will have something targeted, and everyone will be
assisting you, but then there will be someone putting out AoEs that may nab the
attention of another mob in the encounter. The best way to combat this is
to switch targets and spread the love. Cycle through all the targets in
the encounter, and taunt each one of them singly, along with using your full
encounter taunts. This will go a long way in keeping all mobs on you, and
off of that silly AoE happy backup tank Shadow Knight that thinks he can tank,
but really can't.
So those are the basics of main tanking.
First and foremost, you want to have fun. And having fun happens easier if
everyone knows their job, and does their best to do it properly. Good main
tanks are remembered and sought after. Berserkers most definitely have the
ability to be great tanks, the rest is up to you to know your class and learn
your skills!
3.2 - Combat Abilities Progression
This gives you a break down of your combat arts, what they do, and when
they are upgraded. It's a good format to see what line of skills you may
wish to upgrade, and which are of less use to you.
Self Buffs & Stances
Greatly
increases defense, parry, physical and cold damage mitigation at the cost of offensive melee skills and combat attack damage |
Defensive Stance (4)
|
Mercenary Stance (16)
|
Reckless Stance (30)
|
Unflinching Will (44)
|
Courageous Will (58)
|
Determined Will (72)
|
Increases
the berserker's offensive melee skills and grants a chance to attack all nearby enemies in an encounter with each melee attack, but at the cost of decreased defense skill |
Uproar (4)
|
Fury (22)
|
Unbridled Fury (50)
|
Unrestrained Fury (64) |
Abandoned Fury (76)
|
|
Increases
the physical mitigation of the berserker in exchange for decreased movement and attack speeds. Also grants a chance to snare nearby opponents whenever the berserker strikes in melee |
Hunker (13)
|
Wall of Fury (27)
|
Wall of Rage (55)
|
Wall of Ferocity (69) |
Wall of Madness (79)
|
Group Buffs
Increases
the strength of the berserker's group |
Bloodthirst (9)
|
Bloodlust (23)
|
Tides of War (37) |
Berserk Cry (51) |
Roar (65)
|
Rouse (76) |
Increases
the physical defense of the berserker's group against slashing, piercing and crushing attacks for a short duration. Defense versus crushing attacks is especially improved |
Disorder (12)
|
Anarchy (40)
|
Chaos (54)
|
Mayhem (68) |
Anarchism (79)
|
|
Increases the in-combat health regeneration of the berserker's group |
Screaming Rage (19)
|
Screaming Fury (33) |
Destructive Rage (47) |
Combative Rage (61) |
Relentless Rage (73)
|
|
Increases
the maximum health of the warrior's group |
Battle Tactics (19)
|
|
|
|
||
A chant that |
War Chant (38) |
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Increases
the group armor class and grants an increase in strength |
Havoc (26) |
|
|
Taunts & Taunt-Attack Abilities
Increases the |
Taunt (1) |
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Grants a chance to |
Bullying Defense (3)
|
Intimidating Defense (15) |
Taunting Defense (57) |
Aggressive Defense (71)
|
|
|
Increases the |
Growl (8) |
Enrage (22) |
Sunder (36) |
Fearsome Shout (50) |
Berate (64)
|
Bellow (76) |
Interrupts the |
Offend (9) |
Anger (17) |
Mad Cry (31) |
Bully (45) |
Outrage (59)
|
Mock (72) |
A melee attack that |
Violent Promise (38) |
Violent Pledge (66) |
War Pledge (77)
|
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Greatly
increases the target's hate towards the fighter |
Rescue (25) |
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Increases
the hate of all enemies near the berserker. Additionally, when taking damage there is a chance to increase the hate of all enemies in an encounter |
Insolent Gibe (52) |
Insolence (72)
|
|
Attack Abilities
A melee attack that |
Wild Swing (1) |
Forced Swing (15) |
Breach (57)
|
Trespass (71)
|
||
A
kick attack that deals crushing damage to the target |
Kick (5) |
Knee Break (19) |
Wallop (47) |
Stampede (61) |
Trample (74)
|
|
A shield attack that |
Tackle (13)
|
Press (27) |
Raging Press (41) |
Devastating Press (55) |
Agonizing Press (69)
|
Body Check (79)
|
A
high damage medium duration stifle attack |
Vanquish (40) |
Slay (54) |
Demolish (68) |
Ram (78)
|
Attacks Plus Debuffs / DoTs / AoEs
A melee attack that |
Whirl (7) |
Whirlwind (35) |
Bloodbath (63) |
Bloodshower (75)
|
|
A melee attack that decreases target's offensive melee skills on a successful hit |
Mangle (11)
|
Relentless Battering (39)
|
Unyielding Battering (53) |
Invasion (77)
|
|
A
melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit |
Vicious Cut (14) |
Vicious Blow (28) |
Amputate (56) |
Disfigure (70)
|
Dismember (80)
|
A melee attack that |
Surround (17) |
No Quarter (45) |
Ruthless Strike (59) |
Head Crush (73)
|
|
Extra attack that |
Maul (25) |
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A powerful melee attack that strikes all enemies in an arc in front of the berserker |
Berserker Barrage (28) |
Berserker Assault (42) |
Berserker Rush (56) |
Berserker Onslaught (70)
|
Intrusion (80) |
An extra attack that |
Rupture (43) |
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The berserker will |
Open Wounds (58) |
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A shout that releases |
Stunning Cry (32) |
Stunning Roar (46) |
Stunning Howl (60) |
Stunning Below (73)
|
|
A
melee attack that deals crushing damage and drains some of the target's power on a successful hit |
Concussion (17)
|
Protection Abilities
Grants the berserker |
Reckless Aide (18) |
Infuriation (32)
|
Vehemence (46)
|
Guarded Vehemence (60)
|
Allows the fighter |
Intercept (20) |
Intercede (34) |
Berserks
Sends a berserker |
Blood Rage (21) |
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Builds rage within |
Focus Anger (2) |
Focus Hate (10) |
Focus Rage (20) |
Rage (34) |
Infuriate (48) |
Engulfing Rage (62)
|
Berserk Rage (74) |
Grants a chance for the berserker's group to berserk in combat for a short duration
|
Battle Chant (24) |
War Call (52) |
War Cry (66) |
War Fury (77)
|
Advice?
Suggestions? I'm always looking to add more useful information to this
guide. If you are a berserker, and would like to add tips, tricks, or
helpful advice, please drop me a note at [email protected]!
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