hehe Thorgul was mean.
I have played a few zerkers had a beast (wolf)) zerker...would love to do it gaain, but rnaking to 15 312093190 times to get wolf is a pain and I just havent tried it.
Some SERIOUS bonus', rage, berserk, warcry, transform...
Ah transformed you only get dodge.. Wont you be defenseless if you were a werebeast seeing as you loose dodge when you rage?
Ah transformed you only get dodge.. Wont you be defenseless if you were a werebeast seeing as you loose dodge when you rage?
BZZTT!!! Wrong answer :-P
It was like that for a week or so and Virigoth changed it so you only have dodge when transformed and rage.
As for all you people who don't like my ideas, why don't you post some constructive critism for them instead of just saying 'I think that's unfair'
Beer: Zerks are not 'fine as it' Post up why you think this. They look strong but in practice their sklils have been chipped and chipped away at over time. They lose rage vs certain classes when they need it most. They get owned by any character with any kind of decent melee ability. No other class has such a hard vs so much of the pbase.
They are not 'easy' to play well. If you die every day why then you're not playing well.
L-A
Oh right, I only had a zerk in that period.
L-A, how about this:
Earlier path choice, which would affect your skillset (like Ranger/Forest Lore). You know how much of a fan I am for adding new stuff, especially when it creates more options for PK. When you confront a Zerk, perhaps he is Path of Anger and maybe he chose haymaker vs. some other skill or maybe not.
Paths have always been a great way to allow people to mess with the basic class and suit their own play styles. To expound upon Zerks would be as easy as having their Path choice earlier, with a duo of Rage Lore that would vary them a bit (with a few innate mastery after picking your path, obviously).
Now, the skills I am not qualified to develop, but you set out a few anyhow, L-A.
Obviously there are different factors to think about, but generally speaking I would take an Ogre over FG for a Zerk - compare the regenerative abilities of an Ogre Zerk (I consistently would be able to sleep for around 450hp per tick near death with an Ogre) with that of an FG Zerk - that regenerative ability gives you a MASSIVE edge. Ogres still have the ability to have a high damage output too. I'd take high damage output and regen over ultra-high damage output and poorer regen. Then there are the other benefits of higher dex and huge HP base. As always, communers can have their way with the Ogre if the Ogre doesn't have saves (not so much casters, as Zerks are great at tearing up casters, especially invokers, like you've never seen).
Beer: Zerks are not 'fine as it' Post up why you think this. They look strong but in practice their sklils have been chipped and chipped away at over time. They lose rage vs certain classes when they need it most. They get owned by any character with any kind of decent melee ability. No other class has such a hard vs so much of the pbase.
Exactly, I agree 100%.
Of course a Berserker can be powerful in the right hands. If you want an example of a Berserker in more recent times that did well, do a 'record bazin' (Mindflayer's Dwarf Zerk) when in-game. From what I know, he raised the hairs on Suunmar's back more than a few times.
Nobody is saying that a Berserker is too weak to be able to compete, just that there are thoughts from some of the people who have played them a fair bit that in some respects, they are slightly unbalanced - it's a survival struggle playing a Zerk at pinn - think of a Zerk like a doublebladed sword. Destroy some, get destroyed by others.
If a player can kill well and consistently with a class (Zerk) yet could kill so much more efficiently and with less effort with the majority of other classes (assuming we're talking about a player that has equal knowledge of playing all classes), then that doesn't mean Zerks are fine. It means there's a decent player who's having to put in that 110% to get the results he could a lot easier with something else, and that's what makes an otherwise fun class, frustrating.
Dey
EDIT: Crapload of errors edited out. Note to self, don't post first thing in a morning at work when you have hangover.
He may be english, but I agree with him.
judging by the amount of coding recently, it's likely we'll just have to make do. it seems the frustration with berserker stagnation can be solved one way: don't play it like a legacy, where you're neither concerned about his image as unkillable, nor about his overall life expectancy. this is even if you went ahead and spent 2 weeks off an on mastering his crap and starting out as adventurer.. whatever you had to do or didnt choose to do. getting into a currently competent and active cabal other than warmaster is the 2nd part. that way timer on your frequent deaths-until-ready-to-fight-again will be slashed in size. i really think this is the best approach at enjoying a berserker in the current environment.
it seems like a large part of the "melee blues," the coming to grips with the fact that pure melee's dont have momentum after a death. just joining a cabal or even clanmates who are active,fast and can do winter and desolation in one session is always a bonus. it seems to be what morchae (sp??) and thorgull did, morc was thorgull's perfect outlet for staying ready to fight again more of the time. and that seemed to be exactly what the player behind thorgull wanted.
Ah transformed you only get dodge.. Wont you be defenseless if you were a werebeast seeing as you loose dodge when you rage?
Yeah, was only like this for a small period of time. I was playing a Lycon zerk at the time and as soon as I informed Viri he changed it. Werebeasts actually get a nice lil boost as a raged zerk, should try it some time 
When you say berserker, I think Braveheart and William Wallace. The seguestions are good but I might add that immunity to rage blocking affects before and after rage should be unique to seperate paths. Lastly perhaps not shield bash as that is a warrior lore rather be able to attack with a shield like it is dual wielded (use hand to hand damage for simplicity.) Those are my seguested revisions.
Want a small sugestion, improve roar.
The small affect of it makes it not worth, because everyone has eq to cover it.
Monks already got the buff they need.
Though I do agree, zerks do need a buff, I see them for pk fodder, but then again zerks are like asian women, reaaalllly good or reaaaalllly bad.
What did monks get, ive always like playing monks. And if they can be used well at 50 easily now. Or more easily id like to see it for myself. So what did they get?
Stances are improved - go and look at some of the PK logs if you want to get a sneak peek without rolling a monk.
L-A
Zerker
I love youre idé L-A.
Not only because youre ide of improvment was a good one. But more so, you took the time to give a constructive suggestion that you have put time and thought into. Very nice.
/Dolgan
Dolgan: Thanks - that means a lot from a players of your calibre.
Fg and Ogre zerks: These races are vulnerable to 'rage blocking' skills. This make a lot of their battles much harder. All those nice shiny perks aren't really so shiny. Just something to consider before you jump on the 'fg/ogre zerks are the h@X0r' bandwagon....
L-A
Yeah, but you figure the same classes that have those rage blocking skills, one of them isn't allowed to aggressive PK and the other ends up usually raping them anyways depending on the player behind the zerk. After they rage it's much harder to (and I believe it might actually be nigh impossible) even stop it, though if it lands there's no chance in hell they're going to win anyways. Otherwise though, I still jump on the bandwagon as I can't think of any other classes that can really prevent rage.
Echoing Dolgan's statement, I really like the ideas in the first post. The suggestions are well thought out and well-explained.
I'm not convinced Zerks don't need some changes.