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Zerk tutor?


KRins

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So... As many know, I'm currently playing a berserker... and I'm like 0 for life right now in the PK world. I know we've had some absolutely nasty zerks in the past. I'm not expecting a play by play walk through on zerks, but I'd love to hear any tidbits anyone has found that really improved their play as a berserker because I'm willing to throw DOWN... I just end up on the losing end too much to not seek some help.

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Is there a step two to that plan nightmare? Desaram is going NOWHERE until the condeath reaper comes calling. If nothing else, I'd love to get my ROFLstompings in now so if and when I play another berserker it isn't QUITE as soul rendingly awful.

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Desaram is a stormy... and honestly... on water' date=' on land, floating in the air... I catch a beating.[/quote']

Tell me you mastered

A) Weapon Cleave

B) Shield Cleave

C) Haymaker

D) Headbutt

E) Third Attack

F) Rage

They are in that order because that's their order of importance, to me, anyways. Nothing like making your enemy lose weapons you don't want them having (magical). You don't want them to have a shield. You generally want them trying to play the damage game against you.

Haymaker/Headbutt. Headbutt for mages, Haymakers all around for everyone. I see Headbutt as more of a buy yourself time/flee tactic. Haymaker is for AFTER you decide you want to Rage and attempt a bodyslam lock. This is, of course, entirely up to your discretion and dependent on your rage path and the condition/class of your opponent. Not to mention hoping they don't own a backpack that dual classes them as a cleric.

Being a stormy definitely means you wan to be on water. The next time you're standing on water holding a nice heavy two handed polearm, check your proficiencies by prof self weapon, prof self two handed, prof self etc....

That's about the best I can offer for advice since any advice can be nullified by a bad situation. Again, left to your discretion as you are the one there and it can only be analyzed after the fact (or death in our cases. ;)).

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Lol Valek, you are not teaching some newb.

I mean, do you really think he doesn't know that his skills go up when he is on water? No offense but, he needs some advance tips from zerker pro's. Something you and me are not :P

He's right. I appreciate the reminder Valek, its always good to keep battlefield choice in mind right along with weapon selection and consumables... I'm more struggling with the tactical decisions in combat. Thus far... I've learned I'm not haymakering NEARLY enough at all.

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Lol Valek, you are not teaching some newb.

It never hurts to review the basics, especially if it's a class you don't play often or have never really played through on.

I've also found most people don't master Weapon Cleave and Shield Cleave, but these skills make the berserker incredibly powerful. These two skills make the HUGE difference between an okay beserker and a good berserker. Most people aren't running around with burn proof weapons until a good berserker or a good invoker start making weapons disappear.

EDIT: Haymaker has tactical value beyond what I use it for. Situational, as I stated. Anyone can TELL you what to do, but it's better experienced. Hands on approaches often leave the learner with more retained.

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Outside of gearing, zerks are all about haymaker/cleave and timing your lag.

If there is a strong character who can kick your butt straight out, you need to hope that you land either a good haymaker or cleave and they spam, then it is a matter of enlarged lag and careful raging between bodyslams (or just good chasing if they are unlaggable). If you are fighting a powerful and careful character, they won't make that mistake, so you have to resort to attrition by cutting their regen (poison/bloodloss, anything) or hope you can get enough damage in that your natural regen bonus takes over in a long fight.

Worst possible case for a zerk is somebody who is burnproof, doesn't spam, and can easily outregen/melee you.

The staff considers berserkers weak (thus the low exp pen) at the moment and we have some very exciting changes that will be coming in shortly.

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That's a very general comparison Mya. There are many more factors than just those two. Storm Giants can do very well. Remember this also folks, Zerks are not the best at solo gearing themselves after a loot either and being a good aligned for the ability to request things makes that much easier for someone just figuring out the class.

The most important things in my eyes for a zerk are in order: 1. Weapon selection vs. Class(You know nearly all of them, so no reason not to use this). 2. This also entails knowing a bit about your opponent and their gear relative to your own. Some hybrids and rogues can deal a fair amount of damage if they are dressed better, so you might choose two handed over dual wielding. 3. Tactics, and this is again relative to number 2 for depending on each situation you might get more mileage out of certain skill progressions(I.e. vs a warrior better dressed than you, dirt/flee and outregenerate with a random haymaker or cleave. As Ototh I almost always opened against c/c's and blademasters(haymaker only) with haymaker or charge, usually haymaker.) Even if they are better prepared than you and you can run them out of buffs before you do yourself, your chances of winning are much higher. There are MANY more aspects to the class depending on your playstyle, offensive, defensive or a mix, etc. It will take time to figure out but once you have some practice against all the other classes you will do very well. There have been a few successful zerks and from discussion and experience each has had their own favorite tactics in certain orders for certain classes. GL, see you IG.

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The most powerful race for zerker in my opinion is beastman' date=' yes they are not giants but you will surprised what this fellas can do when they transform.[/quote']

I would never suggest a beast devastation zerker though.

For the rest, I tend to agree.

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