Now that RoK is here and has been fleshed out a bit, it's time for the guide, fun fun fun!!
This guide will not include all of the basics covered in the previous guide but will be similar, and will focus on the Zerker in RoK bringing along some of the good info over from the previous guide as well. As before this information is compiled from many sources, typically these forums, and thank you all for your input!
Let's get to it!
PRE-ROK Guide (Levels 1-70) CLICK HERE
Zerker Worldwide Chat Channel: Antonia_Bayle.swberserker
Lets start with everyone's favorite! Expanded and rehashed from the previous guide.
Diminishing Returns
Diminishing Returns means that when you reach certain level of any skill, (mitigation, slashing, defense, etc...) you will start to get minimal benefits from raising its value.
Soft Cap: referred to as the Break Even Point, is not an actual cap, but the value at which you start seeing noticeably less returns from adding more points to a given stat, for example going from 5000 mitigation to 6000 at this point will provide less benefit than going from 2000 to 3000. For stats At level 70 it was around 650-700, and at level 80 I'd imagine it would be around 800 but nothing concrete here.
Hard Cap: The definite value at which you will no longer see a benefit from adding more points to a stat.
Stat cap maximum: [ 15 * level + 20 ] = 1220 at level 80.
Mitigation Hard Cap: [ Level * 150 ] = 12000 at level 80 or 75%. The break-even point was set at 3675 for level 70 players, at level 80 this works out to around 4800
Avoidance Skills (def, parry, etc.) Hard Cap: [ 6.5 * Level ]
Attack Skill Hard Cap: [ 6.5 * Level ]
Haste and DPS mod caps: Set at 200 points. These curves break even at 63, where 63 points = 63% haste. 105 is 94%. Max is 200 = 125%. You definitely don't have to worry about this until you're raiding at level 70-80, and after you have been upgraded into some of the new RoK gear, or with a well balanced group that can offer the buffs to bring you up to these values.Notes:
Values that diminish related to a Zerker. Possibly more, but these are the key ones.
Note: Values like increased/decreased hate gain, symmetry etc don't have diminishing returns.Reference: http://forums.station.sony.com/eq2/...topic_id=253135http://forums.station.sony.com/eq2/...topic_id=267128
Combat Arts
Berserker CA listhttp://eq2players.station.sony.com/...ction?classId=4
Tips:
Combat Art Upgrade Progression
71 - Aggressive Defense (from Taunting Defense 57 )71 - Frenzied Hits (from Frenzied Blows 58 )71 - Trespass (from Breach 57 )72 - Insolence (from Insolent Gibe 52 ) Ancient Teaching72 - Mock (from Outrage 59 )72 - Stance: Unflinching Stance (from Courageous Will 58 ) Defensive Stance72 - Weapon Counter (from Weapon Aegis 58 )73 - Head Crush (from Ruthless Strike 59)73 - Relentless Rage (from Combative Rage 61 )73 - Stunning Bellow (from Stunning Howl 60 )74 - Berserk Rage (from Engulfing Rage 62 )74 - Trample (from Stampede 61 )75 - Blood Regeneration (from Blood Craze 63 )75 - Bloodshower (from Bloodbath 63 )76 - Bellow (from Berate 64 )76 - Stance: Abandoned Fury (from Unrestrained Fury 64 ) Offensive Stance76 - Rouse (from Roar 65 )77 - Invasion (from Persistent Battering 67)77 - War Fury (from War Cry 66)77 - War Pledge (from Violent Pledge 66)78 - Hold Rage (from Suppressed Rage 68 )78 - Ram (from Demolish 68 )79 - Anarchism (from Mayhem 68 )79 - Body Check (from Agonizing Press 69)79 - Wall of Madness (from Wall of Ferocity 69)80 - Dismember (from Disfigure 70)80 - Intrusion (from Berserker Onslaught 70)80 - Turmoil (from Destruction 70)80 - Adrenaline (New T8 CA)
CA's not upgraded in ROK
25 - Rescue34 - Intercede35 - Unyielding Will55 - Vision of Madness58 - Open Wounds60 - Guarded Vehemence65 - Juggernaut
Character Development
Master 2 choices at level 75: Frenzied Hits, Mock, Berserk Rage, BloodshowerObvious 1st choice is Mock, for most, however do not discount Frenzied Hits or Bloodshower, until the broker has been flooded with masters, they will be pricey, and these make for great upgrades to your arsenal of damage dealing mayhem J
Continued
AA
With the release of RoK players are now able to achieve 70 points in each tree after level 71, granting a total of 140 AA points. A berserker should max out the Warrior tree ASAP and leave the EoF tree for something to progress later on after you are maxed out in the Warrior tree. There are a couple of minor exceptions here to that rule, see below.
Right now buckler spec is the best spec (best bang for your buck) for berserkers (and maybe even warriors in general) period. You may be able to come close in the DPS department with a 2h/DW setup, but you won't have the survivability of the buckler spec, which of course means you die, not so fun.Guardians can spec defensively and still hold aggro because they have tools besides just DPS to hold aggro. As a berserker if you want to be able to hold aggro you're better off maximizing your DPS and that means buckler spec.
TIP: AA abilities Scale with your level
Some Recommended AA Builds (Warrior Tree)- you got those extra 20 points, but where o' where do they go?Some of these builds will have a couple extra points left over to dump into any area you feel necassary...
Type: STR AGI STA WIS INT 1) Buckler 448 44882 448822) Buckler 448 4488 44862 41 3) Buckler-PVP 448 44862 41 448624) Tower/DW/2H 448 44882 448825) DW 44861 44881 4585 6) Empty
Descriptions:
EoF (Berserker) Tree:With the additional 20 points we can now spread out a bit in the EoF tree and while none of the single enhancements alone are all that great, combined they can produce some excellent additions to your arsenal.Note: Basically most every upgrade in the EoF tree is subpar and you really can't go wrong here, however most tend to shy away from the Perseverance line, as the health regen mechanic isn't all that great and the points can be spent better elsewhere.Suggested Upgrades:
Warrior Achievement FAQ and Analysis (a little outdated, but still quite useful)http://forums.station.sony.com/eq2/...?topic_id=83897
Equipment -T8- On going- will update as new items are discoveredNotes and Tips on Equipment:
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ShieldsBucklers
Tower\Kite
Weapons
Epic Weapon Quest Timelinehttp://eq2.wikia.com/wiki/Berserker...Weapon_Timeline
1 Handed
2 Handed - Ask a pally
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Bow
Armor
Fabled Class Raid Gear:Fabled class gear is obtained much the same as Relic gear was obtained in KoS. A mold and a raw are required, both are dropped in RoK raid zones, then taken to the Danak Shipyard to turn in at the NPC there who will convert the mold and raw to a wearable piece of armor.In Game Links (paste into chat):\aITEM 1181336262 -1351303582:Berserker Barbute of Furious Execution\/a\aITEM 172564463 1567656449:Berserker Breastplate of Furious Execution\/a\aITEM 1136213946 360234473:Berserker Spaulders of Furious Execution\/a\aITEM -1059949132 701434128:Berserker Gussets of Furious Execution\/a\aITEM 726219016 2106112859:Berserker Gauntlets of Furious Execution\/a\aITEM -225571259 462648033:Berserker Greaves of Furious Execution\/a\aITEM 1496915256 194512154:Berserker Sabatons of Furious Execution\/aLegendary Class (oriented) Gear:
Ravaged Onslaught Armor Set http://eq2.wikia.com/wiki/Ravaged_O...%28Armor_Set%29
Set Bonus:
Drops from:
Armor PiecesHead:
Cloak:
Chest:
Shoulders:
Forearms:
Hands:
Waist:
Legs:
Feet:
JewelryCharm Slot:
Neck:
Ear:
Ring:
Wrist:
AdornmentsInteractive Adornment Site - http://adornments.h0b0.net/ Adornment Listings - http://ironfingers.outlands.com/adorn.htm
Tip: Raw health is usually better than +sta. The amount of health that STA increases varies and depends on how much STA you already have (see Diminishing Returns). As you get more, it increases your health pool less. The raw health bonus never diminishes like that.
Some suggested adornments to benefit role types:General (for any role):
DPS:
OT/MT:
Deity ChoicesEQ2.wikia.com - Category: GodsGood Deities
Evil Deities
Neutral Deities
Q&Ahttp://forums.station.sony.com/eq2/...topic_id=397771Q: First question is +DPS items. When it has +5 DPS how much is that really worth? I hear 900 DPS for typical fight a lot of times so who cares about 5 more? I assume it is modifying your weapon creating more damage than that? A: DPS mod(like +5 DPS on an item) and DPS are two totally different things. DPS mod affects how hard your auto attacks hit. DPS mod works on a bell curve, meaning that the less of it you have the more effective each point of it is. This bell curve is generally referred to as diminishing returns. Most people try to shoot for around 100-150 DPS mod including temp buffs and procs. After that point you don't see much of a benefit. Its generally a good thing to work for since a buckler spec'd zerker should have about 55-65% of his total damage coming from auto attack. DPS is damage per second when talking about parsing. So if bob did 600 damage in 3 seconds he did 200 DPS. Its used as a baseline for how well you play your class (damage wise) as every class has a ballpark DPS they should be putting out. Q: When should one take a speed item? If I get a +5 speed item but lose 1% parry or Mit is that a good trade-off?A: A tanks primary job, to the contrary of what most people think, is not to stay alive... it's to keep the mob beating on you. This doesn't mean you should run around in cloth expecting to be a good tank. You really have to find a balance in survivability and DPS. In short healers heal, good tanks keep agro. If you have to spend all your power o hold it because you focused on survivability and the healer is sitting at almost max, then you know you need to start shifting to more DPS. Q: When do you choose + Crit and + DA over +Def and +Parry? If I get +1 to Crit or DA is that worth it to lose a +5 Def modifier?A: See above Q: Also I have been choosing +Def or +Crit and +DA over the power/healing procs. Is there a time when you should choose the latter?A: The idea is to make the game play fluid. If you find yourself constantly running out of power then maybe you need to look into power proc items. If you find your healer constantly out of power then maybe you need to look into heal procs or defensive stats. When you find a balance in your duo while still killing challenging content you know you have the right idea for gear.
Tip: Generally with legendary+ gear, mitigation and avoidance start to diminish and you should really focus more on DPS. After all more damage done faster = less damage taken.
Avoidance Skills (def, parry, etc.) Hard Cap: [ 1.5 * Level ] = Attack Skill Hard Cap: - [ 1.5 * Level ]
Avoidance Skills (def, parry, etc.) Hard Cap: [ 1.5 * Level ] =
Attack Skill Hard Cap: - [ 1.5 * Level ]
Cmos@Butcherblock wrote:Avoidance Skills (def, parry, etc.) Hard Cap: [ 1.5 * Level ] = Attack Skill Hard Cap: - [ 1.5 * Level ] uh?
fixed
Attack Skill Hard Cap: - [ 6.5 * Level ]
Berserk Clicky - With the addition of Adrenaline, and between Unyielding Will's death effect(Death's Door) and Juggernaught, this is a very viable end ability to have from the EoF tree once you hit 80.
I have do disagree with that one, it´s just waisted points as you are at least after the 2nd hit in berserkmode, for defense purpose it´s usually (even for raids) enought to cast wall of madness and anarchism before the pull.
all the other stuff, awesome work!
Isn't there also a static number added to each cap? Can't remember the amount for the life of me though.
Only on the basic stats, STR, STA, AGI, WIS, & INT
[ 15 * level + 20 ]
Berserk Clicky - With the addition of Adrenaline, and between Unyielding Will's death effect(Death's Door) and Juggernaught, this is a very viable end ability to have from the EoF tree once you hit 80.I have do disagree with that one, it´s just waisted points as you are at least after the 2nd hit in berserkmode, for defense purpose it´s usually (even for raids) enought to cast wall of madness and anarchism before the pull. all the other stuff, awesome work!
Worth reiterating that with all the +crit gear in RoK, weapon DR is even less the be-all-end-all determinant of weapon dps. Remember (crit% X 1.09 (max - min) + max + min) / delay = crit% adjusted DR. Don't forget to adjust delay down for any haste bonus on the weapon too (e.g. Star of the Morning's Glory in CoA) as long as you will benefit from said haste bonus.
Ruskoff wrote:Berserk Clicky - With the addition of Adrenaline, and between Unyielding Will's death effect(Death's Door) and Juggernaught, this is a very viable end ability to have from the EoF tree once you hit 80.I have do disagree with that one, it´s just waisted points as you are at least after the 2nd hit in berserkmode, for defense purpose it´s usually (even for raids) enought to cast wall of madness and anarchism before the pull. all the other stuff, awesome work!Agreed, just trying to justify it i guess... it does come in handy at times however, it is situational. I'll change some of the wording on that one.
Tips:The M2 version of Mock is not that much of a upgrade vs. the A3