Berserker Creation
Creation | Skills | AA's | Disc | Epic 1.0 | Epic 1.5 | Epic 2.0
The Berserker class is one with both great strengths and weaknesses. A specialist
form of melee, the Berserker is primarily a medium armored, high damage dealer.
While they posses a short range of unique skills achieved by throwing axes they
can summon and combat abilities, they are predominantly right in the middle of
the melee action.
Berserkers are set apart from other classes by two unique abilities.
The first, axe throwing, allows them to summon axes which can be used as a
throwing weapon. These are very useful when pulling, or to achieve other
desired results such as snaring a mob or interrupting casters with a stun. While these are generally only useful in small group
or solo situations (as compared to a raid where magic users can fill these
secondary roles better), they provide the Berserker with a little more diversity
than straight melee classes such as a Warrior or Rogue.
The second is their Frenzy ability. This ability works similar to the
Flying Kick skill that monks get. The damage the frenzy skill deals
increases as the Berserker levels up and increases their skill in the Frenzy
ability. The skill basically executes an additional round of combat and
can often do double attacks or rarely triple attacks. Over time this can
greatly increase the damage-per-second (DPS) output of the class, but can have
the additional side-affect of getting them a lot of aggro, particularly in small
groups.
Defensively speaking Berserkers wear chain armor. This puts them in the
same tanking class as Rangers & Rogues. They can take a few hits in LDON
dungeons or experience zones, but they will die rapidly if they are forced to
tank high end mobs in a main-tank or crowd control role. They receive a
few skills to help them in this including Dodge & Parry, but these two primary
defense skills max out at only 175, leaving them well short on the evasive
capacity they need to be at the top of the NPC's target list for long.
They do also receive Combat Agility & Combat Stability as melee alternate
advancement skills from Level 55; but take heed to try and play this class a bit
like a monk or rogue, knowing when to back off in order to stay alive.
Berserkers do also receive a combat ability to help reduce their aggro with
NPC's. These require the use of endurance in order to
succeed, but can help considerably in intense fights where you don't want to
have to back off in order to lower aggro.
Berserkers also get intimidation which allows them to fear a mob. Used
in conjunction with their snare axe attack they can effectively reverse kite to
a small extent if need be.
Berserkers do not have a lot of regenerative abilities aside from bandaging.
Many players choose Trolls in order to compensate for this with their innate
regenerative bonus. You may want to also investigate acquiring
regenerative items, or using favor points to have a regen bonus for your
character. Keep in mind though that in short order, like most melee
classes, you are going to need to group with a healer to level up.
At End Game, Berserkers have the War Cry ability for Raiding. This
ability gives their entire group increased haste and ATK that stacks with all
other abilities and skills. This bonues increases the groups attack rate,
base and max damage and chance to hit an enemy NPC. This makes Berserkers
very useful for offensive melee groups on raids.
Berserkers are not really a class well suited to people who want to solo.
They are a very fun class to play however with their high DPS. Players
should also note that they are limited to two-handed weapons and chain armor.
Whilst there is a lot of equipment out there to customize your character, if you
want a very broad range of weapon options this may not be the class for you.
Two-Handed weapons generally look pretty cool though, which is always a bonus.
Don't choose Berserkers if you aren't willing to really keep track of your
aggro and play your character properly, you will die a lot and get frustrated as
mobs refuse to leave you alone and beat you into the ground with your low AC. If you prefer
to play a less involved melee style consider the Warrior class.
Other classes similar to the Berserker in play style include the Ranger,
Rogue and Monk, however Berserkers are on the Knight HP table giving them more hitpoints than any of these other classes.
Statistics
Strength: Strength determines how much you can carry. It
influences maximum and average damage and how quickly you learn many offensive
skills. Strength is fairly easily raised with spells and items however and
at creation you probably don't need to add anything to this.
Stamina: Stamina affects how many hit points you have and your
endurance for combat abilities. This is an essential stat and you should
put all your extra points into this in order to have the best character once you
reach level 65.
Agility: Agility affects how quickly you can learn some defensive
skills, how difficult it is to hit you as well as how much damage you take when
you are hit. The true effect of Agility is often debated. As a
Berserker you will want to try and avoid being hit as much as possible and the
best way to do this is through managing your aggro, not through having high
agility stats.
Dexterity: Dexterity affects how quickly you learn weapon skills, and
how often weapons will do their special. Whilst this statistic is relevant to
Berserkers, it is nowhere near as important as Stamina, and there are
many items in the game to improve it if you wish to at a later
point. You should not put points into this skill at creation.
Wisdom: Wisdom affects the amount of mana the priest classes have,
also rangers and paladins. It also affects how quickly you can learn many
skills if your wisdom is higher than your Intelligence. This skill has
absolutely no relevance to Berserkers except for learning trade and weapon skills. You
should not increase it at creation.
Intelligence: Intelligence directly affects how quickly you can learn
most skills. It affects the amount of mana for bards and all pure casters, as
well as shadow knights. This statistic is only useful if it is higher than
wisdom, at which point it helps for raising trade and weapon skills. Do not
worry about intelligence when making your character.
Charisma: This affects amount you will be paid for goods by NPC
merchants, and how much they will pay you. It is not a statistic to put bonus
points into at creation.
Choosing A Race
The first thing you have to pick then is your race. Which race you pick
will determine the foundation of you character for the rest of your life in
Norrath so it is kind of important you pick one you like.
Berserkers can be made from the following races: Dwarf,
Barbarians, Vah Shir, Troll or Ogre.
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Dwarfs are a small race and have the highest base dexterity of any
race for Berserkers. They also have some night vision bonus to make it
easier when hunting at night.
-
Barbarians are a large race, they get the Slam ability which
allows them to stun an NPC and possibly interrupt their casting.
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Vah Shir have the added bonuses of night vision, safe fall
(prevent damage when falling large distances) and sneak.
-
Trolls get the Slam ability as well as an innate regeneration
bonus.
-
Ogres also get the Slam ability and the added bonus of not being
able to be stunned when they are facing an NPC.
You should also note however that Trolls & Ogres take longer to
raise to Level 65 than the other classes. This is because of their special
abilities. Vah Shir also consume food and water faster than other races.
Trolls & Ogres are also considered "Evil" and will be killed on
sight in some cities. The other races are all considered "Good/Neutral"
and can visit any city except Neriak, Cabalis and Oggok.
Base Statistics
| Race |
STR |
STA |
AGI |
DEX |
WIZ |
INT |
CHA |
Bonus |
| Dwarf |
100 |
85 |
70 |
100 |
83 |
60 |
45 |
25 |
| Barbarian |
113 |
100 |
82 |
80 |
70 |
60 |
55 |
25 |
| Vah Shir |
100 |
80 |
90 |
80 |
70 |
65 |
65 |
25 |
| Troll |
118 |
114 |
83 |
85 |
60 |
52 |
40 |
25 |
| Ogre |
140 |
127 |
70 |
80 |
67 |
60 |
37 |
25 |
Spending Your Bonus Points
In today’s EverQuest starting stats are not as crucial as they were in the beginning. We suggest maxing out your stamina stats first, and training the rest of your starting points in strength.
Religion
Religion is not a hugely important choice for the classes. There are
not many deity specific items in EverQuest aside from cultural armors which are
only useful for a short window of your characters life. Pick a god which
sounds like one you will enjoy.
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