Berserker?

CitizenKing Profile Options #1

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I've always loved playing heavily armored DPS, they're kind of my passion in most games. Yet, I'm worried about the viability of such a sluggish class in late game pvp? The plethora of stuns seem like they could lead to a complete stop on the Berserker's damage due to his style of charging all of his attacks, not to mention that it seems like they are very kitable.

Can any level 60 Berserkers tell me how they fare in late game pvp? I'm really liking the feel of this class and the Slayer, and I'm having a hard time choosing between the two.

(I already know the forum consensus on slayers, "I'm rock, scissors is fine, nerf paper." Please take your slayer hate ranting elsewhere)
Agiras Profile Options #2

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zerks dominate 1v1 and group pvp endgame. Most of them are bad, because Zerk is played unlike any other class in the game, but the good ones are unkillable
Landrief Profile Options #3

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First mistake in pvp as a besrker is trying to hit people with your fully charged striikes. Randomly charged strikes can mess people up, combine with some stuns, and stagger it can stop people from moving so u can 2-3 shot people. Already in Korea they have implemented a 20% speed to besrker charges, and combined with +X% to weapon speed that you get from gear make them pretty tough to fight. However its still possible to easily run away from besrker fights (1v1) but they really shine in group pvp.
EasymodeX Profile Options #4

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1. Zerks suck [filtered] in 1v1. Pretty much any class can run for a safezone unless they really [filtered] up badly. Warrs [filtered] on Zerks due to mechanics. Slayers have a moderate 1v1 advantage, although it's vaguely close. Lancers should win a 1v1, Zerks primarily beat the [filtered] out of Sorcs 1v1 (it's literally hard to lose to a Sorc who stays and fights), and have a decent advantage against an Archer. That said, both of those classes can escape to a safezone in "real" 1v1 fights.

For the most part, 1v1 is not about actually fighting and winning; it's about who can escape or chase more effectively and Zerks kinda suck at that in general.


2. Zerks are vaguely on par when the numbers get up to 4v4 depending on composition and strat. Zerks are decent at 5v5 or higher primarily due to the AOE fear and ability to survive under attack due to block mechanics.
ace52387 Profile Options #5

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I don't get it...How do zerks have any advantage against an archer? Archers should have total control over a zerker fight 1v1. 1 zerker fought me to a draw at one point because he gave up and just decided to block everything and i was too chicken to try to get the CQ kick to hit his back. He was also quite good and reacted to my ranged trap animation so he moved every time i tried to shoot something behind him. But I've never not won against a zerker other than that.

As long as I focus on keeping a good 14m away (yeah charge shots may do less damage if the zerker doesn't close but who cares) there's nothing I do that's easily punishable. I cancel radiant's recoil. penetrating arrow has a short recoil. I only use ranged traps when I'm 13m away or so...and the rest of the stuff I use is instant.

I've even tried starting a duel right next to a zerker.
ninjaworm Profile Options #6

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Berserkers have an extremely difficult time at level 60 pvp. It is true that anyone who wants to run away from you can easily do so, which is the product of no ranged attacks/teleport attacks/efficient gap closers. Not everyone tries to run away though, on occasion people will actually fight it out as there's no penalty for losing unless you are outlaw mode.

Like Easymode said, Warriors are all but impossible for a zerker to beat. Backstab completely negates a zerkers ability to block and lets them get a few free hits in on you every time it's up. Experienced warriors also know to dodge right as the stun wears off to avoid any attempted counter attack. Unless the warrior isn't very good, doesn't know how to fight zerkers, or makes a series of big mistakes, you pretty much can't win.

Slayers are a tiny bit more manageable, but not much. If you have exceptional reflexes you can turn and block after a Slayer uses backstab, since it's a root and not a stun, but realistically most of the times a slayer will get a hit in before you do. The real problem with fighting slayers is that their hard hitting attacks are a lot quicker than yours. If you try to charge an attack, you're going to eat damage, and if they're any good they can easily dodge your horrendously slow attack animations.

Lancers are pretty strong against zerkers, but make for a more competitive fight than the previous two. They will typically block everything they can and try to chip away at your HP whenever their stuns are up. Played well there's nothing you can do against them, but the fact that they take much longer to kill you than other classes means they will most likely make a mistake eventually. If you can take advantage of that and get a few good hits in, it can change the way the fight plays out and you can sneak a win.

Archers and Sorcs are similar encounters to a zerker, you'll be using block a lot. If you are patient and know what to look for you can win most encounters. The key is really to block off their big attacks then trade damage from their smaller attacks to try to dash in for a knockdown or big hit. They both are capable of big hits so if you aren't careful, you'll find yourself in trouble, but overall they make for competitive encounters. However, this only applies in the event they stick around to fight. If they decide to run, they can easily do so.

Mystics and priests are not as similar as you might think. I haven't fought as many of these, I'm not sure if that's just random circumstance or if it's a reflection of their difficulties in 1v1. In my limited experience Mystics will try to dot kite you. Like Lancers this makes for a very slow fight, and their dot is easily blocked. The real problem is just getting close to them to do any damage, they don't really need to stand still very long for just about anything. If you do catch up, you need to knock them out fast or they'll get a heal fairy out and you'll have to start again from the top.

Priests have a few semi hard hitting close range attacks, which makes for an interesting fight if they try to use them. Some priests will try to damage trade with you, then explodey jump away and self heal. It's pretty effective if done right, but it also gives you openings for a second knockdown or a lucky crit to finish them off. Similar to mystics, if you don't finish them off in a quick burst they can easily heal back the damage. Like I said I haven't fought many priests 1v1 either, so it's possible they have some other tricks I'm not aware of.

Also, the Lancer, Mystic, and Priest scenarios change drastically if they have 30% reflect damage, in which case the encounters move from the "competitive" category up to "virtually unwinnable" with warriors. I'm still holding out hope that this stat will be nerfed, though.

Berserkers are a lot of fun to pvp with imo, but they can be a real source of frustration. Some classes will be almost unbeatable, and most classes can give you a good fight. If you want to gank people, this isn't the class for you, as they're ridiculously easy to run away from. Berserkers are better in group pvp than in solo pvp, but not necessarily any better than most other classes. The theory goes that if you have another class using stuns, roots, or knockdowns to set targets up for your big attacks then berserkers can be amazing, but realistically in a group setting any target that gets stunned and focus fired by several people is going to die; a berserkers big hits aren't a necessity for that strategy to work.

In conclusion, I am of the opinion that you should only play a berserker if you REALLY LIKE playing a berserker. They can be incredibly fun, and are competitive with most classes to varying degrees. However, you have to be able to accept the fact that you will never win a 1v1 tournament based only on your class, and no amount of skill is likely to change that. You also have to accept that people will easily run away from you if they choose to, and you will rarely if ever be able to run away from anyone else.
Rage06 Profile Options #7

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http://tera.enjin.com/forum/page/2/m/3965282/viewthread/3201531-queen-argon-part-2-update-berserkers-novice-system-new-instances

Hey Guyz! BHS just announced their Berserker tweeks in tomorrow's kTERA patch. Do note that these are only the first few they'll implement tomorrow, there will be more to follow (continous tweeking and balancing). Also note that these changes are for kTERA at the moment, there is no official ETA etc. for NA/EU.

Charging skills have their charge time reduced by 20%, this applies to following skills:
- Thunder Strike
- Cyclone
- Vampiric Blow
- Lethal Strike

Unchained Anger's sacrificed HP ammount gets reduced:

Skill Before After
Unchained Anger I 748 640
Unchained Anger II 1350 884
Unchained Anger III 2303 1221
Unchained Anger IV 3784 1685
Unchained Anger V 6467 2329
Unchained Anger VI 10198 3261


New passive skill for Cyclone:

Accelerated Cyclone
Learned at Level 26
Description Damage increases if more targets are hit
Edited by: Rage06 11 months ago - Reason: Cited info. This info was released on May 30th.
Seyon Profile Options #8

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Neutral
Xyaie Lvl.60
Tempest Reach (PVE)
Castanic Sorcerer
a month ago today ktera got that. i wonder when we will see it
Rage06 Profile Options #9

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EME said late summer. I hope it's sooner then that.