Good thing about a Zerker is you can use many types of weapons. As you get to higher levels, you may come across mobs that are immune to a certain weapon type (slashing, crushing, piercing). The Smart Zerker will train on all weapons, and carry 1 of each in his inventory for just such an occasion.
Good news is that your skills will automatically raise when you use them. So frequently switch weapons between fights to raise them all up.
Also remember to upgrade your gear as much as you can afford. When you can afford to buy items from the Broker, get items that boost your STR and STA. BE sure to fill each slot with something, no matter how small.
Kick and those "others" are all combat skills that can help in a fight, along side your normal melee skills. Kick and bash (if you care carrying a shield) have a chance to stun casters also. Never waste points training these up.. just use the skills in combat, put them on your hotkeys and you will have it pretty easy. This is one reason melee classes used to be called the "1, 2, 3, 4" button fighters.
When it comes to the skill tree I cannot help since I have never played a melee character.
But the rest of the skills, well, since you cannot chose and they come to you whenever you level it's just to keep it rolling When you chose your Master II spells at certain levels just chose whatever you find funniest to use. Or what could fullfill your goal better. Maby advance and be a group buffer? Damage dealer? Defence stacker? Whatever
$OE lies list http://www.rlmmo.com/viewtopic.php?t=424&start=0 " And I don't want to hear anything about "I don't believe in vampires" because *I* don't believe in vampires, but I believe in my own two eyes, and what *I* saw is ******* vampires! "
You need to put some thought into the racial and trait picks, other than just for "fun". A spell may be a significant upgrade, but if you find you are never using that skill, then there's no sense in getting the Master upgrade. Additionally, that Master spell may be getting a replacement in a few levels, however the Master Taunt may not get replaced for 6 levels.
Here's some things to help you decide:
Berzerkers are fighters with pretty good DPS. However, they are still a fighter class and will never outdo a DPS class like Scouts of Mages.
In a group, if you are the Main Tank, you need to keep agro on yourself and pull agro off other members. That means you need to have the best Taunt skill you can get. Let the other DPS members kill it for you.
Here's a general Fighter Guide from my guilds website:
Basic Fighter Guide
“Pull until someone says stop”
You may not be the leader of the group, but you will determine what they will fight next. Once you know the basic goals of the group, get started by pulling mobs. Don’t try to kill it, that’s the job of everyone else in the party.
The leader of the party is usually just the person that sent the group invites. The Tank is really the soul of the party, determining what battles to take and when to run.
How do Creatures Fight?
Creatures have a Hate List that determines who they go after. The higher you are on the list, the more chance of them going after you.
How do I get on the Hate List?
Three things do it; damage, heals, taunts. Whoever does the most damage gets aggro. Whoever heals too much, gets aggro. Whoever taunts the most, gets aggro.
How does a Taunt Work?
You Taunt will add a certain amount of points to your “hate rating”. You need to out-score your group mates and get pushed to the top of the Hate List. That’s when the mob spins and faces you, and that’s a good thing!
Mages, Scouts and Priests score points the same way through damage or heals. That’s a bad thing! The goal is that they manage it to let you score the most points.
Taunts are different colors for single target (red), group target (green) and Area Effect (AE) target. AE icons are blue and will taunt everything in range, whenther it's engaged or not. Use these carefully as you will pull unintended aggro!
Aggro Management is a Group Effort
What’s Aggro?
Short for aggravation, it simply means the mob sees you and is attacking you.
What’s a Mob?
I knew you’d ask that. It’s an old EQ1 term, short for Mobile OBject. Used to describe an entity that can move around by it’s own AI.
Getting Started:
Your main job in a group is to keep aggro on yourself. Keeping your Taunt skills at the best quality – Adept 3 or better, does that.
Keep your armor upgraded, repaired and the best you can afford.
Fill every slot you have with something that gives you any kind of boost.
Get armor and items that boost your STRENGTH – that is your primary skill and increases your power pool and damage output.
Create an Incoming Macro (EQ2 Button > Socials > Macro). Place that icon on your hotbar. Use it every time you are about to engage something.
Know Thyself
Know what your skills do and how long they do it.
Stuns, Stifles, and Knockdowns are a good way to interrupt creature casting and attacks. Don’t use 3 interrupts at the same time. Time them to be one after another.
Know the re-use timers of your skills. Long recast means USE IT FIRST, that way it’s refreshed towards the middle-end of the fight and usable again.
Damage Over Time (DoT) needs to be used first, that way it has a while to make damage. Using a DoT when a creature is at 3% health is not smart.
Group Makeup:
A good group consists of 1 tank, 1 healer, and the rest is DPS (Scouts and Mages). However almost any combination works. If you plan on taking big creatures, you’ll need a healer.
Right click > Inspect all members to see the condition of their armor. Tell them if they need to go repair.
Make sure all members are present, buffed, and ready before fighting.
Make sure the Priest’s power is fully regenerated.
Identify everyone’s role. There can be only one puller. Most of the time it will be you, other times it might be the Ranger with long distance bowshots, then when the mob arrives, you taunt it to you. If there is more than 1 healer, one will be MH (Main Healer) the other will be backup.
Make sure the party knows they need to let you build agro before they start. 80% of target health is usually a good spot for them to start unleashing big damage.
Tell the party you plan on pulling until someone says stop. They need to sound off if they need a break.
Healers can cast a Resurrection item for players. That will resurrect the healer so he can resurrect other players in turn. Make sure these have been handed out before the fight. To use, target dead player > right click resurrection item > use.
Entering the Fight:
Never rush a room, there is always something hiding behind the door!
Case the place; sweep your view left and right.
Use TAB to switch your target around to see what is a solo and what is a group. Also notice if they are Heroic or have up/down arrows.
Watch where creature paths, see where they walk. They might turn and walk right into your next fight.
Watch for flying creatures.
Let the group know if you will Rush (everyone rushes the mob) or Pull To Here (everyone stay put, you’ll bring the fight to them), this is also known as Body Pull.
Announce what you are about to attack by using your Incoming Macro
If you will Rush, run to the spot you will fight and STAY THERE. Don’t back up a few steps because your party is following you. Only if you are Pull To Here, do you go back to the party.
Be in 3rd person view. That’s where you have a “look down” view of yourself and the battle area. Important in a second.
Make sure the Priest is back up to full power.
The Battle:
Go after caster mobs first, especially the healers.
If fighting a boss with many small assistants, take out the smaller, easier ones first. Then go after the boss when he’s alone.
Use Heroic Opportunities to bring out your Taunts and add some zap to your damage.
Watch all the creatures in the engaged group to ensure they are facing you. If not, go taunt it until it spins to face you.
You are the MT (Main Tank), it is everyone’s job to assist you and attack whatever you are attacking. If they are not, politely scold them and say something like “/gsay ASSIST THE TANK!”
Watch for roaming monsters that might Add (additional creature we didn’t plan on fighting). If it Add’s, Taunt it until it faces you.
TAB key will cycle through all creatures that are attackable.
A Note about TAB: use it carefully. Group mates have you targeted so they will always attack what you do. If you suddenly TAB around to check targets, and a Wizard was about to cast a high damage spell, it may land on the unintended target.
Keep an eye on the health bar of all players. If one starts to go down, it means she/he is being attacked and needs your help.
Never go out of power. Save the last few bits for the emergency taunt.
The Recovery Process:
After the fight, make sure everyone is accounted for; healer is back up to full power.
Make sure you have enough health and power for the next fight.
As a fellow Zerker i find this skill list useful as it tells you at what level the skills you are going to recieve. Also the second skill listed alongside of them are actually your future upgrades, so that way you can be sure your not leaving a redundant skill up on your hotbars.
Comments
Good thing about a Zerker is you can use many types of weapons. As you get to higher levels, you may come across mobs that are immune to a certain weapon type (slashing, crushing, piercing). The Smart Zerker will train on all weapons, and carry 1 of each in his inventory for just such an occasion.
Good news is that your skills will automatically raise when you use them. So frequently switch weapons between fights to raise them all up.
Also remember to upgrade your gear as much as you can afford. When you can afford to buy items from the Broker, get items that boost your STR and STA. BE sure to fill each slot with something, no matter how small.
Good luck!
Kindle - 68 Erudite Conjurer - Najena - Officer and Recruiter, Foundation Guild
Server Index
i clicked on a guy and it had the option to upgrade things like kick, and other stuff
i leave those be?
New,
Kick and those "others" are all combat skills that can help in a fight, along side your normal melee skills. Kick and bash (if you care carrying a shield) have a chance to stun casters also. Never waste points training these up.. just use the skills in combat, put them on your hotkeys and you will have it pretty easy. This is one reason melee classes used to be called the "1, 2, 3, 4" button fighters.
Bringing Chaos to your locale.
As soon as you level up and recieve new combat arts upgrade them as soon as possible.
The berserker trainer in your home city sells upgrades (only appII though i think) but your better off looking on the broker for AppIV's or Adept 1's.
If your lucky you may score the adept 1's via chest drops, although after 61 levels as a zerker i think ive only found two for my own class.
Easy answer: Whatever you find the most FUN!
When it comes to the skill tree I cannot help since I have never played a melee character.
But the rest of the skills, well, since you cannot chose and they come to you whenever you level it's just to keep it rolling When you chose your Master II spells at certain levels just chose whatever you find funniest to use. Or what could fullfill your goal better. Maby advance and be a group buffer? Damage dealer? Defence stacker? Whatever
$OE lies list
http://www.rlmmo.com/viewtopic.php?t=424&start=0
"
And I don't want to hear anything about "I don't believe in vampires" because *I* don't believe in vampires, but I believe in my own two eyes, and what *I* saw is ******* vampires! "
You need to put some thought into the racial and trait picks, other than just for "fun". A spell may be a significant upgrade, but if you find you are never using that skill, then there's no sense in getting the Master upgrade. Additionally, that Master spell may be getting a replacement in a few levels, however the Master Taunt may not get replaced for 6 levels.
Here's some things to help you decide:
Berzerkers are fighters with pretty good DPS. However, they are still a fighter class and will never outdo a DPS class like Scouts of Mages.
In a group, if you are the Main Tank, you need to keep agro on yourself and pull agro off other members. That means you need to have the best Taunt skill you can get. Let the other DPS members kill it for you.
Here's a general Fighter Guide from my guilds website:
Basic Fighter Guide
“Pull until someone says stop”
You may not be the leader of the group, but you will determine what they will fight next. Once you know the basic goals of the group, get started by pulling mobs. Don’t try to kill it, that’s the job of everyone else in the party.
The leader of the party is usually just the person that sent the group invites. The Tank is really the soul of the party, determining what battles to take and when to run.
How do Creatures Fight?
Creatures have a Hate List that determines who they go after. The higher you are on the list, the more chance of them going after you.
How do I get on the Hate List?
Three things do it; damage, heals, taunts. Whoever does the most damage gets aggro. Whoever heals too much, gets aggro. Whoever taunts the most, gets aggro.
How does a Taunt Work?
You Taunt will add a certain amount of points to your “hate rating”. You need to out-score your group mates and get pushed to the top of the Hate List. That’s when the mob spins and faces you, and that’s a good thing!
Mages, Scouts and Priests score points the same way through damage or heals. That’s a bad thing! The goal is that they manage it to let you score the most points.
Taunts are different colors for single target (red), group target (green) and Area Effect (AE) target. AE icons are blue and will taunt everything in range, whenther it's engaged or not. Use these carefully as you will pull unintended aggro!
Aggro Management is a Group Effort
What’s Aggro?
Short for aggravation, it simply means the mob sees you and is attacking you.
What’s a Mob?
I knew you’d ask that. It’s an old EQ1 term, short for Mobile OBject. Used to describe an entity that can move around by it’s own AI.
Getting Started:
Know Thyself
Group Makeup:
Entering the Fight:
The Battle:
The Recovery Process:
Kindle - 68 Erudite Conjurer - Najena - Officer and Recruiter, Foundation Guild
Server Index
As a fellow Zerker i find this skill list useful as it tells you at what level the skills you are going to recieve. Also the second skill listed alongside of them are actually your future upgrades, so that way you can be sure your not leaving a redundant skill up on your hotbars.
Skills from level 1 - 70 :
3 - Wild Swing : Extra low damage attack ---15 - Forced Swing
3 - Taunt : Taunt --- 10 - Provoke
3 - Assault : PBAoE attack --- 7 - Whirl
4 - Toughness : Defensive stance ---16 - Soldier's Stance
5 - Kick : Crushing damage attack --- 19 - Knee Break
6 - Intervene : Partially intercept one attack on ally ---20 - Intercept
7 - Whirl : PBAoE attack --- 21 - Furious Onslaught
8 - Shout : AoE taunt --- 22 - Enrage
9 - Call to Arms : Group slashing, crushing and piercing skill buff --- 23 - Bloodlust
10 - Provoke : Taunt ---17 - Anger
10 - Taunting Blow : Attack which also taunts
11 - Mangle : Attack which damages and reduces target attack skills --- 25 - Maul
--- 25 - Maul12 - Rallying Cry : Raises party defense against slashing, crushing and piercing --- 26 - Havoc
13 - Shield Bash : Damage + stun --- 27 - Press
13 - Hunker Down : Trades movement and haste for defense and AE snare proc --- 27 - Wall of Fury
14 - Wound : Slashing DoT --- 28 - Vicious Blow
15 - Hold The Line --- 29 - Provoking Defense
15 - Forced Swing : Attack which can be used while stunned --- 29 - Coup de Grace
16 - Soldier's Stance : Defensive stance --- 30 - Reckless Stance
17 - Concussion : Crushing attack with power damage --- 31 - Furious Rush
17 - Anger : Ranged taunt --- 31 - Mad Cry
18 - Stand Firm : Self parry buff + give ally chance at extra avoidance check --- 32 - Infuriation
19 - Battle Tactics : Group HP buff --- 33 - Screaming Fury
19 - Knee Break : Medium damage attack that interrupts combat actions --- 33 - Stomp
20 - Focus Rage : Self buff giving chances to berserk --- 34 - Rage
20 - Fury of Fire : Fire visual effect
20 - Intercept : Partially intercept one attack on ally ---34 - Intercede
21 - Blood Rage : Triggers HP regen when struck ---35 - Blood Flow
21 - Furious Onslaught : PBAoE attack + stun, knockback --- 35 - Whirlwind
22 - Fury : Offensive stance, includes 10% AE proc --- 36 - Greater Fury
22 - Enrage : AoE Taunt --- 36 - Sunder
23 - Bloodlust : Group STR buff --- 37 - Tides of War
24 - Battle Chant --- 38 - War Chant
24 - Raging Strike : Taunt + Attack --- 38 - Promise of Violence
25 - Rescue : Taunt + Increase hate position by 3
25 - Maul : Attack which also lowers target's offense + stun --- 39 - Relentless Battering
26 - Stifled Rage : Trades haste/DPS for defense --- 40 - Controlled Rage
26 - Havoc : Group mitigation buff --- 40 - Anarchy
27 - Press : Damage + stun + throwback --- 41 - Raging Blows
27 - Wall of Fury --- 41 - Wall of Wrath
28 - Barrage : Front/Side AE attack --- 42 - Berserker Assualt
--- 42 - Berserker Assualt28 - Vicious Blow : Slashing Dot --- 42 - Mutilate
29 - Coup de Grace : Melee damage --- 43 - Rupture
29 - Provoking Defense --- 43 - Offending Defense
29 - Provoking Defense --- 43 - Offending Defense
30 - Weapon Shield : Counterattack three times --- 44 - Weapon Guard
30 - Reckless Stance : Defensive stance --- 44 - Unflinching Will
31 - Mad Cry : Single target Taunt --- 45 - Bully
31 - Furious Rush : Damage + Power DoT + INT debuff --- 45 - No Quarter
32 - Stunning Cry : AoE damage + stun --- 46 - Stunning Roar
32 - Infuriation : Self AGI buff + give ally chance at extra avoidance check --- 46 - Vehemence
33 - Stomp : Attack + interrupt --- 47 - Wallop
33 - Screaming Fury : Group HP regen buff --- 47 - Destructive Rage
34 - Rage : Self buff giving chances to berserk --- 48 - Infuriate
34 - Intercede: Partially intercept one attack on ally
35 - Whirlwind : PBAoE attack + stun + throwback --- 49 - Slaughter
35 - Blood Flow : Triggered HP regen when struck --- 48 - Blood Boil
36 - Sunder : AoE Taunt, usable when stunned --- 50 - Fearsome Shout
36 - Greater Fury : Offensive stance --- 50 - Unbridled Fury
37 - Tides of War : Group STR buff --- 51 - Berserk Cry
38 - Promise of Violence : Damage + taunt --- 52 - Brutal Pledge
38 - War Chant : Group berserk proc --- 52 - War Call
39 - Relentless Battering : Attack which reduces target offense --- 53 - Unyeilding Battering
40 - Form of the Furious Bear : Bear Form
40 - Vanquish : Damage + stun --- 54 - Slay
40 - Anarchy : Group mitigation buff --- 54 - Chaos
40 - Controlled Rage : Trades haste/DPS for defense --- 54 - Subdued Rage
41 - Raging Press : Damage + stun + throwback --- 55 - Devistating Blows
41 - Wall of Wrath : Trades movement and haste for AGI + AE snare proc --- 55 - Devistating Blows
42 - Mutilate : Slashing DoT + debuffs haste --- 56 - Amputate
42 - Berserker Assault : Front/Side AE attack --- 56 - Berserker Rush
43 - Rupture : Melee damage --- 57 - Breach
43 - Offending Defense --- 57 - Taunting Defense
44 - Frenzy : Attack 3 times, one miss = all further attacks miss --- 58 - Frenzed Blows
44 - Unflinching Will : Defensive stance --- 58 - Couragous Will
44 - Weapon Guard : Counterattack three times --- 58 - Weapon Aegis
45 - Bully : Single target Taunt + interrupt --- 59 - Outrage
45 - No Quarter : Damage + interrupt + debuff Focus --- 59 - Ruthless Strike
46 - Vehemence : Self AGI buff + give ally chance at extra avoidance check --- 60 - Guarded Vehemence
46 - Stunning Roar : AoE damage + stun --- 60 - Stunning Howl
47 - Destructive Rage : Group HP regen buff --- 61 - Combative Rage
47 - Wallop : Crushing damage --- 61 - Stampede
48 - Infuriate : Self buff giving chances to berserk --- 62 - Engulfing Rage
48 - Blood Boil : Triggered HP regen when struck --- 63 - Blood Craze
49 - Slaughter : AE damage + stun + throwback --- 63 - Bloodbath
50 - Berserker's Fury : Flame visual effect
50 - Fearsome Shout : AoE Taunt, usable when stunned --- 64 - Berate
50 - Unbridled Fury : Offensive stance --- 64 - Unrestrained Fury
50 - Rampage : Encounter-AE damage proc, fires 10 times --- 70 - Destruction
51 - Berserk Cry: Group STR buff --- 65 - Roar
52 - Brutal Pledge: Damage + taunt --- 66 - Violent Pledge
52 - Insolent Gibe : AoE Taunt + reactive hate when hit --- Ancient Teaching.
52 - War Call: Group berserk proc --- 66 - War Cry
53 - Unyeilding Battering: Attack which reduces target offence --- 67 - Persistant Battering
54 - Slay: Damage + stun --- 68 - Demolish
54 - Chaos: Group mitigation buff --- 68 - Mayhem
54 - Subdued Rage: Trades haste/DPS for defense --- 68 - Suppresed Rage
55 - Devastating Press: Damage + stun + blur + throwback. --- 69 - Agonizing Press
Requires Shield to execute.
55 - Wall of Rage: Increase AGI, for decreased movement and dps, has chance to snare when hit --- 69 - Wall of Ferocity
55 - Vision of Madness : Prevents death and places small regen on caster --- Ancient Teaching
56 - Amputate: High damage slashing DoT, and decreases attack speed of target --- 70 - Disfigure
56 - Amputate: High damage slashing DoT, and decreases attack speed of target --- 70 - Disfigure
56 - Berserker Rush: High damage Front/Side PBAoE attack --- 70 - Berserker Onslaught
57 - Breach: Melee damage
57 - Taunting Defense: Roots self, gives chance to proc damage & threat when struck (20%)
58 - Frenzed Blows: Attack 3 times, one miss = all further attacks miss
58 - Open Wounds : AE auto-attack damage for 36 seconds --- Ancient Teaching
58 - Couragous Will: Defensive stance
58 - Weapon Aegis: Counterattack three times
59 - Outrage: Taunt + interrupt
59 - Ruthless Strike: Damage + interrupt + debuff Focus
60 - Guarded Vehemence: Self buff AGI + give ally chance at extra avoidance check
60 - Stunning Howl: AoE damage + stun
61 - Combative Rage
61 - Stampede
62 - Engulfing Rage
63 - Blood Craze
64 - Berate
64 - Unrestrained Fury
65 - Roar
66 - Violent Pledge
66 - War Cry
67 - Persistant Battering
68 - Demolish
68 - Mayhem
68 - Suppresed Rage
69 - Agonizing Press
69 - Wall of Ferocity
70 - Disfigure
70 - Berserker Onslaught
70 - Destruction
58 - Weapon Aegis: Counterattack three times59 - Outrage: Taunt + interrupt
59 - Ruthless Strike: Damage + interrupt + debuff Focus
60 - Guarded Vehemence: Self buff AGI + give ally chance at extra avoidance check
60 - Stunning Howl: AoE damage + stun
61 - Combative Rage
61 - Stampede
62 - Engulfing Rage
63 - Blood Craze
64 - Berate
64 - Unrestrained Fury
65 - Roar
66 - Violent Pledge
66 - War Cry
67 - Persistant Battering
68 - Demolish
68 - Mayhem
68 - Suppresed Rage
69 - Agonizing Press
69 - Wall of Ferocity
70 - Disfigure
70 - Berserker Onslaught
70 - Destruction
55 - Wall of Rage: Increase AGI, for decreased movement and dps, has chance to snare when hit --- 69 - Wall of Ferocity55 - Vision of Madness : Prevents death and places small regen on caster --- Ancient Teaching
56 - Amputate: High damage slashing DoT, and decreases attack speed of target --- 70 - Disfigure
56 - Amputate: High damage slashing DoT, and decreases attack speed of target --- 70 - Disfigure
56 - Berserker Rush: High damage Front/Side PBAoE attack --- 70 - Berserker Onslaught
57 - Breach: Melee damage
57 - Taunting Defense: Roots self, gives chance to proc damage & threat when struck (20%)
58 - Frenzed Blows: Attack 3 times, one miss = all further attacks miss
58 - Open Wounds : AE auto-attack damage for 36 seconds --- Ancient Teaching
58 - Couragous Will: Defensive stance
58 - Weapon Aegis: Counterattack three times
59 - Outrage: Taunt + interrupt
59 - Ruthless Strike: Damage + interrupt + debuff Focus
60 - Guarded Vehemence: Self buff AGI + give ally chance at extra avoidance check
60 - Stunning Howl: AoE damage + stun
61 - Combative Rage
61 - Stampede
62 - Engulfing Rage
63 - Blood Craze
64 - Berate
64 - Unrestrained Fury
65 - Roar
66 - Violent Pledge
66 - War Cry
67 - Persistant Battering
68 - Demolish
68 - Mayhem
68 - Suppresed Rage
69 - Agonizing Press
69 - Wall of Ferocity
70 - Disfigure
70 - Berserker Onslaught
70 - Destruction
58 - Weapon Aegis: Counterattack three times59 - Outrage: Taunt + interrupt
59 - Ruthless Strike: Damage + interrupt + debuff Focus
60 - Guarded Vehemence: Self buff AGI + give ally chance at extra avoidance check
60 - Stunning Howl: AoE damage + stun
61 - Combative Rage
61 - Stampede
62 - Engulfing Rage
63 - Blood Craze
64 - Berate
64 - Unrestrained Fury
65 - Roar
66 - Violent Pledge
66 - War Cry
67 - Persistant Battering
68 - Demolish
68 - Mayhem
68 - Suppresed Rage
69 - Agonizing Press
69 - Wall of Ferocity
70 - Disfigure
70 - Berserker Onslaught
70 - Destruction
53 - Unyeilding Battering: Attack which reduces target offence --- 67 - Persistant Battering
54 - Slay: Damage + stun --- 68 - Demolish
54 - Chaos: Group mitigation buff --- 68 - Mayhem
54 - Subdued Rage: Trades haste/DPS for defense --- 68 - Suppresed Rage
55 - Devastating Press: Damage + stun + blur + throwback. --- 69 - Agonizing Press
Requires Shield to execute.
55 - Wall of Rage: Increase AGI, for decreased movement and dps, has chance to snare when hit --- 69 - Wall of Ferocity
55 - Vision of Madness : Prevents death and places small regen on caster --- Ancient Teaching
56 - Amputate: High damage slashing DoT, and decreases attack speed of target --- 70 - Disfigure
56 - Amputate: High damage slashing DoT, and decreases attack speed of target --- 70 - Disfigure
56 - Berserker Rush: High damage Front/Side PBAoE attack --- 70 - Berserker Onslaught
57 - Breach: Melee damage
57 - Taunting Defense: Roots self, gives chance to proc damage & threat when struck (20%)
58 - Frenzed Blows: Attack 3 times, one miss = all further attacks miss
58 - Open Wounds : AE auto-attack damage for 36 seconds --- Ancient Teaching
58 - Couragous Will: Defensive stance
58 - Weapon Aegis: Counterattack three times
59 - Outrage: Taunt + interrupt
59 - Ruthless Strike: Damage + interrupt + debuff Focus
60 - Guarded Vehemence: Self buff AGI + give ally chance at extra avoidance check
60 - Stunning Howl: AoE damage + stun
61 - Combative Rage
61 - Stampede
62 - Engulfing Rage
63 - Blood Craze
64 - Berate
64 - Unrestrained Fury
65 - Roar
66 - Violent Pledge
66 - War Cry
67 - Persistant Battering
68 - Demolish
68 - Mayhem
68 - Suppresed Rage
69 - Agonizing Press
69 - Wall of Ferocity
70 - Disfigure
70 - Berserker Onslaught
70 - Destruction
58 - Weapon Aegis: Counterattack three times59 - Outrage: Taunt + interrupt
59 - Ruthless Strike: Damage + interrupt + debuff Focus
60 - Guarded Vehemence: Self buff AGI + give ally chance at extra avoidance check
60 - Stunning Howl: AoE damage + stun
61 - Combative Rage
61 - Stampede
62 - Engulfing Rage
63 - Blood Craze
64 - Berate
64 - Unrestrained Fury
65 - Roar
66 - Violent Pledge
66 - War Cry
67 - Persistant Battering
68 - Demolish
68 - Mayhem
68 - Suppresed Rage
69 - Agonizing Press
69 - Wall of Ferocity
70 - Disfigure
70 - Berserker Onslaught
70 - Destruction
55 - Wall of Rage: Increase AGI, for decreased movement and dps, has chance to snare when hit --- 69 - Wall of Ferocity55 - Vision of Madness : Prevents death and places small regen on caster --- Ancient Teaching
56 - Amputate: High damage slashing DoT, and decreases attack speed of target --- 70 - Disfigure
56 - Amputate: High damage slashing DoT, and decreases attack speed of target --- 70 - Disfigure
56 - Berserker Rush: High damage Front/Side PBAoE attack --- 70 - Berserker Onslaught
57 - Breach: Melee damage
57 - Taunting Defense: Roots self, gives chance to proc damage & threat when struck (20%)
58 - Frenzed Blows: Attack 3 times, one miss = all further attacks miss
58 - Open Wounds : AE auto-attack damage for 36 seconds --- Ancient Teaching
58 - Couragous Will: Defensive stance
58 - Weapon Aegis: Counterattack three times
59 - Outrage: Taunt + interrupt
59 - Ruthless Strike: Damage + interrupt + debuff Focus
60 - Guarded Vehemence: Self buff AGI + give ally chance at extra avoidance check
60 - Stunning Howl: AoE damage + stun
61 - Combative Rage
61 - Stampede
62 - Engulfing Rage
63 - Blood Craze
64 - Berate
64 - Unrestrained Fury
65 - Roar
66 - Violent Pledge
66 - War Cry
67 - Persistant Battering
68 - Demolish
68 - Mayhem
68 - Suppresed Rage
69 - Agonizing Press
69 - Wall of Ferocity
70 - Disfigure
70 - Berserker Onslaught
70 - Destruction
58 - Weapon Aegis: Counterattack three times59 - Outrage: Taunt + interrupt
59 - Ruthless Strike: Damage + interrupt + debuff Focus
60 - Guarded Vehemence: Self buff AGI + give ally chance at extra avoidance check
60 - Stunning Howl: AoE damage + stun
61 - Combative Rage
61 - Stampede
62 - Engulfing Rage
63 - Blood Craze
64 - Berate
64 - Unrestrained Fury
65 - Roar
66 - Violent Pledge
66 - War Cry
67 - Persistant Battering
68 - Demolish
68 - Mayhem
68 - Suppresed Rage
69 - Agonizing Press
69 - Wall of Ferocity
70 - Disfigure
70 - Berserker Onslaught
70 - Destruction