- Berserker Build Guides (Elite Tested) -
Recommended Gear
ONLY USE SECONDARY SET IF YOU ARE STILL DYING.
Primary Set ("I")
Any 2 one-handed weapons with high attack speed (preferably claws).
Notable claws: (in order of desirability)
Secondary Set ("II")
Any one-handed weapon with high attack speed (preferably a claw).
Any shield with high armor/block stats.
Notable shields:
Armor/Trinkets
2: +4.4 Mana/sec for every monster within 3 meters
3: 12% Damage bonus when dual-wielding
4: Silence for 3 seconds
5: +12% Attack Speed
6: +4% Dodge chance
7: 203 Health stolen on hit
8: +35% chance to Execute
9: 80% bonus to Critical Damage
10: +25% Critical Hit Chance
Endgame set
Lvl 105 Draketalon Armor
Lvl 99 Harbinger Trinkets
2 Lvl 105 Bonepry wedges
Skulls
ONLY USE SECONDARY SET IF YOU ARE STILL DYING.
Primary Set ("I")
Any 2 one-handed weapons with high attack speed (preferably claws).
Notable claws: (in order of desirability)
- Bonepry Wedge
- Clockmaster's Tooth
- Netherrealm Claw (4 socket)
- Sunglaze Needle
Secondary Set ("II")
Any one-handed weapon with high attack speed (preferably a claw).
Any shield with high armor/block stats.
Notable shields:
- Decisive Sanctuary
- Escutcheon
- Netherrealm Shield (4 socket)
- Parma's Coal-Burner
Armor/Trinkets
2: +4.4 Mana/sec for every monster within 3 meters
3: 12% Damage bonus when dual-wielding
4: Silence for 3 seconds
5: +12% Attack Speed
6: +4% Dodge chance
7: 203 Health stolen on hit
8: +35% chance to Execute
9: 80% bonus to Critical Damage
10: +25% Critical Hit Chance
Endgame set
Lvl 105 Draketalon Armor
Lvl 99 Harbinger Trinkets
2 Lvl 105 Bonepry wedges
Skulls
Draketalon Helmet:
102 Physical Armor +8% Melee Weapon Damage bonus All Damage Taken is reduced by 20% Draketalon Armor: 254 Physical Armor 3% increase in magic-finding Luck 12% Damage bonus when dual-wielding 118 Health recovery per second Draketalon Pants: 178 Physical Armor Charge decay rate decreased by 70% Charge rate increased by 30% Draketalon Boots: 102 Physical Armor 5% chance to cast Fully Heal Self when you get hit 734 Physical Damage Reflected Draketalon Mantle: 136 Physical Armor +10% chance to Execute 20% reduction in Fumble Chance 100% Immobilization Resistance Draketalon Belt: 135 Ice, Fire, Electric, Poison Armor +20% to Physical Armor +8% Attack Speed +15% to Ice Damage Draketalon Gloves: 102 Physical Armor +8% Attack Speed +9% Cast Speed -10% Physical Damage Taken for each monster within 3m 6% faster movement speed |
Harbinger Ring x 2:
135 Fire, Electric Armor 29 Health stolen on hit 5% increase in magic-finding Luck 6 Mana stolen on hit 9% chance to reflect missles at 50% weapon DPS Harbinger Badge 255 Ice Armor 170 Poison Armor +10% to Physical Armor +6% Mana +8% Melee Weapon Damage bonus Bonepry Wedge x 2: 1083 Damage per Second Very Fast Attack Speed (.64 seconds) Electric Damage 180-256 Fire Damage 180-256 Poison Damage 185-264 +25% Critical Hit Chance 5% chance to cast Scalding Geyser from target Conveys 10% chance to Stun target for 5 seconds 15 "Skull of Riechliu" (Armor/Trinkets) +1540 Health 3 "Skull of Yanfeer" (Armor/Trinkets) +10% to All Damage 2 "Tibbeek Skull" (Armor/Trinkets) +96 Mana 4 "Rambren Skull" (Weapon) 60% bonus to Critical Damage |
Armor, Trinkets, and Skulls explained
Starting with the helmet, melee weapon damage bonus is very important, as is damage reduction; the helmet is a rather obvious choice.
The chestplate gives nice dual-wielding bonus and has decent health recovery, so it is a good option.
The leggings aren't that great aside from the high physical armor value and set component. Charge is useless in this build (explained below).
The boots are based on luck with the "cast Fully Heal Self" part, but extremely valuable if you manage to get that 5%.
The belt is good with attack speed and armor, but the ice damage is wasted.
The gloves aren't a necessity, but the attack speed helps.
The rings are not very good, but the magic finding luck does help when searching for other Draketalon armor.
The amulet is very good as it gives armor, mana, and melee weapon damage bonus, which are all very important.
The claws I picked are obviously the best. Even though they have less damage per second than the Clockmaster's Tooth, +25% critical hit chance is insane.
Riechlius are very obvious, as they are a necessity to 99% of all successful builds.
Yanfeers really help with increasing damage, however only really work with berserkers due to their natural tankiness, that 3 riechlius less don't matter that much.
Tibbeeks are essential for spamming Wolfpack.
Rambrens are essential for max damage output. (Better than vellinques or vastoks)
OPness explained
This build is REALLY OP as following this, you have 100% CRITICAL HIT CHANCE AND 100% EXECUTE CHANCE.
Charge is useless besides for movement speed, 100% critical hit chance and increased secondary target hit chance is USELESS because:
1. No point in 100%chc -> 100%chc (CHC = critical hit chance)
2. Claws don't splash!
Dropped Spells/Tomes
Starting with the helmet, melee weapon damage bonus is very important, as is damage reduction; the helmet is a rather obvious choice.
The chestplate gives nice dual-wielding bonus and has decent health recovery, so it is a good option.
The leggings aren't that great aside from the high physical armor value and set component. Charge is useless in this build (explained below).
The boots are based on luck with the "cast Fully Heal Self" part, but extremely valuable if you manage to get that 5%.
The belt is good with attack speed and armor, but the ice damage is wasted.
The gloves aren't a necessity, but the attack speed helps.
The rings are not very good, but the magic finding luck does help when searching for other Draketalon armor.
The amulet is very good as it gives armor, mana, and melee weapon damage bonus, which are all very important.
The claws I picked are obviously the best. Even though they have less damage per second than the Clockmaster's Tooth, +25% critical hit chance is insane.
Riechlius are very obvious, as they are a necessity to 99% of all successful builds.
Yanfeers really help with increasing damage, however only really work with berserkers due to their natural tankiness, that 3 riechlius less don't matter that much.
Tibbeeks are essential for spamming Wolfpack.
Rambrens are essential for max damage output. (Better than vellinques or vastoks)
OPness explained
This build is REALLY OP as following this, you have 100% CRITICAL HIT CHANCE AND 100% EXECUTE CHANCE.
Charge is useless besides for movement speed, 100% critical hit chance and increased secondary target hit chance is USELESS because:
1. No point in 100%chc -> 100%chc (CHC = critical hit chance)
2. Claws don't splash!
Dropped Spells/Tomes
Player:
Weapons Expertise (damage bonus) Dual Wielding (damage bonus) Armor Expertise (armor bonus) Haste (attack speed) Adventuring (potion effectiveness) Treasure Hunter (magic-finding luck)* *For starters only (still need to find Draketalon armor/bonepry) |
Pet:
Dervish (attack speed) Silence (helpful against casters) Summon Skeleton (good damage) Summon Archers (good damage) Other summons that are helpful |
Pet Collar, Tags
Epic Collar:
209 Physical Armor 78 Ice, Fire, Electric, Poison Armor +199 Physical Damage +237 Fire Armor +123 Poison Armor +135 Ice Armor Epic Stud x 2: 111 Physical, Ice, Fire, Electric, Poison Armor +623 Health +224 Ice Damage 24 Health stolen on Hit |
Stats
Point allocation: Strength: 169 Dexterity: 291 Focus: 5 Vitality: 70 Equipment enchants: (without counting allocated points):
Strength: 175+ Dexterity: 325+ Focus: 265+ Vitality: 500+ Each piece of equipment should be enchanted with 3 total stat enchantments and a 4th Grandmaster enchant (doesn't matter which one). Enchant + disenchant until you achieve optimal results, depending on your gold. |
Skills
Howl - 15/15
Blood Hunger - 15/15
Executioner - 15/15
Cold Steel Mastery - 10/15
Shadow Burst - 1/15
Wolf Shade - 15/15
Savage Rush - 1/15
Battle Standard - 15/15
Wolfpack - 15/15
Shred Armor - 15/15
Red Wolf - 15/15
WARNING: DO NOT PUT ANY POINTS IN FRENZY MASTERY, UNLESS YOU JUST WANT MOVEMENT SPEED
Howl - 15/15
- This will be a great debuff skill; use it so enemies don't do damage to you but you do tons to them
Blood Hunger - 15/15
- Lifesteal is very important for dual wielders
- 100% critical hit chance will combo with this like a charm, and will heal for a lot, if you are using Riechlius
Executioner - 15/15
- This passive will greatly help you achieve 100%, however you may want to put less points in, especially if you have lots of focus and other outside execute chance sources
Cold Steel Mastery - 10/15
- +20% to Physical Damage is a lot! Get 15/15 if you don't need 15 points in executioner
Shadow Burst - 1/15
- Helpful when used to break enemy shields
- Use this to dodge boss smashes and attacks
- Talk to Raymor to respec your "Eviscerate" skill and use that point in Shadow Burst
Wolf Shade - 15/15
- This skill is a must-have; at tier 3, it will have a 1 minute duration and cooldown
- It will scout, heal, and deal tons of damage
Savage Rush - 1/15
- If you are low health and can't use wolf shade, just hold this down and dash around
- You are practically invulnerable
Battle Standard - 15/15
- Knockback resist is really good, so you can effectively land your crits
- Mana regen can be comboed with wolfpack
Wolfpack - 15/15
- This is the main damage dealer of your build besides straight up auto attacking
- Can be effective while gimping
- Be careful! Some enemies will reflect the wolves and some will ignore them (certain types of tar slimes)
Shred Armor - 15/15
- You can raise your armor significantly from a distance, as it procs with wolfpack
- Very helpful for survivability
Red Wolf - 15/15
- Not very good (only 6k damage), but gives your claws a bit of splash and extra damage is always good
WARNING: DO NOT PUT ANY POINTS IN FRENZY MASTERY, UNLESS YOU JUST WANT MOVEMENT SPEED