A predator's heart knows no remorse, it lives for the hunt- Amon Amarth
Congratulations, you've learned how to get really angry. What do you want, a medal? If you want to become more then a screaming child, come with me and I'll teach ya how to be more then angry and how to reach the true fury of our people!
- Hitting Hard: We have access to all of the powers of our barbarian brothers as well as a focus on new Martial Powers. While a Barbarian has to learn how to channel their rage, our Fury comes through without any fancy skills or techniques.
- Durability: Defender level HP, and some good AC options. 8 Surges is a little low compared to the Fighter and paladin, and not having any significant reason to pump con might make this a little lack luster.
- Formation Work: Our brothers and Sisters are concentrated killing machines, but as far as that can get you, even the most brutal assault can be repelled by teamwork. And we have plenty of team work options in the form of Slow and combat advantadge. Always remember, a lone wolf is easy to put down, but a pack is the most dangerous beast in the forest.
This Handbook will use the following system for ratings:
Red: PASS, PASS!
Purple: It can work, but your effort can be better Spent
Blue: Good, maybe even great.
Sky Blue: Must Have
Gold: The BEST.
AP - Arcane Power
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DMA 2009 - Dragon Magazine Annual 2009
DP - Divine Power
DSCS - Dark Sun Campaign Setting
FRPG - Forgotten Realms Player's Guide
HoS - Heroes of Shadow
HotFK - Heroes of the Forgotten Kingdoms
HotFL - Heroes of the Fallen Lands
HotFW - Heroes of the Fey Wild
MM - Monster Manual
MM 2 - Monster Manual 2
MOTP - Manual of the Planes
MK- Mordenkainen's Magnificent Emporium
MP - Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3
PHH 1 - Player's Handbook Heroes: Series 1
PHH 2 - Player's Handbook Heroes: Series 2
PHR: DB - Player's Handbook Races: Dragonborn
PHR: TF - Player's Handbook Races: Tieflings
PrP - Primal Power
PsP - Psionic Power
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Duality: The Work of a Killer
Being a dual role class makes the berserker hard to quantify and to rate. I am going to evaluate the Martial and Utillity with a DUAL color rating. Since the Primal powers will default at red for their martial effectiveness they are going to be rated solely as Striker powers.
The best way to play a Berserker is as a strike defender. Defending as long as you are getting in spare attacks (or as long as you are stemming the enemy tide) and shifting to Striker when you are ready to mop up or to add some extra punch to party damage.
Power Source and Role: Why we Kill
Unlike our brother's our powers are more then what the spirits give us, we train our bodies for exacting precision. Through discipline, hard work, and determination we reach a level our brothers and sister's can not. The Spirits are always there for us, but they are not the weapon, we are.
Our Role in combat is one of need, sometimes we must maintain our focus and hold our ground against our enemies, at other times we best serve our brothers and sisters by letting loose our fury. Above all else, our purpose is to be the counterweight in any battle.
Battle Field Control: Slow and prone are your 2 big status affects, and they give you Solid control over your opponents. Far from any reasonable "controler", but enough to hold the line.
Burst/NOVA/Spike Damage: We have a long list of excellent powers. We don't have an inherent free attack via feral might, but we can still deal out strong Damage with multi hit powers and heavy weapon damage.
Damage Per Round (DPR): We suffer from some of the same accuracy problems as our fellow Barbarians, but unlike our fellows, we have the power to cripple our enemies, making them easier for us to kill. The Barbarian's Multi-attack powers at paragon and epic are still available to us.
Mobility: We are very mobil, but we will get the best use out of mobillity as a Striker. As a Defender, we will want to plant ourselves on the frontline.
Punishment: We have some of the most damaging punishment in the game, as well as a hefty bonus when we strike. Even in Defender mode, we are all about the damage.
Stickiness: We may not live up as well to this as the Knight, or the Fighter, but we aren't poor at this either. WSG makes us better.
Survivability: Defender Level AC and HP, low on surges for a Defender but still solid. And quite a few uttillities to help keep us running.
The berserker very much stands as it's own unique class, but since we share so much in common with our parent class, it can be useful for us to look at their premire guide, written by Lord Duskblade. community.wizards.com/go/thread/view/758...
And thank you to everyone who has commented, will comment, and may comment. I couldn't pull this off without your imput.