A Maplestory 2 Berserker who exudes dark energy! A hero who has unknown power at birth. I've been wanting to handle that energy, and from time to time I use that power. When the anger broke out, his sword was unstoppable. Devoid of the will need of worry as a consequence of their obsession and madness, Berserkers rampage even though wielding their Great Sword and instill fear inside their opponents. They charge straight into enemy lines, destroying them with their overwhelming energy. When cornered, they bring out a far more incredible strength. Maple World's Berserkers are recognized to turn into raised within a tribe from Perion. To survive the barren and harsh environment, their tribe became stronger and more gifted warriors than other folks. Individuals who learned to swing a sword before they could even stroll had been offered the name, Berserker. When around the list of three Lapenta who had been protecting the Maple Planet fell, chaos arose. Perion's Chief, Heart of Red Wolf, allowed even these not from the tribe, but who had extraordinary fighting spirit and difficult strength grow to be a Berserker. The physical and mental prowess necessary to exceed human limits, and incredibly couple of developing into correct warriors.



Class: Warrior
Weapon: Two-Handed Sword
Attributes: Physical
Primary Stats: STR, HP, Weapon Attack
Play Difficulty: ¡ï¡î¡î¡î¡î
Instructor: Recreation
Pros
Among the ideal harm dealing classes.
Good damage burst.
Skills transition smoothly.
Numerous enjoyable swinging a giant sword!
Has skills to replenish HP by stealing it from enemies though wounding them.
Cons
Complicated to train in medium to significant parties as a consequence of lack of correct variety mobbing skill.
Receive far more harm as they execute close combat. Consumes a higher amount of potions.
Unlike Knight class, they do not have skills which can shield themselves from damage taken.

Berserker Attribute analysis
The attribute analysis is actually mainly because this is the PVE direction, so here is definitely the report from the critical attributes related to the harm, we extract the relevant Attributes and analyze it.
We sorted out "attack power", "defense penetration", "physical resistance penetration", "hit", "crit hit", "crit damage", "melee damage increased", "xx attribute damage increased" You will find a total of 11 items that may increase the harm of mad war by "increased harm when attacking the leader", "increase total damage", and "attack speed".
"Attack power" may be the basis from the attack attribute. It is actually directly connected for the initial harm from the skill. It's also the critical attribute. The greater the attack energy, the higher the damage, that is definitely, the higher the attack energy, the better.
"Defense penetration" and "physical resistance penetration" are usually promoted in percentage kind. By means of testing, we can realize that both defense penetration and physical resistance penetration might be straight added and skill harm. We don't just know the particular formula, but each property is weakened determined by the monster's defense and physical defense.
"Hit" refers to the probability of hitting a monster when attacking a monster. The probability of hitting is connected to "the difference involving the monster as well as the player," "the player's hit attribute value," and "the monster's dodge attribute worth." We don't know the formula 1st. When the monster level is higher than the player, the player needs to stack much more hits.
"Crit hit" and "crit harm," we can discover via the test that the crit hit is straightly related towards the crit rate, the crit price and the level difference in between the player as well as the monster, the player's crit hit, the monster's Crit are associated to dodge. Crit harm is the quantity of damage inside the crit, the player's initial crit harm is 125%, and every ten crit damage is usually 1%.
"Melee damage increased" and "xx attribute damage enhanced," we ought to recognize the skill introduction, in the Berserker's skills, love "Melee harm increased" and "Physical resistance penetration," some skills take pleasure in "Dark harm increased" like Total Annihilation. It may be seen via skill harm.
"Injury increases when attacking the leader," "Total harm increased" is related for the final harm settlement. The total damage enhances may be the enhance in damage when the last damage is settled when attacking anything. "The damage increases when attacking the leader" refers only towards the attack leader. When the amount of harm settlement time increases, it's necessary to realize that the "leader" monster only has the world's regularly refreshed planet leader and Dungeon on the BOSS count leader!
"Attack speed" is associated for the frequency of skill release inside the game. It should be noted that 100% improves the attack speed. The benefits enjoyed when the attack speed is low are pretty much negligible, as well as the attack speed is 13% or much more.
Normally, Berserker's hits are meager. Singles are a vital attribute. If you cannot stack adequate attack speed, "defense penetration", "physical resistance penetration", "increased dark damage" are all Quite very good attribute, when you'll find sufficient weapons to attack and improve (weapons are higher sufficient) "Crit hit" and "Crit damage" is often a quite good option.

Skill function evaluation.
Skill characteristics We from three sides, "active damage skills," "passive skills," "actively triggered passive skills." Since the content material is much more and much more people today can go straight to the game to watch, I usually do not introduce one by a single, primarily via the qualities of skills to understand this profession.
The passive skill "Dark Aura" is definitely the inherent passive skill of the Berserker, which can improve the power recovery speed and is connected for the release of specific skills; the decrease the "Adrenaline Rush" well-being value, the energy boosted per second; the "Deep Wounds" crit Causes continuous harm; the "Greatsword Mastery" percentage increases weapon harm.
Active harm skills we can see in front, take pleasure in the dark harm bonus with "Raging Slash," "Death Spin," "Void Slash," and "Dark Breaker," when "Ground Breaker" and "Bloodlust," "X Slash" "It's just physical harm."
It should be noted that the "Dark Breaker" release procedure is usually a hegemony but needs to be launched inside the "Dark Aura" BUFF10 layer. "Ground Breaker" will love the harm bonus of "Dark Aura" BUFF, however it is not going to Consumes "Dark Aura" BUFF. "Bloodlust" can return the blood CD for 8 seconds.
Actively triggered passive skill, ¡°Blood Price¡± consumes harm caused by elevated overall health, but does not consume 10S for life at 25% or less, CD 60S; ¡°Dark Aura¡± BUFF10 layer Maybe launched, consume ten Layers of BUFF, boost attack speed and attack power for 10S, CD30S.
General, Berserker can be a really common melee output career, using a short CD back for the percentage of blood skills, can correctly survive, "Dark Aura" is actually a skill that wants focus at any time, the release of all core skills are related to it It might also consume the well being to raise the output, and in intense cases can make extreme output.
Skill and gear choice.
But in the existing version on the ordinary copy is quite excellent to output, the monster is not difficult, the mad warrior can go effectively to harvest harm in the existing version, but when the copy is updated in the future, it really is hard to possess exceptional The output atmosphere, so at present, players must practice walking and output procedures to prepare for later complicated copies.
In the present version, the ideal equipment has a third-order and strong suit, right here I suggest two routines based on the third-order set as well as the potent set.

Very first, third violent bleeding
This routine is depending on the third-order additional attributes, with "Ground Breaker" and "Deep Wounds" because of the core skills. By physically resisting penetration and increasing crit harm to produce enough sustained harm, this set of equipment calls for weapon attack power. And crit harm specifications are greater.
The skill makes use of "Ground Breaker" as the core to trigger continuous harm through "Deep Wounds." This set is usually a 52-level plus point. At 55th level, "Greatsword Mastery" might be filled. This set of skills for the BOSS output with more displacement, in the usual "Death Spin" because the core skills inside a lot more displacement of the BOSS (which include the black inflammation dragon beast P1), may be output in the shortest time.
The primary output strategy, 1st "Death Spin" stack "Dark Aura" BUFF to 10 layers, after which "Ground Breaker" output.

Second, the violent attack speed
This routine is according to the great suit, with all the ultimate attack speed and dark damage bonus, with "Death Spin" and "Ground Breaker" as the main output skills, supplemented by the "Dark Might" attack speed heap to the limit for output.
Hats, tops, bottoms, footwear, gloves, and weapons all pick the strong anger suit prefixed by "Rage Fury." A certain possibility to enhance the attack speed and physical attack, a total of 6 pieces per item improved by 6%, plus the package can enhance the attack speed and physical attack power by a total of 36%.
In necklaces, rings, cloaks, belts, select "Dark Harm Bonus" > "Tapping Speed" > "Injury Bonus when attacking the leader" > "Defense Penetration" ¡Ý "Physical Penetration" because of the original crit damage Adding achievements is somewhat low, so at this time, to be able to improve the dark damage that comes using the skill, the crit and hit associated attributes are abandoned, but nevertheless can cause really higher damage.
This is a 52-level plus point. In the 55th level, you can fill the "Dark Could." This set of output strategies is mainly "Death Spin" with "Dark Aura" Buff to begin "Dark Might" to "Death Spin." For the primary input skill, the ¡°Ground Breaker¡± constantly releases the blue quantity when the ¡°Dark Aura¡± Buff is full, and there's sufficient blue and continues to make use of the ¡°Death Spin¡± output.
It really is just the second set of points, with Blood Value as the suggests of damage improvement. Right after the level is high, the "Adrenaline Rush" may be improved. This set of "Ground Breaker" increases the damaging weight and balances the energy recovery in the many BUFF. Beneath the bonus, additional "Ground Breaker" might be erupted in an immediate. This is a set of a lot more costly points. The dark damage superimposition just isn't incredibly higher when utilized.