Home > 1.9.x, Norse > Berserker ~ Norse MDPS

Berserker ~ Norse MDPS

Berserker“Tall, strong, and deadly warriors. Though they have not accepted the gifts of Tzeentch, they compare in prowess to their eastern kin, the marauders of Chaos. If Tzeentch were to ever shift his winds but a little to the west and overcome western Norsca then the legions of the Raven God would be augmented greatly. Their only fault is their propensity to succumb to a state of rage; it has been noted to make them deadlier, though less concerned for their own well-being. Perhaps with the right touch of Chaos their minds could be molded to control this… madness.”
~ Excerpt from the Librum Chaotica

Berserker

Archetype – Melee DPS

Armor – Medium

Weapon – Dual-wield Axes

Mechanic – Norse Temperament

  • Tasting the victory of many battles, your spirit is riled by the thought of bloodshed. As you engage in combat your Norse Temperament builds, from a base value of 0 to a maximum value of 100. Your strength and chance to critically hit will be higher as your Norse Temperament increases, but your toughness and initiative will decrease.

Mastery Trees

  • War – You focus on taking on your enemy one on one.
  • Decay – You focus on slowly weakening your enemy or doing damage to several targets
  • Prowess – You channel your Norse Temperament for powerful attacks.

R1. Throwing Knife <Core Ability> A basic throwing attack that inflicts ‘x’ damage. 20AP, 1s Cast, No CD, 65ft Range

R1. Fragile Balance <War> You walk along the edge of rage, striking your target for ‘x’ damage. 30AP, Instant Cast, No CD

R2. Frostrot <Deacy> Your axes are coated with a rare strain of frostrot, causing your target to suffer ‘x’ damage every second for 6 seconds. 35AP, Instant Cast, No CD

R3. Uncontrolled Rage <Prowess> Your anger can no longer be contained as you unleash it in a powerful attack which deals ‘x’ damage to your target; for every 25 Norse Temperament this ability will deal ‘x’ more damage. This ability will consume all your Norse Temperament. No Cost, Instant Cast, 3s CD

R4. One and Two <War> Focusing on your target you let loose two quick strikes, hitting your target twice for ‘x’ damage. 35AP, Instant Cast, 3s CD

R5. Rabid Rage <Decay> Frothing at the mouth  you slash your axes out in front of you causing all enemies 30 feet in front of you to suffer ‘x’ damage every second for 4 seconds. 40AP, Instant Cast, No CD

R6. Spinal Slash <War> You exploit your enemy’s weakness and cut across their back dealing ‘x’ damage to your target and ignoring 50% of their armor value. Target must be facing away from you. 35AP, Instant Cast, No CD

R7. Gut Seeker <Decay> You swipe your axes lowly in front of you dealing ‘x’ damage up to 3 targets 25 feet in front of you. 40AP, Instant Cast, No CD

R8. Sever Nerve <Archetype Morale 1> A directed strike which deals 1200 damage to your target.

R8. Surging Spiral <Prowess> Your anger swirls around your head. As your eyes chase the redness in front of your eyes you spin slashing at all enemies within 30 feet of you dealing ‘x’ damage. For every 25 Norse Temperament this ability will deal ‘x’ more damage. This ability will consume all your Norse Temperament. No Cost, Instant Cast, 10s CD

R9. Knock It Off <War> Caught between your axes, you wrest your enemy’s weapon from their hands, dealing ‘x’ damage and disarming your target for 4 seconds. Requires Parry. 35AP, Instant Cast, 10s CD

R10. Charge <Core Ability> You charge into the thick of battle, increasing your movement speed by 50% for 7 seconds. If you use any abilities this effect will immediately end. No Cost, Instant Cast, 30s CD

R10. Crazed Cry <Core Ability> Detaunts all enemies within 30 feet, making them to hate you less and causing them to deal 50% less damage to you for 15 seconds. If you attack anyone you have detaunted, the effect will immediately end. 20AP, Instant Cast, 15s CD

R11. Raider’s Blood <Racial Tactic> Your movement speed is increased by 5%

R12. Force of Will <Archetype Morale 2> You stare down your opponent draining 200 of their Action Points into yourself, and reducing their strength by 160 for 30 seconds.

R12. Gleaming Axes <Core Ability> Your chance to parry is increased by 10% for 10 seconds. 40AP, Instant Cast, 30s CD

R13. Jagged Edge <Archetype Tactic> Any time you critically hit an enemy they will begin to bleed, suffering additional 609 corporeal damage over 9 seconds.

R14. Wild Lashing <Prowess> A particular foe has earned your rage and unbroken attention. You attack your enemy dealing ‘x’ damage per second for 3 seconds. For every 25 Norse Temperament this ability will last 1 additional second. This ability will consume all your Norse Temperament. No Cost, Instant Cast, 15s CD

R15. Tipping Scales <Tactic> For every 25 Norse Temperament Fragile Balance costs 5 AP less and deals 10% more damage.

R16. Confusing Movements <Archetype Morale 1> Concentrating on your perceived movements, you will be able to Dodge and Parry all attacks against you for 10 seconds.

R16. Toughened by Carnage <Decay> The thrill of the fight and the taste of the slaughter empower you, increasing your toughness by ‘x’ for every enemy within 30 feet of you; this effect lasts 10 seconds. 45AP, Instant Cast, 20s CD

R17. Ancestral Offering <Racial Tactic> Your spirit resistance is increased by 252.

R18. Unshaken <Core Ability> In a state of rage your mind cannot be bound, and neither can your body. You free yourself of any roots and snares which may be holding you back. For the next 10 seconds, snares and roots will have no effect on you. 45AP, Instant Cast, 60s CD

R19. Brute Force <Archetype Tactic> Increases your Strength by 160

R20. Relentless Assault <Archetype Morale 2> A prolonged fervor that grants 10 Action Points to everyone in your group within 100 feet for 10 seconds.

R20. Powered by Anger <Prowess> You consume your anger, increasing your strength by ‘x’ for every 25 Norse Temperament. 35 AP Cost, Instant Cast, 15s CD

R21. Certain Returns <Tactic> If one of your attacks is parried,  your next attack cannot be parried and deals 20% more damage.

R23. Breath of Heroes <Racial Tactic> Upon receiving a direct heal, you have a 20% chance to recover 30 action points.

R24. Broad Swings <Archetype Morale 3> All of your attacks for the next 10 seconds will strike up to 2 additional enemies within 25 feet in front of you.

R25. Flanking <Archetype Tactic> All of your attacks deal 15% more damage when you strike an enemy from the sides or rear.

R25. Compound Fracture <War> With a powerful blow from your ax you deal ‘x’ damage to your target and reduce their defenses by 5% for 10 seconds. 40AP, Instant Cast, 20s CD

R27. Simmering Blood <Tactic> Rabid Rage lasts 6 seconds and deals corporeal damage.

R28. Anger Nurtures <Berserker Morale 1> For every 10 points of Norse Temperament you regain 15 Action Points.

R29. Riposte <Archetype Tactic> Each time you parry an enemy’s attack, you will strike them back for 274 damage which they can not prevent.

R30. Sphere of Carnage <Decay> You attack in an unpredictable manner, causing all enemies within 30 feet of you to suffer ‘x’ damage and have their initiative reduced by ‘x’ for 15 seconds. 35AP, Instant Cast, 30s CD

R31. Anger Management <Tactic> The initiative and toughness reduced by Norse Temperament is reduced by 50%, but the strength gained is also reduced by 25%.

R32. Nordic Onslaught <Berserker Morale 2> For the next 8 seconds your attacks cannot be blocked.

R33. Joy from Wrath <Tactic> When you use an ability that consumes Norse Temperament, you will gain half the value consumed as morale points.

R35. Shaken Mind, Unshaken Body <Core Ability> Though your mind is rattled, your body surges onward; you break the effects of stagger. 50AP, Instant Cast, 5m CD

R35. Rage Fueled <Tactic> Powered by Anger will also increase your AP regeneration by 20% for the duration of this effect.

R36. Ours is the Fury <Berserker Morale 3> For the next 7 seconds abilities that consume Norse Temperament no longer consume any Norse Temperament.

R37. Warrior’s Edge <Tactic> On parry you gain 30 Action Points. This ability cannot proc more than once every 3 seconds.

R39. Temper Issues <Tactic> You gain Norse Temperament 50% faster.

R40. Frenzied Slaughter <Archetype Morale 4> All of your abilities will cost 25% fewer action points, cool down 50% faster, and deal 20% more damage for 7 seconds.

R40. Crag Leaper <Prowess> The rage that clouds your mind allows you to surge forward. You leap forward 20 feet. For every 25 Norse Temperament you leap an additional 10 feet. This ability consumes all Norse Temperament. No Cost, Instant Cast, 30s CD

Mastery Trees

War

R3. Vertebrae Counter <Tactic> Spinal Slash ignores 75% of your target’s armor but its cost is increased to 45AP.

R5. Cutout from Under – As you attack your enemy’s legs, you deal ‘x’ damage and reduce their movement speed by 40% for 10 seconds. 35AP, Instant Cast, 5s CD

R7. Blades of War <Tactic> Your melee power is increased by ‘x’.

R9. Pulsing Wound – You cut your target’s main artery, causing a wound that pulses forth their lifeblood. You deal ‘x’ damage to your target and reduce the effectiveness of incoming healing spells on them by 50% for 10 seconds. 40AP, Instant Cast, 10s CD

R11. Splintered Bone <Tactic> Compound Fracture will reduce an additional 5% of defenses.

R13. Rent and Broken – You crash your axes down onto your target, dealing ‘x’ damage and reducing their armor by ‘x’ for 10 seconds. 40AP, Instant Cast, 10s CD

R15. Beyond the Pain <Morale 4> For the next 8 seconds you take 25% less damage.

Decay

R3. Bittersnap <Tactic> Frostrot will also reduce your target’s elemental resistance, and the ability now lasts an additional 3 seconds.

R5. Skinned Shins – Your axes grace your target’s legs slicing off a portion of flesh exposing their muscles to the elements. Your target suffers ‘x’ damage every second their are moving; this effect lasts 10 seconds. 35AP, Instant Cast, 10s CD

R7. Unbinding Flesh <Tactic> Skinned Shins has a 10% chance of reapplying itself with every time the effect is triggered.

R9. Unhuman Pressence – Your very aura strikes at your enemies, you taunt all enemies within 30 feet of you causing them to deal 25% less damage unless they hit you. This effect lasts 8 seconds. 45AP, Instant Cast, 20s CD

R11. Aura of Insecurity <Tactic> Sphere of Carnage lasts 10 seconds longer and is 20% more effective.

R13. Norse Siphon – As you attack all around you, you drain your enemies’ ability to carry on. All enemies within 30 feet suffer ‘x’ damage and have their movement speed reduced by 30% for 10 seconds. 45AP, Instant Cast, 25s CD

R15. Frost Scythe <Morale 4> You deal 1600 damage to all enemies 25 feet in front of you.

Prowess

R3. Shocked into Decline <Tactic> Uncontrollable Rage has a 50% chance to reduce your target’s toughness by ‘x’ for 10 seconds.

R5. Critical Cut – You have identified your target’s vulnerability, dealing ‘x’ damage and reducing their chance to critically hit by 2% for 10 seconds. For every 25 Norse Temperament you further reduce your target’s chance to critically hit by an additional 2%. This ability consumes all your Norse Temperament. No Cost, Instant Cast, 10s CD

R7. Reduction in Strength <Tactic> Critical Cut will also reduce your target’s critical damage by 20%

R9. Feeling Downtrodden? – You slam into your enemy dealing ‘x’ damage and knocking them down for 2 seconds. For every 25 Norse Temperament your target is knocked down for an additional .5 seconds, for a maximum of 3.5 seconds. This ability consumes all your Norse Temperament. No Cost. Instant Cast, 20s CD

R11. Reserve Rage <Tactic> Abilities that consume Norse Temperament only consume 50% of your Norse Temperament but gain 2 seconds to their cool-downs.

R13. Anger Driven – Your anger compels you to fight on. Your health is increased by 150 for every 10 points of Norse Temperament. 40AP, Instant Cast, 60s CD

R15. Loose Cannon <Morale 4> For the next 8 seconds the cool-downs of your abilities are reduced by 5 seconds and the cost of your abilities is 25% lower.

Categories: 1.9.x, Norse Tags: ,
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