Fledgling Berserkers take note.
Before you frenzy on the snakes and bats, read these important tips for berserkers.
For your berserker axes:
If you have a berserker tome in your inventory, you may learn it for use in your future adventures by completing the following steps:
-Open your inventory by pressing the key on your keyboard.
-Click on a berserker tome in your inventory so that it is
placed on your mouse cursor.
-Move your cursor with the tome still on it over to your guildmaster
and [left-click] on him/her.
-Now click the [give] button located near the bottom of the trade
window.
-You should now see a message in your chat window that says
"Use your new skill wisely".
-Press [ALT-C] on your keyboard to bring up the Combat Abilities
window.
-Click on the "S" located near the top right corner of the Combat
Abilities window. This will open the Combat Skills window.
-Your new skill should now be displayed in the window.
Click on the name of the skill once, and then look at the
bottom of the window. You should see a "Make Hotkey" button.
Clicking on this will allow you to make a hotkey for your new skill.
-Place the new hotkey in one of the empty hotkey slots of the
Combat Abilities Window.
Remember to stock up on components if you wish to use your new skill and create some throwing axes. You can visit the Berserker Tome Merchant in your home town to get one free sample of components or to buy more tomes and components.
Melee Skills Tips
For your combat skills:
In order to learn a new combat skill, you must obtain a skill tome. Some of these can be purchased from your guild master, others must be discovered. Once you receive a tome, follow these steps to learn your new ability:
- Open your inventory by pressing the key on your keyboard.
- Click on the tome in your inventory so that it is placed on your mouse cursor.
- Move your cursor with the tome still on it over to your guildmaster. Click on him/her.
- Now click the [give] button near the bottom of the trade window.
- You should now see a message in your chat window that says "Use your new skill wisely".
- Press [ALT-C] on your keyboard to bring up the Combat Abilities window.
- Click on thelocated near the top right corner of the Combat Abilities window. This will open the Combat Skills window.
- Your new skill should now be displayed in the window. Click on the name of the skill once, then look at the bottom of the window.
You should see a Make Hotkey button. Clicking on this will allow you to make a hotkey for your new skill.
- Place the new hotkey in one of the empty hotkey slots of the Combat Abilities Window.
Have fun and take out a skeleton or two for me.
Brenlo the Frenzied
Brenlo's tips for baby zerkers.
Brenlo's tips for baby zerkers.
This was pulled from beastlords.org website. A little bit about his beta experience. Kind of long.
past 3 or 4 weeks I've been on beta testin out the new expansion, and here's what I know from it.
First thing is the Berserkers.
Berserker as most of you already know is a chain class. They DO NOT dual wield as some of the rumors have been flying about. They are specifically a 2handed weapon/throwing class. Means, they can use 2h blunt, 2h slashers, and 2h piercers. They will be able to summon their own throwing weapons as well.
These throwing weapons however do require regents, but the regents are cheap. The level 65 throwing axe was 43 damage, 29 delay, 175 range. The component for it cost roughly 100pp a stack. That equals to about 400 throwing axes. Each component is worth a stack of axes. Berserkers get kick AND an ability called frenzy. However, they are on the same timer, so once you hit 6th level, you'll never use kick again. Frenzy is basically an extra hit with your 2hander, and if you look at your toon when he/she does it, they frenzy with one hand. It does basically the same damage as a normal attack as well.
At higher levels, your frenzy can do up to 2 or 3 attacks. As for the aura's, I didn't really get to test them out, noone could even turn in the tomes for the aura until about a week or week and a half ago. Berserkers already have their epic finished, I didn't get to see it, because they wouldn't put it on beta, but they have assured it's been completed already. They already also have their different armors already set up, IE kunark, velious, ornate, planar, and any others. All in all, I would have to see the berserker is a nice class to have. Not many more ideas can pop up for new classes and they've done it successfully enough.
Next is the Tribute system.
The Tribute system is pretty awesome. Everquest states that you can start using it at 10th level, but in actuallity, you can't use anything until 20th in level. Their are a ton of different abilities, and they tier up. You can have up to 5 different abilities on you at any one time. You donate plat, gems, items, etc... to your racial tribute person (usually found in your home town) and then select the ability or abilities that you would like. The more favor points you get from donations, the longer these abilities last. If you want them to keep going, you have to keep donating. It's probably their way of managing the economy a bit, but who knows. Some of the abilities are for example...
increased mana regen
increased hp regen
increased endurance regen
increased max hitpoints
increased mana pool
increased endurance pool
increased armor class
ultravision
see invisible
enduring breath
increased stats/resists
focus effects (ie improved healing, mana conservation, etc...)
bonus effects to bard instruments
and more...
I don't know too much about the new zones, but here's what I do know. There are only 2 or 3 different zones for 55+ to group in, and similar to dreadlands in kunark, at least one of them has a mob that wanders and is stronger than most people have ever even met. There is a mob in Natimbi that is meant for a raid of time/elemental geared people, the Cragbeast Queen. Here's a note and a hint for those of you out there, a lot of the mobs in the new expansion will mitigate certain weapon types.
For example, the Cragbeast Queen mitigates 50% of slashing and blunt damage. So the best route to go when even attempting her is piercers or hand to hand weapons. She's also got a spell shield, so don't think it's caster friendly just because of the mitigation. The Cragbeast Queen has at least one AE that i'm aware of, it's an AE snare or snare/dot.
The basic zone lineup kinda goes like this... at least from what I saw. Some of the zone names may be spelled wrong, but they are close enough.
You have Nedaria's Landing, which you can get to through jagged pine, or by using the wayfarer's at any of the wayfarer camps. That zone has already been out, but it's been modified so you can get to the new GoD zones.
Nedaria's Landing leads to the Abysmal Sea. It's a BIG sea, with a BIG boat on it. This boat is basically a city, and where most of your quests will originate. Along with supplies, banks, guildmasters, soulbinder, etc., it has quite a bit to offer. If you fall off the boat, there is an area at the north side where you can swim to and get back on. The north side is also where the raft/boat/whatever comes to take you to the shores of Natimbi.
The next zone you'll come accross is Natimbi, the broken shores. It has a small camp where you can safely rest and if I remember correctly, where you can buy supplies and also a couple quests originate from there as well. You'll come accross the race of the Talesions(spellin may be wrong). This race is basically a peaceful race that was overrun, their main focus was and is still tradeskills, mainly those of weaving/tailoring. But there may be others that focus on the other tradeskills as well. This is most likely where you'll start quests similar to the coldain shawl, but not as complicated and just as rewarding. It's one of the few zones people in their 50's can group. It also contains the Cragbeast Queen, which is geared towards time/elemental guilds/raids.
After you are done sightseeing in Natimbi, you'll come to Qinimbi. This is sorta like the nexus in a way, it leads you to 3 others zones. But, unlike the nexus, this one has stuff in it you can kill, or that can kill you. Running here at 65 without invis IS NOT a good idea, it will get you dead quick. This is also where you'll meet the Kyv, as you may have seen on eqcastersrealm a couple weeks back. They hit hard and they can hit from a distance as well. I didn't see too much of this zone, because other than it linking to 3 other zones, there isn't much to be had here, just stuff to kill. There is one area that is a raid encounter however, pretty much only other thing to do in the zone other than hunt. I don't know anything about the raid encounter except that it starts in the clear aqua dome in front of the Fatimbi zoneline. Qinimbi splits off 3 ways to 3 different zones. Riwwi, Barindu, and Fatimbi.
Riwwi is a colleseum of sorts, you hunt here, you kill here, etc... not too much info to give here since i didn't hunt here much. You can get to Fatimbi through this zone as well.
Fatimbi I don't know much about, you can get to Barindu and Riwwi from it however.
Barindu, the hanging gardens is a place you can do a couple quests I think, and also has an area or two where you can enter a couple of the instanced zones.
As for the other zones, I never got to them, was too busy testing low level berserkers and testing the tribute system out.
Leadership Experience is nice, I didn't get to test it out much, but I did get to see the results of what someone with all the raid/group leadership points have. If you are in a group and the leader has enough points, you'll be able to tell the level and class/class type of what you have targeted. The more points you have, the more info you'll get... IE special enchantments (buffs), immunities/resists, and some info on whether slows, snares, charms, etc will or won't land on it. You'll also see a little more to the name of your target if the leader has the points, IE hitpoint percentage. There are more benefits as well, but I'll let you see them for yourself. The main idea is once again to focus on grouping.
If you have any questions, post them here or feel free to send me a ;tell on Lanys... just ;tell lanys.vhashei or ;tell lanys.tsutanai
past 3 or 4 weeks I've been on beta testin out the new expansion, and here's what I know from it.
First thing is the Berserkers.
Berserker as most of you already know is a chain class. They DO NOT dual wield as some of the rumors have been flying about. They are specifically a 2handed weapon/throwing class. Means, they can use 2h blunt, 2h slashers, and 2h piercers. They will be able to summon their own throwing weapons as well.
These throwing weapons however do require regents, but the regents are cheap. The level 65 throwing axe was 43 damage, 29 delay, 175 range. The component for it cost roughly 100pp a stack. That equals to about 400 throwing axes. Each component is worth a stack of axes. Berserkers get kick AND an ability called frenzy. However, they are on the same timer, so once you hit 6th level, you'll never use kick again. Frenzy is basically an extra hit with your 2hander, and if you look at your toon when he/she does it, they frenzy with one hand. It does basically the same damage as a normal attack as well.
At higher levels, your frenzy can do up to 2 or 3 attacks. As for the aura's, I didn't really get to test them out, noone could even turn in the tomes for the aura until about a week or week and a half ago. Berserkers already have their epic finished, I didn't get to see it, because they wouldn't put it on beta, but they have assured it's been completed already. They already also have their different armors already set up, IE kunark, velious, ornate, planar, and any others. All in all, I would have to see the berserker is a nice class to have. Not many more ideas can pop up for new classes and they've done it successfully enough.
Next is the Tribute system.
The Tribute system is pretty awesome. Everquest states that you can start using it at 10th level, but in actuallity, you can't use anything until 20th in level. Their are a ton of different abilities, and they tier up. You can have up to 5 different abilities on you at any one time. You donate plat, gems, items, etc... to your racial tribute person (usually found in your home town) and then select the ability or abilities that you would like. The more favor points you get from donations, the longer these abilities last. If you want them to keep going, you have to keep donating. It's probably their way of managing the economy a bit, but who knows. Some of the abilities are for example...
increased mana regen
increased hp regen
increased endurance regen
increased max hitpoints
increased mana pool
increased endurance pool
increased armor class
ultravision
see invisible
enduring breath
increased stats/resists
focus effects (ie improved healing, mana conservation, etc...)
bonus effects to bard instruments
and more...
I don't know too much about the new zones, but here's what I do know. There are only 2 or 3 different zones for 55+ to group in, and similar to dreadlands in kunark, at least one of them has a mob that wanders and is stronger than most people have ever even met. There is a mob in Natimbi that is meant for a raid of time/elemental geared people, the Cragbeast Queen. Here's a note and a hint for those of you out there, a lot of the mobs in the new expansion will mitigate certain weapon types.
For example, the Cragbeast Queen mitigates 50% of slashing and blunt damage. So the best route to go when even attempting her is piercers or hand to hand weapons. She's also got a spell shield, so don't think it's caster friendly just because of the mitigation. The Cragbeast Queen has at least one AE that i'm aware of, it's an AE snare or snare/dot.
The basic zone lineup kinda goes like this... at least from what I saw. Some of the zone names may be spelled wrong, but they are close enough.
You have Nedaria's Landing, which you can get to through jagged pine, or by using the wayfarer's at any of the wayfarer camps. That zone has already been out, but it's been modified so you can get to the new GoD zones.
Nedaria's Landing leads to the Abysmal Sea. It's a BIG sea, with a BIG boat on it. This boat is basically a city, and where most of your quests will originate. Along with supplies, banks, guildmasters, soulbinder, etc., it has quite a bit to offer. If you fall off the boat, there is an area at the north side where you can swim to and get back on. The north side is also where the raft/boat/whatever comes to take you to the shores of Natimbi.
The next zone you'll come accross is Natimbi, the broken shores. It has a small camp where you can safely rest and if I remember correctly, where you can buy supplies and also a couple quests originate from there as well. You'll come accross the race of the Talesions(spellin may be wrong). This race is basically a peaceful race that was overrun, their main focus was and is still tradeskills, mainly those of weaving/tailoring. But there may be others that focus on the other tradeskills as well. This is most likely where you'll start quests similar to the coldain shawl, but not as complicated and just as rewarding. It's one of the few zones people in their 50's can group. It also contains the Cragbeast Queen, which is geared towards time/elemental guilds/raids.
After you are done sightseeing in Natimbi, you'll come to Qinimbi. This is sorta like the nexus in a way, it leads you to 3 others zones. But, unlike the nexus, this one has stuff in it you can kill, or that can kill you. Running here at 65 without invis IS NOT a good idea, it will get you dead quick. This is also where you'll meet the Kyv, as you may have seen on eqcastersrealm a couple weeks back. They hit hard and they can hit from a distance as well. I didn't see too much of this zone, because other than it linking to 3 other zones, there isn't much to be had here, just stuff to kill. There is one area that is a raid encounter however, pretty much only other thing to do in the zone other than hunt. I don't know anything about the raid encounter except that it starts in the clear aqua dome in front of the Fatimbi zoneline. Qinimbi splits off 3 ways to 3 different zones. Riwwi, Barindu, and Fatimbi.
Riwwi is a colleseum of sorts, you hunt here, you kill here, etc... not too much info to give here since i didn't hunt here much. You can get to Fatimbi through this zone as well.
Fatimbi I don't know much about, you can get to Barindu and Riwwi from it however.
Barindu, the hanging gardens is a place you can do a couple quests I think, and also has an area or two where you can enter a couple of the instanced zones.
As for the other zones, I never got to them, was too busy testing low level berserkers and testing the tribute system out.
Leadership Experience is nice, I didn't get to test it out much, but I did get to see the results of what someone with all the raid/group leadership points have. If you are in a group and the leader has enough points, you'll be able to tell the level and class/class type of what you have targeted. The more points you have, the more info you'll get... IE special enchantments (buffs), immunities/resists, and some info on whether slows, snares, charms, etc will or won't land on it. You'll also see a little more to the name of your target if the leader has the points, IE hitpoint percentage. There are more benefits as well, but I'll let you see them for yourself. The main idea is once again to focus on grouping.
If you have any questions, post them here or feel free to send me a ;tell on Lanys... just ;tell lanys.vhashei or ;tell lanys.tsutanai
Morteus - 60 NE War - Cenarius
Warlord of <Driven>
"I am Jack's Raging Bile Duct....."
Warlord of <Driven>
"I am Jack's Raging Bile Duct....."