## TERA Berserker Guide PVE - Introduction

What is TERA's Berserker? Damage.

While other classes will provide “variety” and “utility” to your party composition, it doesn't matter when things take (literally) a million damage and die. You don't need a million skills or some fancy buffs to smash face; you have your bread and your butter, and that’s all you need.

Being a PVE Berserker is synonymous with being the PVE Hero: you should be able to carry your party to victory with little help and be able solo mostly everything with ease. Backed by good damage and reliable defense, there is very little that the Berserker can't do in PVE.

## Table of Contents

## Skill Overview

### A Brief Overview on Skills for Beginning Berserkers

Essentially all Berserker damage comes from charge-up skills; you press and hold the skill until you release or the charge time limit is met.

Specifically for **Thunder Strike** and **Cyclone**, should you hold the charge past a full meter (the meter is fully red in color), you will begin taking tick damage for a full two seconds before automatically releasing your skill – four ticks from Thunder Strike and five ticks (assuming Glyph of Power is being used) from Cyclone. This is overcharging.

**Lethal Strike** and **Vampiric Blow** do not have this self-damaging overcharge (Lethal Strike naturally costs HP rather than MP, while Vampiric Blow’s charge level affects the amount of HP restored), and the damage from Thunder Strike and Cyclone are greatly increased with a full overcharge.

**Evasive Smash**, a level 60 skill, cancels your charging and performs a roll similar to a Warrior’s Evasive Roll and can be inputted again to perform a Lethal Strike-esque move that does damage proportional to the level of charge you canceled, including overcharge amount.

**Axe Block** can be used to immediately cancel any charge and stops the canceled skill from going into cool-down – it should be noted that using Evasive Smash to cancel a charge *will* start that skill’s cool-down.

The buff skills **Dash**,** Fiery Rage**, **Flurry of Blows**, and **Bloodlust** should be kept up as much as possible; Dash helps with repositioning by increasing movement speed (Berserker speed is horrendous), Fiery Rage and Bloodlust increase damage by boosting Power, and Flurry of Blows increases attack and charge speed – it should be noted that although Flurry of Blows increases charge speed, it does not affect the two second overcharge time of Thunder Strike and Cyclone.

Of your support skills, **Mocking Shout** grants temporary immunity to staggers, knockdowns, and stuns – essentially providing a full overcharge without interruption – while sending out a 5m shockwave that has a high chance of staggering affected targets.

**Triumphant Shout**, **Tenacity**, and **Unchained Anger** are free sources of MP as Berserkers naturally lose MP. It should be noted that Triumphant Shout temporarily stops MP decay, while Unchained Anger uses HP to restore MP.

**Inescapable Doom **and **Fearsome Shout** are very niche in PvE, and their real value shows in PvP. Inescapable Doom temporarily slows down affected targets and stops the use of evasion type skills (skills such as the Archer's Breakaway Bolt and the Sorcerer's Glacial Retreat are unaffected). Fearsome Shout, on the other hand, induces Fear on affected targets, causing victims to run around at random.

**Flatten**, **Staggering Strike,** **Leaping Strike**, and **Retaliate** are your damage support skills. Flatten has high impact, meaning it has a high chance of causing a knockdown if it connects, while Staggering Strike has a chance of stunning and flipping the target’s back to face you. Leaping Strike, on the other hand, moves you in the direction of your camera a distance of 15-16m (your path can be obstructed), while Retaliate is your wake-up from knockdowns.

## Tips and Tricks

This section is a brief look at different situations and considerations that you may encounter as a Berserker; while trivial conclusions can be drawn for each idea, this section aims to explore the more subtle areas of an otherwise straightforward class.

**Overcharging and Block Canceling**

There will be awkward moments when you just started the two second countdown for full overcharge and you see the BAM or boss winding up for an attack; the correct choice in these situations is knowing how much more time you have before you will take a hit. In most cases, there will be time to release Thunder Strike or connect one or two Cyclone hits before having to block. However, immediately cancelling your charge to Axe Block and not dying will usually be worth missing an extra hit of damage.

**Chaining Vampiric Blow**

Overcharging Thunder Strike, Cyclone, or Lethal Strike can chain an immediate, equal-charged Vampiric Blow that restores less HP. While in most situations you will follow through on the chain (especially if you use Vampiric Blow’s Glyph of Power), keep in mind that there will be a brief animation lock and delay following the Vampiric Blow hit. Especially in builds passing up bonus attack speed, this short period will leave you vulnerable to taking hits from a BAM or a boss you’re fighting.

**Evasive Smash: Damage and Utility**

Evasive Smash, the Berserker’s hardest hitting move, is also the best utility in the repertoire: the first half of the skill is essentially a Warrior’s Evasive Roll, complete with its own invincibility frames and barricade bypasses (more on the latter later). While it is perfectly fine to use it exclusively for damage or utility, there will be situations where timely and proper use can save yourself and/or your party.

**Lethal Strike: Clean-Up Duty**

While it was mentioned in previous versions that Lethal Strike held potential due to its Empowered Glyph, due to the lack of overcharge and Glyph of Carving, it falls far shorter compared to Thunder Strike and Cyclone. While it is not able to compete with the damage ceiling of these two skills, Lethal Strike is still worth considering as a quick, one-use skill to finish off mobs.

**Axe Block and MP Recovery**

Axe Block in tandem with its Glyph of Mindspark is a powerful addition that puts very little strain on any Glyph builds. Having said that, Glyph of Mindspark is not all-powerful; against mobs with powerful single strikes, it is much more effective to connect Combo Attack to quickly recover some MP. When cutting for Glyph points, its overall effectiveness in the current situation as well as alternative methods of recovering MP should be assessed and considered.

**The Liability in Flatten**

The vanilla Flatten – without Glyphs, without bonus attack speed, and unchained from Staggering Strike – is a questionable skill due to its animation lock, and with only speed investment, Flatten’s damage leaves much to be desired. Should you pass on using bonus attack speed on a 0/3/6/9 weapon (mentioned later), dropping Flatten from use and Glyphs is not out of the question.

## Glyph Builds

Niches aside, your glyph builds will always start with this skeleton build. While this build makes Cyclone stronger than Thunder Strike, Thunder Strike’s overwhelming advantage is its restored movement speed via **Glyph of the Slick**, which makes repositioning your overcharge that much easier. It should also be noted that **Glyph of Carving** (for Cyclone, Thunder Strike, and Evasive Smash) do *not* double your critical rate the way a Slayer’s Glyph of Carving does; its actual effect (“doubles critical chance”) is believed to affect the raw chance of a successful critical hit.

### 1. All-Purpose Build [LINK]

The main focus here is alternating between Thunder Strike and Cyclone, while Flatten serves as filler, Staggering Strike supplements Thunder Strike, a stronger Vampiric Blow encourages auto-release overcharges, and Axe Block on multi-hit attacks is a reliable MP battery. The five available Glyph points should be used to supplement a skill of your choice – **Glyph of Energy** for Triumphant Shout or Dash gives 95% and 80% uptime respectively, while **Glyph of Carving** for Evasive Smash and **Glyph of the Pump** for Fiery Rage will improve the potency of your attacks.

### 2. Cyclone-less Build [LINK]

Cyclone is abandoned entirely to supplement and take advantage of Thunder Strike’s almost nonexistent cool-down. Although having both **Glyph of Energy** and **Glyph of Persistence** on Staggering Strike seems redundant, there is never a time where you want to suffer from the full 20 second cool-down should Glyph of Persistence not come into effect – especially successively. With the remaining 11 Glyph points, buffs can be supplemented, however Flurry of Blows should not be a consideration; although the buff increases charge speed, this boost does not affect the two (2) second overcharge time, and the combination of Thunder Strike’s **Glyph of the Swift** and Staggering Strike’s **Glyph of Blaze** start Thunder Strike charging 55% faster. Thunder Strike’s **Glyph of the Sanative** is also viable considering the nature of this build.

The power of this build comes from its short, simple skill rotations of [Staggering Strike > Flatten > Thunder Strike > Staggering Strike > Thunder Strike > restart]. Due to its Glyph of Persistence, Staggering Strike’s cool-down reset can chain successive, +55% charge speed Thunder Strikes for rapid-fire, high-powered hits. It should be known that by following this build, **you lose out on crowd control as well as one of the Berserker's core skills.**

## Progression and Choices

With the advent of Patch 22.04, the progression path has become much easier to pass through.

**Starting from Nothing:**

As before, obtain your crux-tier weapon crystals; these will provide the biggest increase in damage for the least amount of gold due to their critical damage modifier nature.

With crystals in hand, start at Balder's Temple (solo). Here, you're aiming for your weapon, chest armor, and jewelry; while the weapon and chest armor will be quickly replaced, the rings and earrings come slotted (you are able to equip green crystals on them), and the necklace comes at a high item level with a helpful +4% attack speed modifier line.

Also viable are the equipment pieces from Jax Trust at Cutthroat Harbor. Do dailies, earn reputation and credits, and become entry-level geared.

With this, begin entering Channelworks, Shattered Fleet, Alliance Vaults, and Wonderholme (Normal); as PUGs will be unwilling to carry you with entry-level gear, it is recommended that you do these dungeons (with the exception of Alliance Vaults) with friends or guildmates.

#### On Weapons:

There are three main choices for weapons at endgame: the Nightforge PVE *Barbarax* and the Wonderholme axes: the keen *Axe O' Salt*, the intense *Savertine Hatchet*, and the quick *Manxome Axe*.

The Steadfast axe *Rotchopper* is not recommended due to the lack of difficulty in completing Wonderholme (Hard). It is recommended to upgrade the Steadfast weapon to +9 if planning to upgrade to better equipment. For players unable to complete Wonderholme (Hard), it is still a viable endgame weapon at +12.

Of the three types of Wonderholme weapons, the keen variant (*Axe O' Salt*) is recommended most due to its natural bonuses to critical rate and critical damage that supplement the Berserker playstyle.

As of the time of writing (October 2013), if you come into possession of the bind-on-equip Steadfast/Wonderholme weapons (the Steadfast *Danger's Edge*, the keen *Duchexx*, the Intense *Jabberax*, and the quick *Oftenheader*), it is recommended that you sell these to fund upgrading the bind-on-pickup weapons listed above.

#### On Armour:

Chest and Foot armor are a lower upgrade priority for the Berserker; upgrading these two pieces will not improve your damage at all. For Chest armor, it is of some importance to use one of the pieces that give a natural bonus to a skill (the Regent *Courtplate*, the Visionmaker *Steelgaze Rageplate*, the Wonderholme *Jacksleplate*, the Nightforge PVE *Bloodflay Plate*, and the Nightforge PVP *Painlashed Chestplate*); while Foot armors are essentially equivalent sans minor differences for a Berserker.

Upgrading Hand armor should come after finishing your weapon upgrade. Each of the bonuses from upgrading will improve your damage. In addition, compared to other armors, the Nightforge PVE *Whetstone Lifters* and Nightforge PVP *Whiteheat Gauntlets* have a natural "Do 2.3% (3% when masterworked) more damage when you attack modifier", making them significantly better than previous Hand armors.

#### On Accessories:

Accessories will come from three dungeons: Channelworks will give the *Zenith Shield Band* ring, Shattered Fleet holds the *Zenith Earring* and *Zenith Necklace* accessories, and the Alliance Vaults yields the *Power Noctenium Ring* and *Ring of Pain*.

Of note, wearing any combination of two *Zenith* accessories will give a bonus "Inflict an extra 3% damage" modifier, and any combination of three will give a bonus "Attack speed increases by 4%" modifier.

The choice of *Zenith Shield Band* versus *Ring of Pain/Improved Noctenium Ring* will be explained below; the *Zenith* ring has a natural "Increases your critical rate by 8" as well a re-rollable "Increases your critical rate by 4" bonus, while the *Alliance* rings have a natural "Inflicts an extra 3% damage" and can roll two "Increases critical damage" bonuses.

### Making Money:

Plan 1: Enter **Labyrinth of Terror**, kill the first three non-BAM elite mobs you encounter, loot the *Refined/Masterwork Alkahest*, reset the dungeon, repeat.

Plan 2: Enter **Labyrinth of Terror** or **Ebon Tower**, clear the dungeon, loot *Refined/Masterwork Alkahest* and *Master Enigmatic Scrolls, *metal extract any superior equipment, reset the dungeon, repeat.

Plan 3: Run and clear **Channelworks**, **Shattered Fleet**, and **Kezzel's Gorge** as much as possible. Loot and sell all *Zenith Boxes*. If looking to gamble, open *Zenith Boxes*, win a *Mark of Bloodshed*, and sell it.

## Becoming the PVE Hero

How does one become the PVE Hero, capable of carrying parties through damage alone? You need to deal damage quickly and consistently, overpowering the need to follow gimmicks and mechanics through DPS output alone. Compared to the other DPS classes, the Berserker has a specific Glyph for its main skills to set it apart and let it power through instances with damage alone:

While these seem similar in effect to other Glyphs of Carving, take note that these **double critical chance**, compared to doubling critical rate. This would mean your total critical chance after calculations is effectively doubled by the effects of these Glyphs.

From this we can (very, very) roughly assume the value of critical rate for Berserkers is twice what it is for the other classes. More information on the the formula can be found here, but for the sake of brevity, we will continue with the assumption that these Glyphs double the value of critical rate found on equipment and buffs.

With the amount of equipment choices we can potentially juggle, we can choose between maximizing our damage output or maximizing our critical rate with an ultimate goal of becoming a PVE Hero.

Two choices here: Nightforge PVE and Nightforge PVP. The PVP axe gives +14 critical rate over the PVE axe, but the PVE axe will always deal more damage to PVE mobs. Some argue that Keen/Intense Wonderholme are just as good, but let's be real here: if your main character is the Berserker, you shouldn't settle for anything less than the best.

**Crystals:**

- Fine Savage Crux: Rear critical hits do an additional +1.20 damage.
- Acrimonious Crux: Rear critical hits do an additional +1.38 damage to bosses.
- Fine Focused Crux: Critical do an additional +1.7 damage to enraged monsters.

The above three crystals are arguably the most ideal for PVE situations. You will always be using at least these three for PVE, and using anything over these three is ruining your damage.

- Fine Carving Crux: Increases your crit chance by 3%.
- Fine Slaying Crux: Chance to inflict an additional +1.58 critical damage to monsters when below 50% HP.
- Fine Forceful Crux: Critical attacks will increase your Power (+19) when attacking your opponents from the rear.

The above three are situational choices. The Carving Crux is the go-to choice, adding a static 3% critical chance to your hits. The Slaying Crux is meant for solo situations where health management is up to yourself. The Forceful Crux capitalizes on high critical rate/chance by adding on additional power and is especially effective in situations where the Carving Crux's effects are less noticeable - i.e. when already stacking large amounts of critical rate.

**Enchantment Lines (in Masterworked values):**

- Do 6% more damage when you attack.
- Do 6.9% more damage when you attack targets from behind.
- Do 9.3% more damage when you attack enraged monsters.
- Increases your crit rate by 14.

The following lines are also viable alternatives to the above four:

- Increases your crit damage by +0.3.
- Attack speed increases by 4.5%.

"But 19, the crit damage line should be up in the top four! It is much better than the enraged monster damage enchantment!" will be the main complaint. It is a legitimate complaint, considering it is an increase of 30% critical damage versus, say, the 9.3% damage increase on enraged monsters. But let's consider its relative effects after factoring in critical damage from crystals:

2.0 **Base **+ 1.20 **Savage** + 1.38 **Acrimonious** = 4.58 **total crit power**.

Adding the +0.3 crit damage enchantment line brings this number to 4.88 total crit power. Compared to the 4.58 total crit power calculated before, the +0.3 crit damage adds **6.55% relative crit power**. Factoring in the Focused Crux as well as an Onslaught Scroll of Savagery V brings this total to:

4.58** Base **+ 1.70 **Focused** + 1.34 **Scroll** = 7.62 **total crit power**.

Adding the +0.3 crit damage enchantment line brings this number to 7.92 total crit power. This time, it was a **3.94% relative increase in crit power**.

That is not to say that the crit damage is useless; its effects are much more powerful in PVP, and it is still a source of damage increase. It is definitely a viable alternative, but for the purposes of maximizing PVE damage, it falls just short of what we want.

Comparing it to the crit rate enchantment would depend on the relative increase of crit rate. Choosing between the two is ultimately left to preference.

Attack speed is the safety net; in addition to increasing how fast you perform skills, it also affects your charge speed, indirectly increasing your damage although less so than the options mentioned before it.

The only important armor piece for Berserkers as this is the only source of increased damage. Run only these enchantment options:

- Increases your crit rate by 9.
- Attack speed increases by 2.25%.
- Power increases by 5.

Simplified since the last time. Old version can be found here. Some chestpieces (specific ones mentioned prior) have enchantment linese that affect skills. The only two needing mention are:

- Increases damage of
**Cyclone**by 8% - Increases damage of
**Thunder Strike**by 8%

Damage boosts to your main skill of choice. Thunder Strike has a shorter cooldown period, but Cyclone is greater potential damage. Ultimately a choice of preference. Crystals are not a problem either. Just run a 4-of Anarchic, Relentless, or Stalwart set depending on the situation.

A very detailed debate explaining why the Zenith Shield Band can be found here. The credit for all the work in finding this out goes to VonLoewe (Amaryllis of MT).

Essentially, the total +12 crit rate from the Zenith Shield Band will overpower the extra attack modifier and damage that the Ring of Pain gives. This bonus crit rate is significant due to the Glyphs of Carving available to Berserkers. To maximize damage, the Zenith Shield Band is the preferred choice.

Power. Crit rate. Crit damage. Become an hero.

The Zenith Necklace is an alternative. Nice to have, but inferior to Kelsaik's Rage.

**Onslaught Scroll of Savagery V**: Increases crit power multiplier by 1.34 for 15min.**Grilled Pigling:**Restores 1% of your total MP every 5sec for 15min.**Nostrum of Energy V**: Cooldown of close-range attack skills decreases by 15% for 5min.

Always use these without exception. They are easy to obtain in large amounts, and they help push your damage output up. Alternatively, to maximize crit rate, Onslaught Scrolls of Carving (Increases crit rate by 25 for 15min) can be used over the Onslaught Scroll of Savagery. The two cannot stack.

**Warding Scroll V**: Absorbs 3,595 damage for 1min. Immune to knockdown and immobilization while in effect.**Lamb Bulgogi:**Raises max HP by 5%, crit rate by 20, and attack speed by 3 for 15min.**Canephora Potion**: Increases attack power by 12% for one hour.**Noctenium Infusion**: Temporarily increases skills' attack power. Affects Thunder Strike, Cyclone, Evasive Smash, Staggering Strike, Flatten, Vampiric Blow.

The above consumables are also self-explanatory, but may be slightly harder to obtain. It should be noted that the Lamb Bulgogi will override the Grilled Pigling and that Noctenium Infusions are continually used as long as it is turned on. These items are not mandatory, but their use can help to push your damage output to its maximum potential.

The Warding Scroll also makes an appearance because of its secondary effect of preventing knockdowns and immobilizations (staggering). So long as the Warding Scroll is active, your charges cannot be interrupted.

## Relative Increases and Maths

The formula for crit chance is thought to be:

- Front Crit Chance = crit_rate * [ (0.161/crit_resist) + 0.0002] + (1.595/crit_resist) - 0.0099
- Back Crit Chance = crit_rate * [ (0.173/crit_resist) + 0.0007] + (2.309/crit_resist) - 0.0122

Discussion on these numbers can be found here. With a static crit resist of 65 (the base crit rate of a Berserker), we can see that increasing crit rate would appear as follows:

Crit Chance, following the above formula, appears to scale linearly, but appears to begin leveling off at the top end of crit rate.

Now we look at what happens when we double the 65 crit resist to 130. This is just above the expected crit resist value of KNNM/KNHM Kelsaik (125 crit resist).

In the above scenario, the crit chance is just above half of what it was when the enemy was at 65 crit resist. The average Berserker with a Mystic in tow is expected to have roughly 145 base crit rate, giving a range of 29%-50% for monsters with 65-130 crit resist. 263 is the expected maximum achievable crit rate, combining crit rate enchantment lines across all equipment, Pristine Carving Zyrks, Onslaught Scrolls of Carving, Greater Keen Charms, and Lamb Bulgogi. Carving Cruxes and Glyphs of Carving have not been factored into these equations.

As adding more crit rate is a linear growth, it is also important to know what should and should not be given up for more crit rate. In the above example, reaching 268 crit rate would include dropping Onslaught Scrolls of Savagery for its Carving equivalent, resulting in a loss of 1.34 crit power. The relative loss of crit power would need to be compared against the relative gain of crit rate. Assuming ideal conditions, this would result in:

2.0 **Base **+ 1.20 **Savage** + 1.38 **Acrimonious** + 1.70 **Focused** = 6.28 (7.62 with scroll) **total crit power.**

Factoring in the Onslaught Scroll of Savagery is a relative increase of 21% crit power.

On the other hand, assuming ideal conditions for crit rate is 268 crit rate with and 243 crit rate without the Scroll of Carving, resulting in a relative increase of 10.2% crit rate. As crit rate scales linearly with crit chance, this is a relative increase 10.2% crit chance - not to be confused with an unscaled and flat 10.2% increase to crit chance.

In determining the relative increase of attack by Power, we will be using the Attack Formula discussed here, that is:

Attack = base_attack + (0.03 * Power + 3) * total_attack_modifier

In addition, we must also take into account the base 75 Power that the Berserker always starts with. For simplicity's sake, we will be using the following numbers unleses otherwise noted:

- Base Crit Rate =
**145** - base_attack =
**5** - base_Power = 75 + 17 =
**92** - total_attack_modifier =
**9292**(using 2x Zenith Rings, 3% MW Barbarax) - total_crit_power =
**6.28**(no Onslaught Scroll of Savagery)

### Onslaught Scroll of Savagery vs. Onslaught Scroll of Carving

Both scrolls can be easily made, but it is a choice between 1.34 crit power and 25 crit rate. The calculations were posted just prior but are reposted below as well.

2.0 **Base **+ 1.20 **Savage** + 1.38 **Acrimonious** + 1.70 **Focused** = 6.28 (7.62 with scroll) **total crit power.**

Factoring in the Onslaught Scroll of Savagery is a relative increase of 21% crit power. Without the effects of the Focused Crux, we will have:

2.0 **Base **+ 1.20 **Savage** + 1.38 **Acrimonious** = 4.58 (5.92 with scroll) **total crit power** = relative increase of 29.3% crit power.

243 (268 with scroll) **total crit rate.**

Factoring in the Onslaught Scroll of Carving is a relative increase of 10.2% crit rate. Because of crit rate's linear relationship with crit chance, it follows that this is also a relative increase of 10% crit chance, not to be confused with a flat increase of 10% crit rate. Working with a lower crit rate - i.e. starting with 145 crit rate - would result in the following:

145 (170 with scroll) **total crit rate = **relative increase of 17.2% crit rate.

By the formulas, the relative increase grows larger the lower your starting number is.

### Greater Power Charm vs. Greater Keen Charm

At 120 stamina, this is 20 Power versus 18 crit rate. These numbers will decrease as stamina decreases, and they are expected to be higher if the stamina cap is pushed to 135 and 150 (with the Freeholds Flame Salad and/or gathering buffs). For the sake of simplicity, we will be assuming 20 Power versus 18 crit rate.

- 5 + (0.03 * [92+20] + 3) * 9292 = 59,102.12 Attack; relative increase of
**10.4% Attack** - 92 Power + 20 Charm = 112 Power; relative increase of
**21.7% Power** - 145 Base Crit Rate + 18 Charm = 163 Crit Rate; relative increase of
**12.4% Crit Rate**

### Pristine Powerful Zyrk vs. Pristine Carving Zyrk

Assuming a 4-of use of each, this is a 8 Power versus 8 crit rate. The same formula as above can be applied.

- 5 + (0.03 * [92+8] + 3) * 9292 = 55,757 Attack; relative increase of
**4.2% Attack** - 92 Power + 8 Zyrk = 100 Power; relative increase of
**8.7% Power** - 145 Base Crit Rate + 8 Charm = 153 Crit Rate; relative increase of
**5.5% Crit Rate**

### Ring of Pain vs. Zenith Ring

Assuming a 2-of use of each with the two stats shown in the picture above, we will factor in the following differences for using two Rings of Pain:

- total_attack_modifier + 60
- crit dmg + 0.06

On the other hand, we can expect that wearing two Zenith Rings with the aforementioned rolls will add the following:

- Base crit rate + 24

In this case, we will have to consider the relative increases of each:

- 5 + (0.03 * [92] + 3) * [9292 + 60] = 53,872 Attack; relative increase of
**0.65% Attack** - 4.58 + 0.06 = 4.64 crit damage; relative increase of
**1.3% crit damage**

- 145 + 24 = 169 crit rate; relative increase of
**16.5% crit rate**

### Disclaimer

Despite the numbers that may be presented from this section, crit chance is still left up to RNG; even with some 90%+ crit chance, it is possible that RNG will refuse to give you crits. As building crit rate is meant to leverage RNG into favor with you, it should still be remembered that RNG will always be at least semi-random

In addition, the relative increases to crit rate **do not take into account the use of Fine Carving Cruxes and Glyphs of Carving.** For a better idea of the relative increases of crit rate, the numbers should be roughly equivalent to double of what was calculated.

Also, as each of these cases are calculated separately, there will be larger discrepancies in relative increases once you start using them in combination. Perhaps in a future update, more combinations or exact specifications will be calculated.

## Closing and Afterword

Geared to the teeth, Berserkers can power through a situation on damage alone, and learning the small nuances in outputting damage is not rocket science. To that end, this guide is not a be-all-end-all to playing the Berserker class; it is my hope that readers can leave having learned more about this class and return with more ideas to discuss on the Berserker.

Until then, I hope you have enjoyed going through these topics as much as I have and can benefit from having read through. Thank you for reading.

## Sources and Credits:

- "RoP vs Zenith for Zerkers" - VanLoewe
- "The Critrate/CritResist connundrum" - BarbeQQ
- "STATS" - Thecalculus

## Version History:

- V3.00: Larger overhaul. Guide was awful before, now a little better. Maths added for better objectivity.
- V2.00: Large overhaul. Progression, Optimization sections changed. Lethal Strike notes changed. Lethal Strike Glyph build dropped.
- V1.10: Corrected some numbers. Added various item information window screenshots. Added information regarding Alliance Vaults' new best-in-slot rings.
- V1.02: Corrected numbers and information regarding critical rate vs. Power. Fixed some grammar.
- V1.01: Progression section added. Some additional notes added regarding Lethal Strike.
- V1.00: First Edition completed. Errors may include imprecise numbers and estimations.