A Maplestory 2 Berserker who exudes dark power! A hero who has hidden power at birth. I have been attempting to deal with that energy, and in some cases, I use that power. When the anger broke out, his sword was unstoppable. With no the want of worry as a result of their obsession and madness, Berserkers rampage even though wielding their Exceptional Sword and instill fear inside their opponents. U4GM Maplestory 2 Editor Team will be from attribute traits; skill traits; skills and gear; A total of 3 aspects to offer you a full set of gameplay and profession analysis. U4GM as an expert Maplestory 2 Service site, provides protected, quick and low-cost Maplestory 2 Mesos for you personally.
Class: Warrior
Weapon: Two-Handed Sword
Attributes: Physical
Principal Stats: STR, HP, Weapon Attack
Play Difficulty: ★☆☆☆☆
Instructor: Recreation
Pros
One of the most effective harms dealing classes.
Terrific harm burst.
Skills transition smoothly.
Numerous exciting swinging a giant sword!
Has skills to replenish HP by stealing it from enemies though wounding them.
Cons
Challenging to train in medium to large parties resulting from lack of true variety mobbing skill.
Receive more damage as they perform close combat. Consumes a high amount of potions.
In contrast to Knight class, they don't have skills that will shield themselves from harm taken.
Berserker Attribute analysis
The attribute analysis is literally merely because that is the PVE path, so right here is definitely the report of your important attributes associated with the damage, 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 boost the harm of mad war by "increased harm when attacking the leader", "increase total damage", and "attack speed".
"Attack power" may be the basis on the attack attribute. It can be straight related to the initial harm of the skill. It's also the vital attribute. The higher the attack energy, the more significant the damage, which is, the larger the attack power, the superior.
"Defense penetration" and "physical resistance penetration" are commonly promoted in percentage form. By way of testing, we can realize that both defense penetration and physical resistance penetration could be straight added and skill harm. We never really need to know the specific formula, but both properties are weakened based on the monster's defense and physical defense.
"Hit" refers towards the probability of hitting a monster when attacking a monster. The probability of hitting is connected to "the difference between the monster and also the player," "the player's hit attribute worth," and "the monster's dodge attribute worth." We do not know the formula first. When the monster level is higher than the player, the player needs to stack much more hits.
"Crit hit" and "crit damage," we are able to find out by means of the test that the crit hit is straight associated for the crit rate, the crit price plus the level distinction in between the player along with the monster, the player's crit hit, the monster's Crit are associated to dodge. Crit damage may be the amount of harm in the crit, the player's initial crit damage is 125%, and each and every ten crit damage can be 1%.
"Melee damage increased" and "xx attribute damage enhanced," we ought to fully grasp the skill introduction, inside the Berserker's skills, enjoy "Melee harm increased" and "Physical resistance penetration," some skills appreciate "Dark harm increased" for example Total Annihilation. It may be observed via skill damage.
"Injury increases when attacking the leader," "Total harm increased" is associated to the final harm settlement. The total damage could be the increase in harm when the final harm is settled when attacking every little thing. "The damage increases when attacking the leader" refers only towards the attack leader. When the amount of harm settlement time increases, it can be essential to realize that the "leader" monster only has the world's often refreshed globe leader and Dungeon of the BOSS count leader!
"Attack speed" is connected to the frequency of skill release within the game. It must be noted that 100% improves the attack speed. The benefits enjoyed when the attack speed is low are just about negligible, as well as the attack speed is 13% or more.
Frequently, Berserker's hits are meager. Singles are an essential attribute. Whenever you can't stack adequate attack speed, "defense penetration", "physical resistance penetration", "increased dark damage" are all Quite great attribute, when there are actually adequate weapons to attack and enhance (weapons are high enough) "Crit hit" and "Crit damage" is a pretty great option.
Skill function analysis.
Skill qualities We from 3 sides, "active harm skills," "passive skills," "actively triggered passive skills." Because the content is added and much more people today can go straight for the game to watch, I do not introduce a single by one particular, mainly using the qualities of skills to know this profession.
The passive skill "Dark Aura" will be the inherent passive skill from the Berserker, which can improve the power recovery speed and is connected for the release of specific skills; the decrease of the "Adrenaline Rush" health value, the energy boosted per second; the "Deep Wounds" crit Causes continuous harm; the "Greatsword Mastery" percentage increases weapon harm.
Active damage skills we can see in front, delight 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 ought to be noted that the "Dark Breaker" release approach is a hegemony but needs to be launched in the "Dark Aura" BUFF10 layer. "Ground Breaker" will delight in 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 improved well being, but does not consume 10S for life at 25% or significantly less, CD 60S; “Dark Aura” BUFF10 layer Can be launched, consume ten Layers of BUFF, increase attack speed and attack energy for 10S, CD30S.
All round, Berserker is a very typical melee output career, having a quick CD back to the percentage of blood skills, can correctly survive, "Dark Aura" is often a skill that requires consideration at any time, the release of all core skills are related to it It can also consume the overall health to boost the output, and in extreme cases can make intense output.
Skill and gear selection.
But in the current version on the ordinary copy is extremely good to output, the monster just isn't challenging, the mad warrior can go properly to harvest damage in the current version, but if the copy is updated inside the future, it really is tough to possess fantastic The output atmosphere, so at present, players have to practice walking and output approaches to prepare for later complicated copies.
Inside the existing version, the most effective equipment includes a third-order and robust suite, right here I propose two routines determined by the third-order set and also the strong set.
1st, third violent bleeding
This routine is determined by the third-order more attributes, with "Ground Breaker" and "Deep Wounds" because of the core skills. By physically resisting penetration and growing crit damage to produce sufficient sustained harm, this set of equipment needs weapon attack energy. And crit harm requirements are more significant.
The skill utilizes "Ground Breaker" as the core to result in continuous damage by way of "Deep Wounds." This set is often a 52-level plus point. At 55th level, "Greatsword Mastery" may be filled. This set of skills for the BOSS output with much more displacement, within the usual "Death Spin" as the core skills in the much more displacement of the boss (for instance the black inflammation dragon beast P1), might be output inside the shortest time.
The primary output process, initial "Death Spin" stack "Dark Aura" BUFF to 10 layers, and then "Ground Breaker" output.
2th, the violent attack speed
This routine is depending on the fantastic suit, with the ultimate attack speed and dark harm bonus, with "Death Spin" and "Ground Breaker" because of the most important output skills, supplemented by the "Dark Might" attack speed heap to the limit for output.
Hats, tops, bottoms, footwear, gloves, and weapons all select the strong anger suit prefixed by "Rage Fury." A particular opportunity to boost the attack speed and physical attack, a total of 6 pieces per item improved by 6%, and also the package can enhance the attack speed and physical attack power by a total of 36%.
In necklaces, rings, cloaks, belts, select "Dark Damage Bonus" > "Tapping Speed" > "Injury Bonus when attacking the leader" > "Defense Penetration" ≥ "Physical Penetration" due to the original crit damage Adding achievements is reasonably low, so at this time, in order to improve the dark damage that comes with all the skill, the crit and hit connected attributes are abandoned, but still can cause exceptionally higher harm.
This is a 52-level plus point. In the 55th level, you can fill the "Dark May well." This set of output approaches is mainly "Death Spin" with "Dark Aura" Buff to begin "Dark Might" to "Death Spin." For the principle input skill, the “Ground Breaker” constantly releases the blue amount when the “Dark Aura” Buff is full, and there is certainly adequate blue and continues to make use of the “Death Spin” output.
It is just the second set of points, with Blood Price tag because the implies of harm improvement. Following the level is higher, the "Adrenaline Rush" might be improved. This set of "Ground Breaker" increases the damaging weight and balances the energy recovery in the different BUFF. Under the bonus, much more "Ground Breaker" may be erupted in an immediate. This can be a set of much more high priced points. The dark harm superimposition is not really higher when made use of.
Class: Warrior
Weapon: Two-Handed Sword
Attributes: Physical
Principal Stats: STR, HP, Weapon Attack
Play Difficulty: ★☆☆☆☆
Instructor: Recreation
Pros
One of the most effective harms dealing classes.
Terrific harm burst.
Skills transition smoothly.
Numerous exciting swinging a giant sword!
Has skills to replenish HP by stealing it from enemies though wounding them.
Cons
Challenging to train in medium to large parties resulting from lack of true variety mobbing skill.
Receive more damage as they perform close combat. Consumes a high amount of potions.
In contrast to Knight class, they don't have skills that will shield themselves from harm taken.
Berserker Attribute analysis
The attribute analysis is literally merely because that is the PVE path, so right here is definitely the report of your important attributes associated with the damage, 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 boost the harm of mad war by "increased harm when attacking the leader", "increase total damage", and "attack speed".
"Attack power" may be the basis on the attack attribute. It can be straight related to the initial harm of the skill. It's also the vital attribute. The higher the attack energy, the more significant the damage, which is, the larger the attack power, the superior.
"Defense penetration" and "physical resistance penetration" are commonly promoted in percentage form. By way of testing, we can realize that both defense penetration and physical resistance penetration could be straight added and skill harm. We never really need to know the specific formula, but both properties are weakened based on the monster's defense and physical defense.
"Hit" refers towards the probability of hitting a monster when attacking a monster. The probability of hitting is connected to "the difference between the monster and also the player," "the player's hit attribute worth," and "the monster's dodge attribute worth." We do not know the formula first. When the monster level is higher than the player, the player needs to stack much more hits.
"Crit hit" and "crit damage," we are able to find out by means of the test that the crit hit is straight associated for the crit rate, the crit price plus the level distinction in between the player along with the monster, the player's crit hit, the monster's Crit are associated to dodge. Crit damage may be the amount of harm in the crit, the player's initial crit damage is 125%, and each and every ten crit damage can be 1%.
"Melee damage increased" and "xx attribute damage enhanced," we ought to fully grasp the skill introduction, inside the Berserker's skills, enjoy "Melee harm increased" and "Physical resistance penetration," some skills appreciate "Dark harm increased" for example Total Annihilation. It may be observed via skill damage.
"Injury increases when attacking the leader," "Total harm increased" is associated to the final harm settlement. The total damage could be the increase in harm when the final harm is settled when attacking every little thing. "The damage increases when attacking the leader" refers only towards the attack leader. When the amount of harm settlement time increases, it can be essential to realize that the "leader" monster only has the world's often refreshed globe leader and Dungeon of the BOSS count leader!
"Attack speed" is connected to the frequency of skill release within the game. It must be noted that 100% improves the attack speed. The benefits enjoyed when the attack speed is low are just about negligible, as well as the attack speed is 13% or more.
Frequently, Berserker's hits are meager. Singles are an essential attribute. Whenever you can't stack adequate attack speed, "defense penetration", "physical resistance penetration", "increased dark damage" are all Quite great attribute, when there are actually adequate weapons to attack and enhance (weapons are high enough) "Crit hit" and "Crit damage" is a pretty great option.
Skill function analysis.
Skill qualities We from 3 sides, "active harm skills," "passive skills," "actively triggered passive skills." Because the content is added and much more people today can go straight for the game to watch, I do not introduce a single by one particular, mainly using the qualities of skills to know this profession.
The passive skill "Dark Aura" will be the inherent passive skill from the Berserker, which can improve the power recovery speed and is connected for the release of specific skills; the decrease of the "Adrenaline Rush" health value, the energy boosted per second; the "Deep Wounds" crit Causes continuous harm; the "Greatsword Mastery" percentage increases weapon harm.
Active damage skills we can see in front, delight 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 ought to be noted that the "Dark Breaker" release approach is a hegemony but needs to be launched in the "Dark Aura" BUFF10 layer. "Ground Breaker" will delight in 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 improved well being, but does not consume 10S for life at 25% or significantly less, CD 60S; “Dark Aura” BUFF10 layer Can be launched, consume ten Layers of BUFF, increase attack speed and attack energy for 10S, CD30S.
All round, Berserker is a very typical melee output career, having a quick CD back to the percentage of blood skills, can correctly survive, "Dark Aura" is often a skill that requires consideration at any time, the release of all core skills are related to it It can also consume the overall health to boost the output, and in extreme cases can make intense output.
Skill and gear selection.
But in the current version on the ordinary copy is extremely good to output, the monster just isn't challenging, the mad warrior can go properly to harvest damage in the current version, but if the copy is updated inside the future, it really is tough to possess fantastic The output atmosphere, so at present, players have to practice walking and output approaches to prepare for later complicated copies.
Inside the existing version, the most effective equipment includes a third-order and robust suite, right here I propose two routines determined by the third-order set and also the strong set.
1st, third violent bleeding
This routine is determined by the third-order more attributes, with "Ground Breaker" and "Deep Wounds" because of the core skills. By physically resisting penetration and growing crit damage to produce sufficient sustained harm, this set of equipment needs weapon attack energy. And crit harm requirements are more significant.
The skill utilizes "Ground Breaker" as the core to result in continuous damage by way of "Deep Wounds." This set is often a 52-level plus point. At 55th level, "Greatsword Mastery" may be filled. This set of skills for the BOSS output with much more displacement, within the usual "Death Spin" as the core skills in the much more displacement of the boss (for instance the black inflammation dragon beast P1), might be output inside the shortest time.
The primary output process, initial "Death Spin" stack "Dark Aura" BUFF to 10 layers, and then "Ground Breaker" output.
2th, the violent attack speed
This routine is depending on the fantastic suit, with the ultimate attack speed and dark harm bonus, with "Death Spin" and "Ground Breaker" because of the most important output skills, supplemented by the "Dark Might" attack speed heap to the limit for output.
Hats, tops, bottoms, footwear, gloves, and weapons all select the strong anger suit prefixed by "Rage Fury." A particular opportunity to boost the attack speed and physical attack, a total of 6 pieces per item improved by 6%, and also the package can enhance the attack speed and physical attack power by a total of 36%.
In necklaces, rings, cloaks, belts, select "Dark Damage Bonus" > "Tapping Speed" > "Injury Bonus when attacking the leader" > "Defense Penetration" ≥ "Physical Penetration" due to the original crit damage Adding achievements is reasonably low, so at this time, in order to improve the dark damage that comes with all the skill, the crit and hit connected attributes are abandoned, but still can cause exceptionally higher harm.
This is a 52-level plus point. In the 55th level, you can fill the "Dark May well." This set of output approaches is mainly "Death Spin" with "Dark Aura" Buff to begin "Dark Might" to "Death Spin." For the principle input skill, the “Ground Breaker” constantly releases the blue amount when the “Dark Aura” Buff is full, and there is certainly adequate blue and continues to make use of the “Death Spin” output.
It is just the second set of points, with Blood Price tag because the implies of harm improvement. Following the level is higher, the "Adrenaline Rush" might be improved. This set of "Ground Breaker" increases the damaging weight and balances the energy recovery in the different BUFF. Under the bonus, much more "Ground Breaker" may be erupted in an immediate. This can be a set of much more high priced points. The dark harm superimposition is not really higher when made use of.
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