Date Posted:3/11/03 1:53amSubject:
Another Monkey Wrench towards zerker damage
If you can smell a zerkers breath, someone has not done their CC correctly. Easiest class in the game to see coming and contain. They only get one purge so lead with root I would.
Also, ever seen a spear/shield hybrid have a problem with zerks? I haven't. Slam, spear, spear, slam, spear, dead.
We get hung up on zerker damage too much (I did this for months until regular strategy use took them completely out the game). Some of them who run into very regular, serious Hib RvR groups in particular know ratmode = death sentence... for the zerk. Unfortunately it's a fact of game design that one of the worst classes to try and take a zerk on with is a spearo... you HAVE to go toe to toe and you do it with big minuses in the armour department and a big, fat slow (pretty useless in modern PBT RvR) spear. Get a shield, hybrid spec and go zerker slaying... they seem to enjoy RvR much more. It's not like there is only ONE type of melee who can take em out either, there are *wardens* on Guin who murder zerks in duels (not me, too lazy to end-kite and twist - zerks kick snot out of me in ratmode but I know *how* to negate rat if I was so inclined and duelled at all). They just aren't as tough as we all think they are.
Hrm... I think I am going to lose my Hibernia Membership Card over this response
Date Posted:3/11/03 1:53amSubject:
Another Monkey Wrench towards zerker damage
I think they just like playing wanton murderers.
(I admit it, I detest berserkers with all my being.)
Edit for Faeyd: No such thing as chain-slamming. You know this, aye?
Berserkers get 4-point Purge and Determination. There is no reason for any zerker RR2 and over not to have Purge. 30-minute timer, yeah, but he'll need it at most twice in that 30 minutes, on an average day of serial killing.
Also, CC presumes having good circumstances for it. Most fights are just plain too hectic for good anti-zerker CC (for Albs at least, lacking any reliable insta CC besides minstrel stun).
Date Posted:3/11/03 1:53amSubject:
Another Monkey Wrench towards zerker damage
Sanger: "Why do you post this?"
Jealousy maybe?
As in, what's the point of being a 'tank' if you get three-shotted by another tank? It's no fun being that blatantly inferior.
Look, many people play the game for a challenge, right? Most people like playing fair and winning against others using your wits and the tools of your class. Getting three-shotted in nine seconds or less, despite all your best efforts, is just plain no fun.
Before a caster comes and says, 'That happens to me all the time', the point of being a -tank- is to take the hits. And if there is something out there that can decimate you no matter how hard you try, where is the fun in that? What use is there in being a tank if all the time you've invested in strengthening your defense is ultimately proven worthless?
Right now, the best defense against a zerker is to run. (Not that that's much of an option anymore, with castable end regen.) What kind of warrior would I be then?
Yes, I am speaking from very personal experience here. I have 50+14 shield spec, MoBlock 2, 20+14 parry, MoParry 1, and top-notch resists and equipment. Yet when standing before a zerker I still can die as easily as a caster.
Date Posted:3/11/03 1:53amSubject:
Another Monkey Wrench towards zerker damage
what i always find amusing is about 75-90% of hibs are more than willing to admit mana/light chanters are overpowered. Yet almost every mid defends zerkers, even though on average zerkers do more damage, have better armor, more HP, IP, etc.
Date Posted:3/11/03 1:53amSubject:
Another Monkey Wrench towards zerker damage
Vector= Are you serious? If so, I would like to see some documentation on this. It makes no sense to max slash resists if it means you get hit for MORE damage.
Faed= I AM a hybrid spear hero (39 parry 42 shield 50 CS) and I know better than most how to use slam to my advantage. You are right, gerbil does make it easier to successfully get slam off, but you do not seem to take into consideration many aspects of rvr'ing. If we get hit from behind and they gerbil, there is little time to pull out my shield and stun them. Or if we get CC'ed (and purge is down) they can gerbil, find a nice spot then take a hit on me that, as you can see above, very well could take me down if I had been hit a bit before. Also note that the 42 shield slam stun only lasts 9 seconds (disregarding the fact that every zerker and his mother has purge), and no doubt I can get one or two, maybe three hits in on the zerker, but when he comes to, he can still mop the floor with me, especially if he has a healer nearby nullifying my attacks.
In a 1 on 1 duel, sure, zerkers are less formidable and it isn’t that hard to defeat them. But real realm warfare is not as idyllic as that, Faed. A previous poster is more correct; mids these days do indeed carry three or more zerkers with them (in the fight I posted above, Lanalee had 3 zerkers with her group). This leaves me, a tank, with few choices:
A) Ignore the tanks as they rush forward and kill their mages and healers, which is what I normally do. However this leaves me quite open to be slain in under a second while I chase around their healer, and also, I cannot stun a zerker while chasing a healer.
B) Attack the zerkers. Stun, whip out my spear and rule them. Sadly, their healers spam heal while their mages nuke the hell out of me and, as soon as stun wears off, me = dead. If I stun and melee a zerker, their healers keep him alive. If I stun and kill the healer, you will see results similar to the screenshot I posted above.
Midgard has an unfair advantage when it comes to 8 vs. 8 whereas normally, if a tank takes out a group's healers and casters ignoring the tanks, that group has no healers or casters and is thus left with easily defeat able melee classes, yet with Midgard, if you take our their healers and mages they still have melee classes who can deal out mage damage as well as wearing much better armor than mages. That is of course if you can reach their mages and healers in time before being swarmed by animated balls of fir.
Fighting a Midgard gank group that has 3 zerkers in it (or even 2 for that matter) leaves a tank with few choices in order to respond. The point of taking out the casters is to intercept them so they cant cast and take them down quickly so they do not nuke your group to death, but with zerkers, you basically have an insane caster that cannot be interrupted besides stun and has much better AF than any robe-wearing caster.
Regardless, this is not a post on realm warfare skill, or what to do to keep a zerker from hitting. This post is putting on display what happens when zerkers actually hit, which they are supposed to, and demonstrating how broken their damage tables are. It doesnt matter if I stun and kill the zerker; he still has the ability (and excercizes this ability quite often) to deal out mage equivalent + crit damage through a one-hand slash weapon, and this should not be.
Date Posted:3/11/03 1:53amSubject:
Another Monkey Wrench towards zerker damage
And Sanger, my point for posting this is to demonstrate what many people have been complaining about with actual evidence instead of hearsay. Instead of saying, "I got hit for 1082!" and having a zerker say, "where is the SS? Prove it!" I have now given evidence that zerkers hit for this much when they shouldn't and so far mid responce has been, "...dhur, I ownz u"