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[CLASS] In-Depth Berserker Guide
MapleStory 2 Rep: 730
Posts: 6Maple Mentor
edited 7:22AM July 30, 2019 in Player Guides
In-Depth Berserker Guide
If you have any comments/questions/suggestions feel free to reach me on discord @Remitar#1320. Written by Remitar(NAW).
Table of Contents
- Rank 1 Skills
- Rank 2 Skills
- Skill Builds
- Rank 1 Build
- Rank 2 Build
- Attributes and Stats
- Stat Lines
- Tips and Tricks
The berserker is a physical-based melee class that deals high damage. It’s a simple class to play and is very beginner friendly because:
- Relatively less active skills
- Simple skill rotations
- No need for Spirit management
- Only class with an immortality skill
- Three skills that can regenerate HP
- Easy to maintain uptime with
This is an in-depth guide on how to build and play the Berserker effectively. It will not cover pre-Awakening builds nor will it cover much on the left side of the Rank 2 tree. What I say is optimal may differ from others. I do not and will never claim that the same methods that work best for me will also work best for you so I encourage everyone to do further testing on your own to see what is most effective for you. This guide is written on the assumption that the reader already has a basic understanding of the game. Accuracy of information is based on the time of this post and is subject to change in future updates.
This guide is up to date as of the Skilled Ally Update - v15.
This section goes over the all of the skills that are used. Any unlisted skills are most likely unused or just prerequisites for other skills.
The bold red numbers are stats at MAX level. The notes I added are effects that aren’t explicitly stated in the skill description or just misc. information.
i. Rank 1 Skills
Dark Aura (Passive)
Regenerate 10 Spirit per second. Gain 1 Dark Aura stack per hit, up to a maximum of 10 stacks. Increases Spirit regeneration by an extra 1 Spirit per second per stack. Dark Aura stacks have a duration of 7s and is refreshed on hit. Some skills can only be activated with 10 Dark Aura stacks. Enhanced by Infinite Darkness.
Note: You can only gain 1 Dark Aura stack per second regardless of how fast you hit.
X Slash (Active, Utility)
The movement skill that costs Stamina. Grants knockback immunity during the animation and deals a small amount of damage to enemies passed through. Hits twice. Can cancel any actions/animations.
Note: If you use this skill at a certain angle to the enemy, it will sometimes lock onto the enemy and dash through them instead.
Dark Might (Active, Buff)
Consume 10 Dark Aura stacks to increase Attack Speed and Physical Attack by 34% for 10s. Regenerates 1 Spirit per hit while effect is active. Cooldown of 30s. Enhances Squall. Automatically activates Whirlwind’s effects without the movement speed penalty for the duration of Dark Might.
Void Slash (Active, Utility)
An attack skill that teleports you on the first strike. Grants knockback immunity. This skill is used for movement, not damage.
Note: The first strike can teleport you across certain gaps and past projectile attacks.
Warrior’s Instinct (Passive)
Grants 6.4% Pierce and 60 Physical Resistance.
Note: Pierce has a cap of 30%.
Bloodlust (Active, Utility)
An attack consisting of two parts, both parts dealing 210% damage each. The first part is a stab that is a guaranteed critical hit. The second part is the unstab, which will heal 43% HP. Cooldown of 8s. Enhanced by Blood Fury.
Note: The second part has to deal damage (can’t miss or get blocked) to heal.
Blood Price (Active, Buff)
Increases damage by 14% at the cost of 1% HP per hit for 30s. The health drain will stop when you reach 25% HP. Cooldown of 60s.
Note: The health drain is a constant 1% HP per hit for all levels meaning that this skill is less valuable at lower levels. This skill does not have any casting animation so you can cast it during the animation of another action.
Greatsword Mastery (Passive)
Increases Weapon Attack by 6.4%.
Deep Wounds (Passive)
Inflicts the enemy with a DoT that deals 31% damage per second for 10s when hit by a critical hit. Duration is refreshed for subsequent critical hits. Enhanced by Rend Wound.
Note: Critical hits from sources of damage other than directly from your weapon (Earthquake, Lapentiers, Lapenshards, weird Kay bomb things) will not proc Deep Wounds.
Earthquake (Active, Attack)
Set a cross shaped DoT 17 tiles large on the ground that deals 487% damage per second for 5s. Cooldown of 60s. Enhanced by Raging Soul.
Note: Grants knockback immunity during animation. Size starts at 9 tiles and increases by 4 every 4 levels.
ii. Rank 2 Skills
Infinite Darkness (Passive)
Increases Strength by 40. Increases duration of Dark Aura stacks from 7s to 10s. When consuming Dark Aura stacks, there is a 20% chance to gain 10 stacks of Dark Aura.
Squall (Active, Attack)
Spin your weapon to hit all enemies within melee range for 130% damage per hit. Movement is possible while channeling the attack. Attacking while standing still will grant 1 stack of Gale. Each stack of Gale increases Attack Speed by 4%. At 3 stacks of Gale, it is replaced by Whirlwind.
Whirlwind grants knockback immunity, decreases Movement Speed to 30%, decreases damage dealt to 75%, increases the amount of hits per spin, and deals 50% additional damage to enemies affected by Heavy Bleeding. Whirlwind is automatically activated without the movement speed penalty when under the effects of Dark Might.
Note: You do not have to hit anything to gain stacks of Gale. Gale lasts 5s and is not removed on movement while channeling. Ending Squall will reset Gale and Whirlwind. Whirlwind does not increase the Attack Speed stat, it just makes Squall hit faster. Whirlwind has a duration of 5s. At the end of Whirlwind’s duration, the skill ends. Whirlwind creates a vacuum effect, similar to Knight’s Typhoon Slash. Whirlwind does not consume any Spirit, allowing you to regenerate Spirit while active.
Rend Wound (Passive)
Increases the damage of Deep Wounds by 100%. Landing a critical hit 2 times within 4s will inflict Heavy Bleeding for 12s.
Heavy Bleeding deals 70% damage per second and can stack up to 5 times.
Note: The damage increase to Deep Wounds is multiplicative. To build 5 stacks of Heavy Bleeding you only need to land a minimum of 6 critical hits all within 4s of each other. Unlike Deep Wounds, you can proc Heavy Bleeding with critical hits from any source. Heavy Bleeding stacks with Deep Wounds.
Raging Soul (Active, Buff)
Increases Attack Speed by 30% and Physical and Dark Attack by 20% for 8s. While the effect is active, HP cannot drop below 1. At the end of the duration, recover 48% HP. Resets Earthquake’s cooldown. While the effect is active, standing on Earthquake will generate 2 Dark Aura stacks per second and increase movement speed by 100. Cooldown of 40s. Enhances Blood Slash.
Note: Can cancel any action/animations. The only Dark-attribute attack we use is Blood Slash and Bloodlust. Dark Aura stack generation is per Earthquake.
Blood Slash (Active, Attack)
Consumes 10 stacks of Dark Aura. Unleashes 4 attacks that deal 350% damage each and heal up to 6% HP per hit. The 4th attack deals an additional 50% damage. Deals an extra 133%-855% damage on enemies depending on the number of Heavy Bleeding stacks. Grants knockback immunity. While Raging Soul is active, Blood Slash becomes Dark Blood Slash.
Dark Blood Slash does not consume Dark Aura stacks and can be continuously used, dealing 280% damage per hit.
Note: Blood Slash removes all Heavy Bleeding stacks from enemies hit. The combo of Dark Blood Slash as you hold down the skill is a double swipe (280% each) > double swipe (280% each) > normal Blood Slash (350%*4 with last hit being +50%). The first 2 double swipes do not remove Heavy Bleeding. The last normal Blood Slash does.
Blood Fury (Passive)
Attacking an enemy that has less than 50% HP will grant the Blood Fury effect for 4s. At level 2, Blood Fury increases Physical Attack by 6.5% and Bloodlust’s damage by 166%. While Blood Fury is active, using Bloodlust has a 30% chance to reset its cooldown.
Note: Somewhat useful in dungeons that spawn multiple adds in the boss room as you can gain the Blood Fury effect for 4s by hitting anything under 50% HP.
Parry the Moon (Active, Attack, Utility)
At level 2, it deals 1240%+242% damage and creates a linear DoT on the ground that deals 182% damage per second for 5s. During the animation of the attack, you block all attacks. If a block is triggered you gain 10 stacks of Dark Aura. Permanently increases Physical Attack by 3%. Cooldown of 30s.
Note: Can cancel any current actions. Pressing a directional key while casting this skill will dash in that direction. Using it while stationary will cast the skill in place. Hits a total of 7 times. If the attack misses, you will not gain 10 stacks of Dark Aura. You do not need to block to trigger the increase in Physical Attack; it is always active. Has weird targeting similar to X Slash where you dash one direction but the DoT will go a different direction (towards the nearest enemy).
III. Skill Builds
i. Rank 1 Build
There are multiple ways to build the Rank 1 tree. The main priority is maxing out Dark Might and Warrior’s Instinct (if Pierce is not capped). The rest comes down to preference. There are 3 main ways to allocate points:
Max Warrior’s Instinct/No Blood PriceA lazy/cheap build. Not recommended if you’re aiming for maximum damage output as not taking Blood Price is a lot of lost damage. This build caters to the people who want to save potions.
+ Saves Potions (max Bloodlust, no Blood Price)
+ Less HP management
+ Retains the largest Earthquake size
- Big loss of damage with 0 points in Blood Price
No Warrior’s Instinct/Max Blood PriceThis build is also not recommended as dropping 6.4% Pierce for an average of 7% increased damage is basically about the same, except now you’re losing 1% HP per hit every other 30s and you lose even more damage if you don’t have 100% uptime during Blood Price. The only time this build is strong is if you’re close to the Pierce cap (30%) without the Pierce passive or inside the Pink Bean Raid/Blackshard Nexus.
+ Strongest build if you reach Pierce cap with gear alone
+ Effective in Pink Bean Raid and Blackshard Nexus
+ 35% HP heal on an 8s cooldown
+/- Lose 6.4% Pierce (inconsequential if you already have 30% Pierce from gear)
- Lose 60 Physical Resistance
HybridThis is a combination of the above builds and the most versatile one. It maxes Warrior’s Instinct and Blood Price. You can move the points in Warrior’s Instinct, Blood Price, Deep Wounds and Earthquake around for whatever you feel is the best. This build only has 1 point in Earthquake because it is used more as utility to gain Dark Aura stacks. Remember that the Rend Wound passive on the 2nd Tree doubles the damage of Deep Wounds so each % damage you lose/gain on Deep Wounds is doubled.
+ High damage
+ 27% HP heal on an 8s cooldown
- Smol Earthquake
ii.Rank 2 Build
Rank 2 tree is a lot more simplified and straightforward. The main priority is maxing out Squall and Rend Wound.
Blood Slash/Full Right SideSquall hits multiple times per second and can hit even faster when Whirlwind is active. It is the best way to apply Heavy Bleeding, which is a big source of our damage. Squall can deal a lot of damage on enemies affected by Heavy Bleeding, so Squall, Rend Wound and Dark Might synergize well together.
Raging Soul is a big buff that can increase our damage output, reset Earthquake’s cooldown, generate Dark Aura stacks and prevent death.
Blood Slash is a huge burst that can dish out a ton of damage. The downside is that it removes all Heavy Bleeding stacks, so timing is important.
HybridThis build also maxes out Squall and Rend Wound, but it only takes 1 point in Raging Soul and drops Blood Slash completely. Instead, we take 2 points in Blood Fury and 2 points in Parry the Moon.
We lose 15% Physical Attack going from level 4 > level 1 Raging Soul (increase in Attack Speed is static throughout all levels). Raging Soul has a 20% uptime, so the average Physical Attack lost is 3%.
We gain 6.5% Physical Attack from level 2 Blood Fury (+boosted Bloodlust). If we assume Blood Fury's effect to have an approximate uptime of 50%, the average Physical Attack gained is 3.25%.
We gain 3% Physical Attack from level 2 Parry the Moon (+block and decent burst). This increase has a 100% uptime, so the average Physical Attack gained is 3%.
The reason we do not take level 4 Blood Fury is because the difference from level 2 to level 4 is 5% Physical Attack. At a ~50% uptime, this translates to only 2.5% increased Physical Attack (vs. 3%).
Note that the calculation for Blood Fury is an estimate at best. It does not factor in procs from hitting adds while the boss is above 50% HP, nor does it factor in the difference between the time it takes to damage the boss from 100% to 50%, and from 50% to 0%. Most likely the latter will be faster than the former.
+ ~3% increased Physical Attack on average
+ Stronger Bloodlust
+ Chance for Bloodlust cooldown to reset (while Blood Fury is active)
+ Perfect Guard
+ Decent burst from Parry the Moon
+ No need to manage Heavy Bleeding Stacks
+/- No Blood Slash (some people like it, some people don't)
- Weaker damage boost during Raging Soul
- Slightly weaker heal when coming off Raging Soul
- Weaker burst without Blood Slash