markc
Consul
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Posts: 108
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Post by markc on Dec 3, 2015 12:43:22 GMT -5
Looking for ideas on how to build & synergize Berzerkers. I've successfully built squads around Hydras, Neptunes and Pallies. But struggling a bit with the Berzerkers. Just have not found a build which really makes them sing.
MarkC
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Post by fallen on Dec 3, 2015 13:54:58 GMT -5
markc - just to start, are you using their AoE Berserk Slash and the Indomitable Buff?
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markc
Consul
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Posts: 108
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Post by markc on Dec 3, 2015 16:17:54 GMT -5
markc - just to start, are you using their AoE Berserk Slash and the Indomitable Buff? Yep. My current build used Berserk slash, IB and the assualt grenades. It is not that he is not effective, but he does not seem to shine for the cost the way I can make either the Hydra or Neptune really stand out. I just don't feel like he is bringing anything unique to the table. I kinda felt the same way about the Neptune until I discovered suppressing fire. Mostly I am just wondering if anyone has come up with a really awesome build/role for the zerker. So far on the forum it seems like most people are using Hydra's and/or Neptunes. I am not seeing much love for the Berserker. I love the concept of the class, so I'll keep plugging away at it. MarkC
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Post by Cory Trese on Dec 3, 2015 16:37:39 GMT -5
Love the Berserker. Synergizes well with the Paladin. Build for maximum Block and Counter attack. Stack gear and buffs, try to get both over 70%. He becomes unhittable, dealing out 3-6 kills per turn.
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Post by fallen on Dec 3, 2015 16:42:04 GMT -5
Definitely a huge emphasis on Counter-attack and Auto-Block!
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Post by johndramey on Dec 3, 2015 19:34:08 GMT -5
Yeah, I'll usually pass over the 'zerker for a while. Need to build up some RP to unlock gear and talents for them, but once you can deploy one with a minimum of 30% autoblock or so you can start having fun.
One thing to keep in mind with our buddy the 'zerk is that you need to shift your entire strategy for him. You can't just toss one into your normal squad and expect to get amazing results with him. He won't be bad, but he'll be pretty mediocre and you constantly ask yourself "why a 'zerk when I could put out a Hydra/Neptune instead?" You'll want to put him out with at least a Paladin, preferably another 'zerker as well. Once you have a little hit squad of melee dudes, you can start to use them as spearheads and battering rams. Paladin can heal and buff their damage/armor/parry/autoblock and the 'zerkers can bash some skulls in. I have one 'zerker set up as my rock, he has Battle lock pumped up and Indomitable Defense up as well. I'll usually stick him in the thick of things, letting him absorb the brunt of the xeno aggression. My other 'zerker has Berserk Slash pumped up as well as Unbalancing Blows up, he follows and breaks up any groups of xeno that I don't like.
Incidentally, if I'm going to pop out just a single 'zerker I'll usually bring out my Battle Lock build 'zerker for TP duty. Stick him in the path of the xeno advance and just watch them swarm him!
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markc
Consul
[ Patreon ]
Posts: 108
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Post by markc on Dec 4, 2015 10:59:24 GMT -5
Yeah, I'll usually pass over the 'zerker for a while. Need to build up some RP to unlock gear and talents for them, but once you can deploy one with a minimum of 30% autoblock or so you can start having fun. One thing to keep in mind with our buddy the 'zerk is that you need to shift your entire strategy for him. You can't just toss one into your normal squad and expect to get amazing results with him. He won't be bad, but he'll be pretty mediocre and you constantly ask yourself "why a 'zerk when I could put out a Hydra/Neptune instead?" You'll want to put him out with at least a Paladin, preferably another 'zerker as well. Once you have a little hit squad of melee dudes, you can start to use them as spearheads and battering rams. Paladin can heal and buff their damage/armor/parry/autoblock and the 'zerkers can bash some skulls in. I have one 'zerker set up as my rock, he has Battle lock pumped up and Indomitable Defense up as well. I'll usually stick him in the thick of things, letting him absorb the brunt of the xeno aggression. My other 'zerker has Berserk Slash pumped up as well as Unbalancing Blows up, he follows and breaks up any groups of xeno that I don't like. Incidentally, if I'm going to pop out just a single 'zerker I'll usually bring out my Battle Lock build 'zerker for TP duty. Stick him in the path of the xeno advance and just watch them swarm him! That sounds like a good combo. I think I have been trying to use him as replacement for a Hydra or Neptune, and as you point out the results have been underwhelming. Mark
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Post by algesan on Dec 7, 2015 1:38:08 GMT -5
Yeah, I'll usually pass over the 'zerker for a while. Need to build up some RP to unlock gear and talents for them, but once you can deploy one with a minimum of 30% autoblock or so you can start having fun. One thing to keep in mind with our buddy the 'zerk is that you need to shift your entire strategy for him. You can't just toss one into your normal squad and expect to get amazing results with him. He won't be bad, but he'll be pretty mediocre and you constantly ask yourself "why a 'zerk when I could put out a Hydra/Neptune instead?" You'll want to put him out with at least a Paladin, preferably another 'zerker as well. Once you have a little hit squad of melee dudes, you can start to use them as spearheads and battering rams. Paladin can heal and buff their damage/armor/parry/autoblock and the 'zerkers can bash some skulls in. I have one 'zerker set up as my rock, he has Battle lock pumped up and Indomitable Defense up as well. I'll usually stick him in the thick of things, letting him absorb the brunt of the xeno aggression. My other 'zerker has Berserk Slash pumped up as well as Unbalancing Blows up, he follows and breaks up any groups of xeno that I don't like. Incidentally, if I'm going to pop out just a single 'zerker I'll usually bring out my Battle Lock build 'zerker for TP duty. Stick him in the path of the xeno advance and just watch them swarm him! That sounds like a good combo. I think I have been trying to use him as replacement for a Hydra or Neptune, and as you point out the results have been underwhelming. Mark I'm still working on getting a handle on the classes because they are definitely skewed from TA, but I never considered the Berserk a replacement for a Neptune then, instead he replaced a Soldier and only as he levelled up. Then, as now, Berserkers seem to be weak at lower levels, but evidently once you get them built up they rock. My problems stem from squad caps, turn limits and SP shortages which hurt the viability of the squad I'd like to build.
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Post by johndramey on Dec 7, 2015 1:54:29 GMT -5
algesan, yeah, the Berserker is definitely best used in the mid-late game. You can bring them out earlier on, but you have to be very conservative with them early on. Also, like you said, the high SP cost of them can be a bit daunting to swallow. Once you get a good Berserker build, and you have that golden opportunity to bring him/her out, well nothing is sweeter than watching a Berserker single-handedly wreck a xeno push. markc, glad I could help out. It is worth repeating, Berserkers are not simple replacements for any class. You have to bring them out with a specific plan, preferably using other classes to support them. They take a bit more thought and tailoring than the other classes, but they can be insanely effective when used as intended.
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Post by Cory Trese on Dec 7, 2015 2:25:46 GMT -5
Reducing the cost of the Berserk by 23% definitely helped.
I don't think I would have beaten Orbital Defense Battery on Ironman without them.
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Post by CdrPlatypus on Dec 7, 2015 16:24:05 GMT -5
I've beaten orbital without them on ironman
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Post by fallen on Dec 7, 2015 16:56:59 GMT -5
I've beaten orbital without them on ironman Definitely doable, Cory Trese was just saying his team used them lol
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