View Full Version : How are Zerkers?
Brendon344
06-21-2006, 07:31 AM
<DIV>Im thinking of playing one of the Warrior classes,</DIV> <DIV> </DIV> <DIV>I want to be able to tank well and be helpful to a group.</DIV> <DIV> </DIV> <DIV>I want to be able to solo, and by solo I don't mean fast, I mean I won't take much damage.</DIV>
AtomiC_WedgiE
06-21-2006, 08:55 AM
<DIV>You've come to the right place. Let me put it to you this way: If I start an alt....I'm rolling another zerker :smileyhappy:</DIV>
beliker
06-21-2006, 09:03 AM
Eh for the most part Guardians and Zerkers are 80% identical. <div></div>
Cownose
06-22-2006, 11:06 PM
How so belikoron?
Storm_Runner
06-22-2006, 11:21 PM
He means that both tank a lot alike. Either will work for a regular group. I think Guards have a small advantage tanking a raid. Zerkers solo better than guards (before AAs come into play) because they do more dps, especially against groups of mobs. I think if you took a guard and spec'd him out with all dps AAs and took a zerker and spec'd him out with all tanking AAs they'd prolly come out to be fairly even.
I can answer you for that. Most of our abilities are mirror of the counter part, but ours are more DMG oriented than Defense. If you download <a href="http://www.eq2idb.com/" target=_blank>EQ2IDB</a>, you can look up the spells for Guards and Zerks, they are very similar. The place we differ the most is the "class defining" spells. Again, they are DMG oriented for us, and Defense for Guards. 80% Percent of things Guards can do, we can. <b>And vice versa</b>. I would say the general consensus is that they both solo decently if outfitted for it, but the Zerk will bring the groups down faster. Most would also say a Zerk <i>CAN</i> be better for XP groups depending on your group build. Most would also choose the Guard to tank for Mobs / Instances that will be difficult for the group. You do more for a group as a Zerk than a similarly equipped Guard when NOT tanking, so long as you research to utilize your classes abilities to their maximum potential.<div></div>
Setli
06-23-2006, 01:02 AM
<DIV>Thanks...this was helpful. I was thinking the same thing. I've been a healer too long and I just came back to the game.</DIV> <DIV> </DIV> <DIV>Too many scouts and casters out there. I wanted something slightly different with damage and tanking abilities.</DIV>
beliker
06-23-2006, 01:11 AM
<blockquote><hr>Kuleon wrote:I can answer you for that. Most of our abilities are mirror of the counter part, but ours are more DMG oriented than Defense. If you download <a href="http://www.eq2idb.com/" target="_blank">EQ2IDB</a>, you can look up the spells for Guards and Zerks, they are very similar. The place we differ the most is the "class defining" spells. Again, they are DMG oriented for us, and Defense for Guards. 80% Percent of things Guards can do, we can. <b>And vice versa</b>. I would say the general consensus is that they both solo decently if outfitted for it, but the Zerk will bring the groups down faster. Most would also say a Zerk <i>CAN</i> be better for XP groups depending on your group build. Most would also choose the Guard to tank for Mobs / Instances that will be difficult for the group. You do more for a group as a Zerk than a similarly equipped Guard when NOT tanking, so long as you research to utilize your classes abilities to their maximum potential.<div></div><hr></blockquote> Bingo Most of our attacks share the same icon, the kicks, taunts whirlwind etc. Now zerkers get 2 more aoes where guards I belive get 2 more taunts, minus our buffs being different I think thats really the only difference sub 50, which adds some more abilities.<div></div>
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