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Dnd 3.0 class shaman
Dnd 3.0 class shaman





dnd 3.0 class shaman

If you do, stop attacking, use your jolt ability, and back off a couple steps thus allowing the tank to regain aggro. Most healers do not expect to have to heal anyone but the tank and thus will not often quickly assist the berserker stay alive while he has aggro. If the berserker builds too much hate too quickly, he/she risks overtaking the tank on the "hate list" and become the focus of the mob's attacks (also known as "ganking aggro". (Berserker Note) – Berserkers hurt mobs a great deal and will increase, or "build", the amount of hate from a mob very, very quickly.This is normally, and preferably, the designated tank.

dnd 3.0 class shaman

The person at the "top" of the hate list "has aggro" and will be the focus of the mob's attacks.

  • Hate List – The relative ranking of hate a mob has of all players who have harmed it or helped those who harm it.
  • Synonymous with the 2nd definition of "aggro". One increases the amount of hate a mob towards him/her by harming the mob helping someone who has harmed the mob.
  • Hate – The quantified amount of ire that a mob has towards any particular player.
  • "Wait here, I'm going to aggro one of the mobs."
  • (verb) The act of initially alerting a mob to your presence.
  • "Don't attack until I have enough aggro."
  • (noun) A relative or quantified amount of "hate" and often used synonymously with "hate".
  • "I have aggro and am getting hit, heal me." Interpreted three ways and can be confusing if not given the appropriate context

    dnd 3.0 class shaman

    Sounds fun, doesn't it? But, aside from hitting a distracted mob, a berserker adequately geared, buffed, and with an appropriate group, can be an off-tank or even a main tank (though the gear and AA requirements increase significantly for berserkers who want to main tank). That's to say that his or her main job in all of EQ is to hurt things. The Berserker's Place in Norrathįirst and foremost, a berserker is a "DPS Class". The arms of a berserker do not stop until either he or his opponent is dead. Whereas a Rogue will throw knives from the shadows for a pin-point assassination attempt or a Ranger will pierce the heart of his enemy from beyond the range of vision with a single arrow, the berserker will hurl numerous throwing axes in a variety of ways to damage, incapacitate, or stun his enemy (all in the process of killing him!). Life as a berserker can seem simple while leveling up (the berserker, obsessed with doing only massive amounts of damage is only ever allowed to wield 2-handed weapons-massive axes, great swords, hammers, giant spears, etc), but quickly turns moderately involved when you find out that the berserker integrates axe-throwing into his repertoire from a very early stage. It just means that berserkers, having gone through the quest for Keras, will have learned when and when not to go "all in". This doesn't imply that they gain the defensive abilities of their warrior heritage, though. The Epic 1.0 quest is the story of how the berserker (you!) finally harnesses his rage through physical and mental discipline. Berserkers are, in lore, warriors who become so emotionally involved in their combat that they forsake their defensive training and live entirely for the obliteration of their opponents. He was banished from home and eventually set off to find a way to control his rage. Keras, blinded by fury in a training exercise, killed his sparring partner. Inside, they harbored a rage and anger which they had hoped would be released by combat but, as Keras found out, would be all consuming. And then there were others- others that trained just as hard, but felt inside a fury they could not control. It was this discipline that made the warriors great. They trained, they fought, and they died. In the beginning, there were warriors and these warriors lived within a world of physical and mental discipline. Berserker Class Guide Written by Community Member minimind Berserking: An Introduction







    Dnd 3.0 class shaman