
Maplestory 2 Berserker Skill Builds and Equipment Choose
Berserker is a melee class with two-handed swords as a weapon. It uses the law of darkness to gain strength from the blood. It has excellent continuous output and intermittent bursting ability. It is not difficult to operate, and its skills are more essential. It is simpler than other melee occupations. For the mad war, melee damage is one of the most worthwhile attributes after the mad battle hits the standard, because the increase in melee damage is more than the total injury, so melee injury can be said to be the best attribute of mad war. The anti-wearing attribute is in conflict with melee damage in the three parts of the ring earring belt, and the anti-war can also appear on the necklace and the weapon, so the priority is behind it. How high this property can be. Physical penetration of this attribute can be 10%~12%. This attribute has a limit on different levels of Dungeons. Boss can use this attribute to make up for when you can't choose other attributes. The final physical attack power or strength must be present on the four pieces of armor and only for the armor. U4GM Maplestory 2 Mesos Production Team Gave much more support for this Guide. Thanks, JEE Wang.
- Gem Recommendation
- Berserker Skills
- [Level 55] Dungeons of four-person
- [Level 55] Dungeons of ten-person
- Equipment Recommendation
Power Gem
3
Hit Gem
1
Combat Effectiveness Gem
5
Raging Slash
Death Spin
Dark Aura
X Slash
Ground Breaker
Void Slash
Bloodlust
Greatsword Mastery
Dark Breaker
Adrenaline Rush
Intimidation
Warrior's Instinct
Blood Price
Deep Wounds
Dark Might
Inhuman Endurance
Earthquake


Death Spin
Raging Slash
4
Death Spin
10
Ground Breaker
10
Blood Price
10
Greatsword Mastery
10
Bloodlust
10
Adrenaline Rush
4
Inhuman Endurance
1
First rely on the Ground Breaker to empty the blue, Death Spin stacks 10 layers of passive incidental recovery SP, and then wait for the SP to restore the loop Round Breaker, then Death Spin. During the cycle output, BloodlustCD is ready to use, and you need to turn on Blood Price to increase the output when you need to burst output.
Because Ground Breaker and Bloodlust have obvious cancellation actions, use the displacement skill X Slash to force the current action to be cancelled when the two skills have just finished the damage. The students with fast hands can try it. In particular, the Ground Breaker can clearly feel the speed of the instantaneous 3-segment output.


Intimidation
Raging Slash
4
Death Spin
7
Ground Breaker
8
Deep Wounds
1
Greatsword Mastery
10
Bloodlust
10
Intimidation
10
Adrenaline Rush
2
Blood Price
1
Void Slash
1
Void Slash is used for small displacement, the reason for the relatively high maneuverability is that you can use SP skills to move small segments, and it is still a hegemony, so only 1 point. This skill has a small skill to jump up and use to accumulate power to complete the direct displacement in the air.
Intimidation reduces enemy output and reduces shifting and jumping power. In the 10th layer of passive stun, this skill can be used to reverse the battle, especially when the 10th layer is passive, so it is full. Deep Wounds is just for a little more damage, so level 1 is enough.
Generally, Berserker is an Intimidation when chasing the enemy in the countdown. After stepping on it, it is connected to Death Spin or Ground Breaker. It is recommended to use Death Spin to quickly stack passively. The faster the passive, the higher the output is, the higher the Berserker's idea is to use the blood to change the passive layer. It is a career in the middle and late battles.
Bloodlust is sure to hit the opponent when it is determined that the opponent has no physical strength or is slowed down. This skill has the highest crit damage in PVP. Note here that you want to jump up and release, and you will not be able to judge when you jump up and release. Jumping release skills is also one of the cores of all professional PVP.
Hit > Defense Penetration > Melee (Remote) Damage > Total Injury > Physical (Magic) Resistance Penetration > Boss Damage > Physical (Magic) Attack Power > Main Attribute > Attack Speed
Head + clothing + pants + shoes: strength (physical attack power)
Gloves: physical resistance penetration (required)
Earrings: anti-wear + melee injury (attack speed, hit, boss injury)
Ring: anti-wear + melee injury (attack speed, hit, boss injury)
Necklace: anti-wear + physical resistance penetration (hit, boss injury)
Belt: melee injury (anti-wear, boss injury)
Cloak: Anti-wear (Melee War, Speed)
Weapon: physical resistance penetration (required) + total injury (defense penetration, boss injury)

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