Try to recruit Punkinstopheles, from the special Deneb Quest battle in Vasque, or one of the Generic ones from the Palace of the Dead (I forget the floor, but it’s between 6 and 30, iirc - maybe 23 ? - where you are against rebels from the Tigers of Burnham group). The Pumpkin Golems can be changed to Berserkers, in Reborn… AND they keep their ‘golem’ type, meaning a Warlock can ‘Empower’ them. Add in their Berserk AND Sanguine bonuses, and you can see where this is going … 😈
@@AlekTrev006 It may sound interesting but again, that warlock will be at risk as it will need to very at frontlne in order to empower the golem and plus, you will need a tight management on the RT spent and also the placement of the troops.
@@comicdragon1 it shouldn’t be THAT risky, cause Empower Golem-4 (max version), iirc - has something crazy like 8 Range ! So your Warlock can be well behind the lines, and it can still activate , if you are lucky 🍀
@@AlekTrev006 frankly, if you can get to empower level 4... meaning already in chapter 4. I think I would prefer to use an army of summoner, liches with front line of white knight and knight commander than warlock (that can't use summon spells, apocrypha spell and/or dragonic spells) and berserker but that's just my thoughts.
I TOLD U I TOLD U I TOLD U I TOLD U Denam is the best berserker. Big hammer. 55 dragon steak and counting. Big damage = big dopamine We in the brotherhood now!
lol. anyone with 55 dragon steak would do alot of dmg. now assuming no items and no lord, statistically, for any high RT melee class, hobyrim is ALWAYS the best chassis. all things being equal.
Hmm... doing this, might as well just send in the 2 white knight by themselves with support from backend range and spell casters. I would suggest you also use the world system and go back to get Ravness and Ozma to get a 3rd white knight and a knight commander. You will probably just stop using the rest to do any sort of tanking and melee troops wise... Also go and get the summoners. You will see the great difference between they using the summon spells and a rune fencer can. Lich is also viable to be used but they can only use the dark summon spell and have very high RT...
Agreed. Thats why i stopped using a berserker once i got summons. Berserkers you kind of have to work around: slow unit, can hurt allies, vulnerable to terrain, etc. And its not like their dmg isnt superceded by summons. They dont bring anything else to the table. No control, no support, etc. Imo the only worthy berserker that can stack up to summons in the endgame is the lord berserker denam.
oh yeah this is far from optimal but its one of the only ways i can really make the berserker work for me i find the class to be underwhelming and many people said no they are amazing. Yeah i would love to go back and get ozma and raveness
@faizedfoxgaming7426 I won't think won't need melee. Currently I am still running 3 white knight with a knight commander and sometime with Denam on all maps. Still will need someone to attack unit face first while killing them from the back.
When i was still using berserkers, i used hammers. Daggers are also better than fists. 6 melee units is too much imo. You're better off with just 3-4. i'd replace the 2nd berserker with a TK. Personally, i dont use risk management. I just constitution and rely on guardian force. I went with 1h hammers and shield. A shield + con II helped mitigate the non-tankiness and tbh i didnt really care as much that the berserker was a glass cannon since i use alot of control. Non-boss enemies are typically punching bags with control. i just ran with the hammer and shield setup so i dont waste the berserk proc when i dont need it yet/could hurt allies. Or sometime i run with hammer + dagger (replacing con II) so i can have great elemental coverage (4 elements) for increased dmg (30%) half of the time.
The +30% bonus modifier to the Stat Overhead component of damage calculations is applied when an attacking unit has an Affinity that is Strong against the defending unit's Affinity. The bonus modifier that is applied to the Stat Overhead when an attacking unit uses a Finisher of an element that is Strong against the defending unit's Affinity is much higher (+100%).
@@TheRobversion1 I think I wrote nearly the same thing you wrote :D "6 melee units is too much imo. You're better off with just 3-4. i'd replace the 2nd berserker with a TK." 2 WK bros, 1 TK and 1 Zerker is all you'd need imho too
@@stormtrooperjon9212 agreed. this was my ch 3 frontline. on tighter maps, i dropped the berserker. on beast/dragon heavy maps, i subbed the zerkersout for a dragoon. then in ch 4 i totally dopped the zerker. at this point with summon 1, an RF is simply better.
As I play the game I realized that depending on the weapons you equip you can really expand and change a units offensive repertoire and build to your preference. You're strategy with the Berserker is something I've been doing myself lately and it does work well. I've started experimenting with Hammers and Daggers on the berserkers but really any weapon they can equip can work with them. Daggers make sense for a wind element berserker in my opinion, plus the ranged finisher makes sense with the wind thematic. I was surprised to learn that fists at level 30 adds range to the Berserkers kit, which is a welcome addition, but the reason I prefer hammers is the massive AOE damage that the hammer brings. WIth level 30 hammer on a Berserker you can run spellcharge on a mage , or MP charging items, and use the Hammer AOE finisher instead of running Berserk Autoskill if you don't like using it and want more consistancy with your AOE. I'm impressed with how much better the game gets as you progress through the story and it definitely is my new FFTs style game to play too. What I run is situational, but I also consider using a shield on my offhand for melee units since the extra defense can make them much tankier as a frontline unit.
Agreed with the hammer use. Give the berserker a fire charm for better mileage. Daggers are the 2nd best pick if you really want to cut down the RT. I dont consider what you run situational. Imo thats the general/optimal setup for the berserker. I use a shield as well just in case i'm not ready to use my berserk proc yet/can hurt allies. I dont run risk management. Just con II for the extra hp, a shield and my typical control tactics and the berserkers rarely in danger. Or if i'm feeling confident about the control i've brought, i do 1h hammer + dagger (replacing con II) so i can have good elemental coverage (4 elements) while also packing a control option.
Important to understand the multipliers that the weapons will give and whom it is using it and whom it's trying hit. All these multipliers will determine how good or bad against an enemy.
Yeah this is 100% how it works weapons can really change a unit in so many ways you wouldnt even think about it. Going to give daggers a try on zerkers next
@@faizedfoxgaming7426 you can use positioning to lure. Or you can just fight through it just make sure it's worth it. If you're worried about counters while berserked you can run one handed a shield. Shield bash will prevent berserk and block won't counter as a berserk.
Build your team how you like, but going with more melee to me seems so strange! Shouldn't your team become less and less melee oriented and more range (and summon)? Well whatever, to each his own :D I had a Berserker (Xapan) and I think they had a hammer, and had counter. I'd usually keep everything as far away from them as possible (let them go on their own way towards other melee units), always have Sanguine Assault if you got the MP and pray for Berserk procs. Then on their turn, march them forward like a bulldozer and hit as many enemies with their AoE. When they get low, run away and potion up or have a Cleric or Knight heal them from a distance. I love the Berserker's simplicity to be honest. Another thing to consider is give them a ring or boots so they can fly. Flying over tanky units to the squishies to smack like 3-4 of them is just plain funny! You said you want to have 2 Berserkers and the WK bros, I'd suggest 1 Berserker and 1 Terror Knight, fear + boosted damage often can lead to 1 shots, even on more tanky enemies, plus the TK will have his RT sped up by the bros :D
oh no i agree but many people were saying melee is s till useful late game personally i dont count rune fencers as melee due to do mainly using summons. I have like 4 melee 8 ranged for my team when i can have 12
agreed 100%. Yeah TK + berserker is better than 2 berserkers. less chances for things to go wrong and more party dmg (which imo is what matters more than individual dmg). flight imo is excellent on zerkers as it help you position optimally for berserk.
In my experience i've found berserkers to be weaker than warriors. While it's an interesting idea to use risk management, in practice I wasn't able to get much use out of it. I will say Sanquine assault is a great skill and can really make your skills hit much harder, but it's still not as good as mighty impact. That being said you can combine the two for great effect or add double impact on top to push melee into other worldly damage.
a warrior can take hits better but when berserk is active on berserker they for sure hit harder and than add sanguine assault as well and idk how a warrior can do more damage. unless ur purposely making your warrior strong with charms and best gear over a weaker stats berserker
I'd use double attack over double impact. Assuming you're talking about Lord here. Agreed mighty impact>sanguine assault but only vs. single targets. The moment we factor in berserk and hit multiple targets, the berserker is better.
@@faizedfoxgaming7426 i wouldnt say the warrior can take hits better. They dont have a skill that allows them to do so. No phalanx, mind's eye, etc. This could just be a conclusion drawn from stats/gear. Whats true however is a berserker does more dmg once you're capable of hitting more than 1 target.
@@TheRobversion1 true good point warrior has no skills that allow it to take more hits. Yeah berserker does way more damage espcially in an aoe or group damage
@@faizedfoxgaming7426 the only advantage i'd give the warriors offensively is if playing in potd: with all the pits, mighty impact means you'll get alot of 1-hit kills due to forced movement into the pits. other than that, the berserker is better than the warrior in each and every way assuming stats/gear being equal.
Berserker is pretty good after some changed i did. Its not like amazing top tier but fun to play and use
Try to recruit Punkinstopheles, from the special Deneb Quest battle in Vasque, or one of the Generic ones from the Palace of the Dead (I forget the floor, but it’s between 6 and 30, iirc - maybe 23 ? - where you are against rebels from the Tigers of Burnham group). The Pumpkin Golems can be changed to Berserkers, in Reborn… AND they keep their ‘golem’ type, meaning a Warlock can ‘Empower’ them. Add in their Berserk AND Sanguine bonuses, and you can see where this is going … 😈
@@AlekTrev006 this is very interesting. Thanks for sharing this. Berserking pumpkin with a warlock support. Sounds like a grand time. ;)
@@AlekTrev006 It may sound interesting but again, that warlock will be at risk as it will need to very at frontlne in order to empower the golem and plus, you will need a tight management on the RT spent and also the placement of the troops.
@@comicdragon1 it shouldn’t be THAT risky, cause Empower Golem-4 (max version), iirc - has something crazy like 8 Range ! So your Warlock can be well behind the lines, and it can still activate , if you are lucky 🍀
@@AlekTrev006 frankly, if you can get to empower level 4... meaning already in chapter 4. I think I would prefer to use an army of summoner, liches with front line of white knight and knight commander than warlock (that can't use summon spells, apocrypha spell and/or dragonic spells) and berserker but that's just my thoughts.
I'm glad to see 😂
Yep Berserker is pretty good not like the best but pretty good and useful
I TOLD U I TOLD U I TOLD U I TOLD U
Denam is the best berserker. Big hammer. 55 dragon steak and counting. Big damage = big dopamine
We in the brotherhood now!
Yep just need to avoid friendly fire
lol. anyone with 55 dragon steak would do alot of dmg. now assuming no items and no lord, statistically, for any high RT melee class, hobyrim is ALWAYS the best chassis. all things being equal.
I used a lizardman w/ punch weapon. When I got Xapan, I changed his ax for dagger.
i watched xapan die cuz i was like i dont want another berserker they suck this was a long time ago :(
Daggers are lighter and have way better finishers, good choice
@@faizedfoxgaming7426 lol. why did you let him die. you could've changed his class you know? he has good stats and RT. makes for a good RF.
I have a berserker in my team and she does a great job, i keep a healer close by and never have to worry about hp.
How does your zerker do in palace of the dead?
I have not made it that far yet to be honest.
Hmm... doing this, might as well just send in the 2 white knight by themselves with support from backend range and spell casters. I would suggest you also use the world system and go back to get Ravness and Ozma to get a 3rd white knight and a knight commander. You will probably just stop using the rest to do any sort of tanking and melee troops wise... Also go and get the summoners. You will see the great difference between they using the summon spells and a rune fencer can. Lich is also viable to be used but they can only use the dark summon spell and have very high RT...
Agreed. Thats why i stopped using a berserker once i got summons. Berserkers you kind of have to work around: slow unit, can hurt allies, vulnerable to terrain, etc. And its not like their dmg isnt superceded by summons. They dont bring anything else to the table. No control, no support, etc.
Imo the only worthy berserker that can stack up to summons in the endgame is the lord berserker denam.
oh yeah this is far from optimal but its one of the only ways i can really make the berserker work for me i find the class to be underwhelming and many people said no they are amazing. Yeah i would love to go back and get ozma and raveness
oh yes once u get summons u dont really need melee units
@faizedfoxgaming7426 I won't think won't need melee. Currently I am still running 3 white knight with a knight commander and sometime with Denam on all maps. Still will need someone to attack unit face first while killing them from the back.
@@comicdragon1 I have a 11 Lich + Princess Catiua army, you absolutely 100% do NOT need any melee in this game ever after getting that :)
When i was still using berserkers, i used hammers. Daggers are also better than fists.
6 melee units is too much imo. You're better off with just 3-4. i'd replace the 2nd berserker with a TK.
Personally, i dont use risk management. I just constitution and rely on guardian force. I went with 1h hammers and shield. A shield + con II helped mitigate the non-tankiness and tbh i didnt really care as much that the berserker was a glass cannon since i use alot of control. Non-boss enemies are typically punching bags with control. i just ran with the hammer and shield setup so i dont waste the berserk proc when i dont need it yet/could hurt allies. Or sometime i run with hammer + dagger (replacing con II) so i can have great elemental coverage (4 elements) for increased dmg (30%) half of the time.
The +30% bonus modifier to the Stat Overhead component of damage calculations is applied when an attacking unit has an Affinity that is Strong against the defending unit's Affinity.
The bonus modifier that is applied to the Stat Overhead when an attacking unit uses a Finisher of an element that is Strong against the defending unit's Affinity is much higher (+100%).
@@rucession5760 appreciate the clarification.
yeah i had hammers but i wanted to see why people were so obsessed with fists u know
@@TheRobversion1 I think I wrote nearly the same thing you wrote :D
"6 melee units is too much imo. You're better off with just 3-4. i'd replace the 2nd berserker with a TK."
2 WK bros, 1 TK and 1 Zerker is all you'd need imho too
@@stormtrooperjon9212 agreed. this was my ch 3 frontline. on tighter maps, i dropped the berserker. on beast/dragon heavy maps, i subbed the zerkersout for a dragoon. then in ch 4 i totally dopped the zerker. at this point with summon 1, an RF is simply better.
As I play the game I realized that depending on the weapons you equip you can really expand and change a units offensive repertoire and build to your preference. You're strategy with the Berserker is something I've been doing myself lately and it does work well.
I've started experimenting with Hammers and Daggers on the berserkers but really any weapon they can equip can work with them. Daggers make sense for a wind element berserker in my opinion, plus the ranged finisher makes sense with the wind thematic.
I was surprised to learn that fists at level 30 adds range to the Berserkers kit, which is a welcome addition,
but the reason I prefer hammers is the massive AOE damage that the hammer brings. WIth level 30 hammer on a Berserker you can run spellcharge on a mage , or MP charging items, and use the Hammer AOE finisher instead of running Berserk Autoskill if you don't like using it and want more consistancy with your AOE. I'm impressed with how much better the game gets as you progress through the story and it definitely is my new FFTs style game to play too.
What I run is situational, but I also consider using a shield on my offhand for melee units since the extra defense can make them much tankier as a frontline unit.
Agreed with the hammer use. Give the berserker a fire charm for better mileage. Daggers are the 2nd best pick if you really want to cut down the RT.
I dont consider what you run situational. Imo thats the general/optimal setup for the berserker. I use a shield as well just in case i'm not ready to use my berserk proc yet/can hurt allies.
I dont run risk management. Just con II for the extra hp, a shield and my typical control tactics and the berserkers rarely in danger.
Or if i'm feeling confident about the control i've brought, i do 1h hammer + dagger (replacing con II) so i can have good elemental coverage (4 elements) while also packing a control option.
Important to understand the multipliers that the weapons will give and whom it is using it and whom it's trying hit. All these multipliers will determine how good or bad against an enemy.
Yeah this is 100% how it works weapons can really change a unit in so many ways you wouldnt even think about it. Going to give daggers a try on zerkers next
Try lizard zerkers. The stats seem better for physical
Also if you want to see some other setups hit me up and I can go through a few different effective setups
now the tricky part to avoid friendly fire lol
@@faizedfoxgaming7426 you can use positioning to lure. Or you can just fight through it just make sure it's worth it. If you're worried about counters while berserked you can run one handed a shield. Shield bash will prevent berserk and block won't counter as a berserk.
Build your team how you like, but going with more melee to me seems so strange! Shouldn't your team become less and less melee oriented and more range (and summon)? Well whatever, to each his own :D
I had a Berserker (Xapan) and I think they had a hammer, and had counter. I'd usually keep everything as far away from them as possible (let them go on their own way towards other melee units), always have Sanguine Assault if you got the MP and pray for Berserk procs. Then on their turn, march them forward like a bulldozer and hit as many enemies with their AoE. When they get low, run away and potion up or have a Cleric or Knight heal them from a distance. I love the Berserker's simplicity to be honest.
Another thing to consider is give them a ring or boots so they can fly. Flying over tanky units to the squishies to smack like 3-4 of them is just plain funny!
You said you want to have 2 Berserkers and the WK bros, I'd suggest 1 Berserker and 1 Terror Knight, fear + boosted damage often can lead to 1 shots, even on more tanky enemies, plus the TK will have his RT sped up by the bros :D
oh no i agree but many people were saying melee is s till useful late game personally i dont count rune fencers as melee due to do mainly using summons. I have like 4 melee 8 ranged for my team when i can have 12
agreed 100%. Yeah TK + berserker is better than 2 berserkers. less chances for things to go wrong and more party dmg (which imo is what matters more than individual dmg).
flight imo is excellent on zerkers as it help you position optimally for berserk.
In my experience i've found berserkers to be weaker than warriors. While it's an interesting idea to use risk management, in practice I wasn't able to get much use out of it. I will say Sanquine assault is a great skill and can really make your skills hit much harder, but it's still not as good as mighty impact. That being said you can combine the two for great effect or add double impact on top to push melee into other worldly damage.
a warrior can take hits better but when berserk is active on berserker they for sure hit harder and than add sanguine assault as well and idk how a warrior can do more damage. unless ur purposely making your warrior strong with charms and best gear over a weaker stats berserker
I'd use double attack over double impact. Assuming you're talking about Lord here.
Agreed mighty impact>sanguine assault but only vs. single targets. The moment we factor in berserk and hit multiple targets, the berserker is better.
@@faizedfoxgaming7426 i wouldnt say the warrior can take hits better. They dont have a skill that allows them to do so. No phalanx, mind's eye, etc. This could just be a conclusion drawn from stats/gear. Whats true however is a berserker does more dmg once you're capable of hitting more than 1 target.
@@TheRobversion1 true good point warrior has no skills that allow it to take more hits. Yeah berserker does way more damage espcially in an aoe or group damage
@@faizedfoxgaming7426 the only advantage i'd give the warriors offensively is if playing in potd: with all the pits, mighty impact means you'll get alot of 1-hit kills due to forced movement into the pits. other than that, the berserker is better than the warrior in each and every way assuming stats/gear being equal.