Part 2 of ZAM's Exclusive Look at TERA's Berserker

We interview the experts and get never-before-seen screens of TERA's most terrifying class: The Berserker

Welcome to part two of our exclusive interview and never-before-seen screenshots of TERA's most terrifying class: The Berserker. In part two, Executive Producer of En Masse Entertainment, Brian Knox, and Berserker expert, Scott James Magner, tell us of the tremendous skill needed to play this damaging, tank-like class.

MisterBones: I'm trying to see the differences between the Berserker class and the Slayer Class. Because when I read the website it seemed like they were both very offensive. But which class is better for a player who just wants to play aggressively?

Scott James Magner: A Berserker and a Slayer (laughs).

Brian Knox: (laughs) If you're going to go typical archetypes for MMOs that you're used to, a Slayer is a lot more DPS and the Berserker is a lot more the tank-type class. While [the Berserker does] a lot of damage in that one hit, you also have a lot of protective skills too. You'll use that hilt to block the blows that are coming at you. So it's more the typical tank role, but it does a lot of that single damage as well.

The Slayer does a little bit more dancing because it has the entire blade to work with, where as the Berserker does a lot more thinking and positioning themselves, and making sure the rest of the group is positioned in a way to do damage as well. You want to get the enemy into certain positions right, because it's collision, so you don't want that enemy to get past you and get to the Sorcerer or get to the Archers that are behind you because it will tear them up really fast.

Scott: You want to be a target as a Berserker, but you also want to be targeting. And that's not a word we use a lot for this game. We talk about action and the way we play, but you are a destination for damage, just as you are an output of damage going the other direction.

MisterBones: What can you tell me about some of the special abilities that the Berserker has, like the "weapon block" and the "bash" ability?

Scott: Two of my favorites actually. The weapon block is a great skill for drawing damage to yourself and stopping it. You plant the weapon in front of you and, if damage is coming from the front of you, it just gets stopped, or a certain percentage of it gets stopped. And those attacks are hitting you and mainly dissipating while, on the side, your friends are pounding the heck out of that monster.

Now, you're not attacking during that period so you want to make sure you're wearing the right armor and you've got the right gems slotted in there to really soak up that damage. But as soon as you take your finger off the button your axe is ready to go and you can develop another attack.

The "bash" skill is one I particularly like because it knocks an opponent down, and once your opponent is down, the Berserker really can hammer him. The couple of overhand skills that put you up in the air and hit them… there is a skill called "smash" with a passive skill that goes along with it called "smash intensified" and it's an attack that jumps you up in the air toward a downed foe and does a lot more damage to them when they've been knocked down. Three or four of the Berserker's attacks will knock an opponent down and that helps not only you, but the rest of your party.

Brian: Yeah, keeping it contained and on the ground is a huge benefit because a lot of the classes have those abilities that do extra damage when an opponent is knocked down. The Slayer has an effect where they can stab [a monster] right through the heart with their sword when they're on the ground and it will do like five times the amount of damage. So it's really important for people to use their moves, coordinate within themselves and the party to keep the monster off their feet.

The Berserker's Weapon Block Ability in action.

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Re: Concerned
# Jun 11 2010 at 7:46 PM Rating: Decent
Hello Maarg! My name is Scapes, Senior Community Manager at En Masse Entertainment.

To address your concern, I followed up with Scott who clarified that it was not the case that he was unable to advance certain classes past particular levels through solo play. He explained that he either stopped playing the character to focus on another or the character was deleted in a test server database reset and he hasn't come back to that class yet.

En Masse Entertainment and Bluehole Studio plan for all character classes to be able to progress all the way to endgame through solo play.
-- Scapes
Re: Concerned
# Jun 16 2010 at 12:15 PM Rating: Excellent
32 posts
Thanks for the clarification Scapes! I do remember getting the impression that Scott was suggesting that he could of leveled them higher soloing if he wished.
MisterBones
# Jun 09 2010 at 1:25 PM Rating: Decent
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149 posts
Great interview so far. Brian Knox has seemed weaselly and hard to pin down with concrete answers to specific, direct questions in interviews done by other sites, but the answers to the questions in these articles have been surprisingly straight-forward. After reading a lot of what he had to say, it sounds like just a lot of words and no real information. These interviews are chock full of information though!

Edited, Jun 9th 2010 2:27pm by Maarg
Concerned
# Jun 09 2010 at 1:20 PM Rating: Decent
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149 posts
This interview indirectly contains much of the concerns that I and others have had about this game. At no point in this entire interview did either guy use the word "quest", however, the word "hunt" was used 3 times. "Hunt" sounds very much like just another word for "grind", and no one on this continent likes grinding!

Also, this answer is just plain bogus:

Quote:
MisterBones: So you're saying that you can solo with all the classes?

Scott: Very much so. I have soloed every single class well into the teens and some into the 20's and 30's.


So some classes can solo to 19 and others can solo to 30+. That's a pretty huge disparity! This in no way answers the question of whether you can solo with all classes. Soloing to level 19 out of 50 means you still have 31 levels of non-solo play left. There was a lot of concern in the focus groups that high level content was all just group quests and, at the time of the testing, mostly repeatable group quests (probably because the high level lore hadn't been finished at the time of the focus groups).

Since the vast majority of players who ever play new MMOs play within the first few months, this could lead to serious problems later in the game's lifespan when there aren't many players at the 25-45 range for you to group with. Final Fantasy XI certainly had a HUGE problem with this very issue. I would hate to see it happen again to another MMO.

Finally, I hope that these guys don't make the same mistake that the first executive producer of Age of Conan made when it comes to gear. His vision of end-game gear was that stats weren't all that important, so the gear had very little stats on them. What Funcom eventually realized is that, while it may not be important to the game that players have gear with huge stat numbers on them, it is certainly important to the players as a way to differentiate themselves from others who haven't put into the game the same amount of time that they have. From these two En Masse guys' statements so far, it sounds like they're going in a similar route by just having sockets that add some bonuses without having stat-heavy gear. In my opinion, this would be a huge mistake.

In all though, I'm still pretty excited and hopeful that this game will rock. I just hope they don't fall into the same pitfalls that so many other games have.
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