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*Dungeons & Dragons
Berserker - How does it really compare to Totem Warrior?
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<blockquote data-quote="The_Furious_Puffin" data-source="post: 6889706" data-attributes="member: 11831"><p>Taking PAM means you are significantly better than a Berserker DPR wise for the 18 to 24 rounds of combat an adventuring day where the Berserker doesn't Frenzy. That's assuming the Berserker literally never makes a mistake and goes into combat with three levels of exhaustion btw. If you do that, you suck so hard the Wolf Barbarian blows straight past you. </p><p></p><p>But the wolf guy is ahead even when you frenzy! Because we haven't looked at the party buff aspect of the wolf totem - your Wolf Totem is giving the Paladin ~15 DPR every round from level 6, rising from there. Snick Snick. This is about as much as you get from Frenzy - a bit less I guess if you have GWM and use reckless attack + GWM on every bonus action, but it works every fight instead of 1 to 3 a day. Honestly, real hard to see how the Wolf build isn't flat out better offensively if your party has another multi attacking melee guy.</p><p></p><p>Do you agree or diagree with [MENTION=6852869]Lillika[/MENTION] who' saying PAM is essential because otherwise you're not competitive as a Beserker! I need the pro Bezerker side to pick what they think the 'best' Beserker build is. It's impossible to debate the shifting sands otherwise. </p><p></p><p>The problem is like this: Any melee guy who is 'optimal' needs to be using his bonus action to attack every round. A beserker can do this when he frenzies, which is great. But he can only Frenzy a couple of times a day safely due to exhaustion. So for the other 4-6 combats you need another way of generating bonus actions. The best way is PAM or TWF both of which give you an extra attack every round. But if you have PAM or TWF you only get very marginal gains from Frenzy. If Frenzy isn't doing much that is useful you're rarely going to use it because Exhaustion is so bad. If you're not using Frenzy, why not play a Bezerker? Immunity to charm is great, but Wolf Totem is AMAZING at buffing your team mates </p><p></p><p>I basically think any effective melee build in 5E needs the following three elements: A way to get advantage, a consistent way of generating extra attacks, and some big static damage bonus you can staple onto your attacks. So bottom line I think every Barbarian of any stripe is going to want PAM at a minimum and probably GWM as well. </p><p></p><p></p><p></p><p>The GM has to give out magic weapons because of how the monsters are designed. No character is immune from 'GM makes encounters you are unable to contribute to, good luck'</p></blockquote><p></p>
[QUOTE="The_Furious_Puffin, post: 6889706, member: 11831"] Taking PAM means you are significantly better than a Berserker DPR wise for the 18 to 24 rounds of combat an adventuring day where the Berserker doesn't Frenzy. That's assuming the Berserker literally never makes a mistake and goes into combat with three levels of exhaustion btw. If you do that, you suck so hard the Wolf Barbarian blows straight past you. But the wolf guy is ahead even when you frenzy! Because we haven't looked at the party buff aspect of the wolf totem - your Wolf Totem is giving the Paladin ~15 DPR every round from level 6, rising from there. Snick Snick. This is about as much as you get from Frenzy - a bit less I guess if you have GWM and use reckless attack + GWM on every bonus action, but it works every fight instead of 1 to 3 a day. Honestly, real hard to see how the Wolf build isn't flat out better offensively if your party has another multi attacking melee guy. Do you agree or diagree with [MENTION=6852869]Lillika[/MENTION] who' saying PAM is essential because otherwise you're not competitive as a Beserker! I need the pro Bezerker side to pick what they think the 'best' Beserker build is. It's impossible to debate the shifting sands otherwise. The problem is like this: Any melee guy who is 'optimal' needs to be using his bonus action to attack every round. A beserker can do this when he frenzies, which is great. But he can only Frenzy a couple of times a day safely due to exhaustion. So for the other 4-6 combats you need another way of generating bonus actions. The best way is PAM or TWF both of which give you an extra attack every round. But if you have PAM or TWF you only get very marginal gains from Frenzy. If Frenzy isn't doing much that is useful you're rarely going to use it because Exhaustion is so bad. If you're not using Frenzy, why not play a Bezerker? Immunity to charm is great, but Wolf Totem is AMAZING at buffing your team mates I basically think any effective melee build in 5E needs the following three elements: A way to get advantage, a consistent way of generating extra attacks, and some big static damage bonus you can staple onto your attacks. So bottom line I think every Barbarian of any stripe is going to want PAM at a minimum and probably GWM as well. The GM has to give out magic weapons because of how the monsters are designed. No character is immune from 'GM makes encounters you are unable to contribute to, good luck' [/QUOTE]
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Berserker - How does it really compare to Totem Warrior?
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