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General Tabletop Discussion
*Pathfinder & Starfinder
[Iron Heroes] Rules clarifications
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<blockquote data-quote="ValhallaGH" data-source="post: 3290109" data-attributes="member: 41187"><p>Furious Strike is a must; it may not seem like much but you will often have an excess of tokens to rip the enemy apart with. Berserk Toughness is great (and requires the very nice Berserk Mind), as is Berserk Strength. Blind Fury can be good but it can also kill the party. Primal Howl is lots of fun and can be excellent crowd control. The combination of Suicidal Assault and Overwhelming Charge can be very sick to watch.</p><p></p><p>Berserkers in play tend to follow one of two tactical patterns. </p><p>The first (and most common) is to find the largest group of mooks and run into the middle of them; take advantage of those cleave masteries and decent DR to take down many mooks while accumulating a large pile of fury tokens; then they charge into the big bad and finish him off with a round or two of furious blows and impressive damage. This results in high kill counts and much glory but fails in the face of tough mooks or very dangerous big bads. This is the "Short and Glorious" method.</p><p></p><p>The second is to play a much more defensive and intelligent battle. Still relying upon cleaves and power attacks but not nearly as much reliance upon your DR and HP to keep you alive. Like an Armiger, this berserker tends to stand in a place and let his enemies come to him, though he will dive into his foes when appropriate (ranged attackers). A lot less glory but I've only seen such characters die during a TPK, and they were usually the last to go.</p><p></p><p>There are other ways to play a 'zerker, of course, but those are the most common. Part of the decision depends upon weapon, feat, trait and ability choices. Good luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 3290109, member: 41187"] Furious Strike is a must; it may not seem like much but you will often have an excess of tokens to rip the enemy apart with. Berserk Toughness is great (and requires the very nice Berserk Mind), as is Berserk Strength. Blind Fury can be good but it can also kill the party. Primal Howl is lots of fun and can be excellent crowd control. The combination of Suicidal Assault and Overwhelming Charge can be very sick to watch. Berserkers in play tend to follow one of two tactical patterns. The first (and most common) is to find the largest group of mooks and run into the middle of them; take advantage of those cleave masteries and decent DR to take down many mooks while accumulating a large pile of fury tokens; then they charge into the big bad and finish him off with a round or two of furious blows and impressive damage. This results in high kill counts and much glory but fails in the face of tough mooks or very dangerous big bads. This is the "Short and Glorious" method. The second is to play a much more defensive and intelligent battle. Still relying upon cleaves and power attacks but not nearly as much reliance upon your DR and HP to keep you alive. Like an Armiger, this berserker tends to stand in a place and let his enemies come to him, though he will dive into his foes when appropriate (ranged attackers). A lot less glory but I've only seen such characters die during a TPK, and they were usually the last to go. There are other ways to play a 'zerker, of course, but those are the most common. Part of the decision depends upon weapon, feat, trait and ability choices. Good luck. [/QUOTE]
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[Iron Heroes] Rules clarifications
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