Monday, December 31, 2012

Raiderz Stats

This is a quick look at stats and what they do in Raiderz. In Raiderz stats are the main component of determining the effectiveness of various skills since all of them multiply off of your base stats. Because of that it's important to know what they do.


STR: Strength increases physical damage.
AGI: Agility increases dodge and critical hit for both Magic and Physical Attack
INT: Magic damage and energy pool
VIT: Vitality is your health
CHA: Energy Regen is based on your charisma.
STA: Stamina points

Because of what each stats effect each class has a certain hierarchy of stats depending on what they are trying to accomplish.

Berserker: STR > AGI > STA >= VIT

Strength is most important on a Berserker since he is a damage dealer and all his skills multiply off it. Agility is second most important because it helps with crit which also aids in damage output. Personally, I put stamina and vitality as equals. Realistically you won't actually be trying to gear for either of those but will gain them passively.

Defender: VIT >= STR > AGI >= STA

Defenders are a strange class. Ideally you want to balance vitality and strength because you need to still do damage while soaking it, and generally you should be blocking most of the damage you have incoming. Stamina and agility are about as important as each other because Defender doesn't really need crit chance since he has a skill that will give 100% crit chance to the next skill anyway and has Stamina regen abilities.

Cleric: INT > CHA > AGI

Clerics really should be focusing purely on Int. Realistically it increases the potency of your heals and your mana pool which are the two things you want most. Although Charm will increase your EP regen, you have skills that do that. Agility is only if you're pushing for additional damage but Int still has more effect.


Sorcerer: INT > AGI > VIT

Sorcerers should be purely stacking INT when possible. Although Agility offers some nice crits, your overall damage will increase with INT. I only place vitality as an option since there are a lot of sorcerers that can be one shot. You should try to get just enough vitality that you can survive one shot from a boss, just in case.

Sorcerer PvE Build

This Raiderz Sorcerer build revolves around doing the maximum amount of damage. Positioning and awareness is key when using this build because it doesn't have many of the snares that frost brings to the table since this is almost a pure fire build.

Pros and Cons:

Pros:

Highest Damage Output
Can sustain mana with skills

Cons:

Squishy
Can't kite very well
No escape mechanisms
 
Skill Build:

Tier 1:

1/3 Flame Arrow: You purchase this skill for both a ranged attack and proc your fire magic damage increase skill from range, and sort of because you have to.

1/5 Rapid Blasts: Close range very fast attack that's part of your burst combo. Does solid damage but only one point because we're going for big hits.

1/3 Ice Arrow: Range attack with a slow. One of your only snares and best way to stack your frost magic passive for haste.

1/5 Ice Thorns: AoE damage and slow. Necessary for both escape and chasing enemies as well as stacking frost magic passive for haste.

5/5 Magic Mastery: 10% increase in damage. Enough said.
 
Tier 2:

3/5 Flame Impact: Close range very fast attack that's part of your burst combo. Does great damage and its only not maxed to spend points elsewhere.

3/3 Meditation: You will be spamming spells to maximize damage and you can run out of EP fast. Normally I prefer not to max these skills, but Sorc is a mana hog.

Tier 3:

3/3 Flame Orb: Strong AoE ranged attack. The burst on this spell is powerful, it's a flame arrow on steriods. 

3/3 Intricacy: Increased damage from crits by 15%, this will add up quite a bit over the course of a fight and stacks well with many of your spells. Highly recommended.

Tier 4:

4/5 Pillar of Fire: Very heavy AoE damage and at level four the Cooldown is only 18 seconds. This spell is your powerhouse during AoE pulls and on bosses. It's instant cast as well so it hits fast and hard.

1/3 Magic Crystal: Purely for more EP generation since you will be spammy. 

Tier 5:

1/5 Burning Meteor: Huge AoE damage and knockdown. This skill has less usefulness in PvE than it does in PvP because of the long cooldown.

3/3 Flame Armor: Increased magic damage.

1/2 Elemental Harmony: Increase to casting speed and more importantly movement speed. This skill helps in both damage and survivability, although primarily taken for the damage.

Tier 6:

1/3 Wisdom: Taken for the increased critical again. The additional points don't pay off as well as the first point so only one is necessary.

Tier 7:

1/3 Flame Tornado: Instant cast AoE damage and movement speed increase to self. Good for both damage in PvE and PvP and escape in both. This spell is strong and should be used in conjunction with other AoEs to do a pounding.

2/2 Imbalance: Your spells will cause a stacking debuff on the enemy. Great for increasing damage during boss fights. Will probably be up the entire fight for a 6% overall increase in damage.

What about other trees?
Some people opt to move into the starter skills of other trees. I don't see a reason to with sorcerer since so many heavy damage spells are available to them. There is no reason to look for self heals because honestly, this build requires a player to be aware and actively dodge and at high levels sorcerer's won't survive a hit anyway. 

Why no Frost?
Frost skills are tailored for PvP. Actually, even in my PvP build for Sorcerers I generally only put one point in each frost skill. Fire is so powerful that it can't be ignored, this build takes the high damage and pumps it up a notch. The only way this is possible is by taking the five points or so a player would put into frost and stack them into fire.

Meteor vs Pillar
For PvE purposes Pillar is the way to go. The low Cooldown makes this skill frequently up for group mob pulls. It also is instant cast which makes it great for casting and getting away since you will be required to actively dodge.

Armor:
Cloth is the only set I personally would use. A lot of people opt for leather though. I find that leather lacks the intellect you would want on it and doesn't offer enough survivability for the damage lost. It offers more agility which will increase your critical rate, which is huge for fire, but in the end I still prefer cloth for the pure Int/EP.

Weapon:
Some people go sword and board. I personally prefer staff. The fact is, you should be trying to actively dodge because in the end that shield probably isn't saving you.

Gemming:
Pure intellect. Sorcerer's are casters and are expected to do heavy damage. Only intellect offers the means to do this and if a player opts to aim for EP they're losing damage output.

Overall:
This build is meant to be a glass cannon style build. As a glass cannon it requires players to be on their toes and aware of incoming damage to avoid it. This build has a decent amount of instant casts so players can react and dodge. Take advantage of that. In Raiderz sorcerers aren't allowed to sit back and just cast one low damage spell, they need to blow the enemy up.

Friday, December 28, 2012

Berserker PvP Guide

Berserkers can be looked at as the cookie cutter class of Raiderz. They are very easy to play initially but at high levels players find themselves fumbling with Berserkers. The class is heavily dependent on stamina and timing in order to stay alive, but when played well they can offer massive damage for the group. In PvP they are exceptional dualists since they can keep an enemy knocked down for almost the entire fight if timing is right.

Pros and Cons:

Pros:
Heavy Damage
Knockdowns galore
High HP

Cons:
In melee range
Stamina depletes quickly
Only one heal

Skill Build:

Tier 1:

5/5 Crush: Your main damage dealing ability as well as a powerful knockdown. This skill should be taken immediately and a point put in pretty much every chance until maxed. This is insanely powerful in PvP.

1/3 Dodge Attack: You will very rarely be using this skill, instead taking it as part of your combos and to get to upward strike.

5/5 War Weapon Mastery: 10% increase to damage. Enough Said.

Tier 2:

1/3 Neutralize: Key combo starter and interrupt for players and mobs alike. This skill is necessary but only the first point. In most cases the CD reduction will not save you and it's not a main damage dealing ability.

1/3 Berserk: Triggering the outrage effect on command is important in PvP where you may not have the ability to land consecutive shots. It also leads into your heal. 

Tier 3:

5/5 Nocturne: Instant cast extremely powerful attack. Each level increases its damage by 60% offering one of the best returns on investments. This is a devastating attack.

1/3 Furious Dash: Mandatory skill for PvP chasing and escaping.

3/3 No Mercy: Increased critical damage. Enough said.

Tier 4:

1/3 Upward Strike: Dodge and counter attack with an expose weakness. Nice skill overall but doesn't warrant more than one point. You will primarily be using this to set up Crushing.

3/3 Tranquility: Extremely valuable in PvP. Not only is this your life saver when you need an emergency heal, it also restores stamina so you can escape or keep going.

Tier 5:

1/3 Bash: Taken primarily for the knockback. Although this skill can be a lifesaver it is also one of the most annoying skills a Berserker can use when he knocks a dead enemy to freedom.

2/2 Grievous Wound: Overall great skill. Decreases targets movement speed so you can chase them when they start to run off. Helps with annoying mobs in PvE and PvP. This is a mandatory skill.

Tier 6:

1/5 Crushing: Would put five points here if I could. Although it can only chain after crush or upward strike it is a powerful attack. PvP favors this skill since you normally will jump in and blow up on the enemy. A three second CD means you can go in, Crush, Crushing, Upward Strike, Crushing for mammoth damage.

1/1 Escape: It can save your life in PvE when you get in over your head, as well as PvP. It's a mandatory skill for PvP.

Tier 7:

1/3 Tornado: AoE damage skill that offers four strikes. This skill has close to the output of Nocturne in AoE form. This is one of those skills that I wish we could max out right now.

1/3 Controlled Madness: This skill increases your damage output huge. If another player in the group is targeted, feel free to go Hulk on their asses and smash.

1/2 Blood of the Berserker: When you get hit, you gain power. This is the core principle behind a Berserker, and lets be honest, you're going to be hit a lot.

Why no Armageddon Crush?

Realistically, Berserkers use so much stamina that in most cases you won't even use this skill. It's a lot like buffalo charge in that multiple strikes are nice and all, but you're not going to spend stamina on them with your alternatives.

Why no Buffalo Charge?

Adding another skill isn't necessary. In PvP this skill can cause mammoth amounts of damage, but so can crush. I'm not opposed to buffalo charge if you want to use it since it's not a bad initiator, I just don't like using it since it really doesn't lead into anything. I know a lot of people who like to Crush, Crushing, Buffalo Charge for large damage.

Armor:
Chain. Some players opt to go plate but you're a damage dealer. Chain is the way to go since it offers the most strength which will result in a huge increase to damage.

Weapon:
Great sword. Some people opt for hammer but I don't see a point unless you're hybrid Cleric. Great swords have the highest damage output.

Gemming:
Strength. You're not a tank, you're a damage dealer. Strength is your primary damage dealing stat and should be compounded. A certain argument can be made to use Agility since it will increase crit damage and in PvP crit is awesome, but you have plenty without gemming for it and having higher damage increases your crit damage.

Overall:
Berserkers require great timing and stamina management to be effective. Although they are the cookie cutter class they can be classified as easy to pick up, hard to master because of stamina management. The major mistake most Berserkers make is they blow all their CDs and have no way to avoid damage. In PvP good use of Escape, Furious Dash, Tranquility, Berserk, and Controlled Madness can make or break you. Try to use escape to escape, Furious dash to chase or escape, tranquility to replenish your stamina, berserk and controlled madness to pound your enemies into the ground. 

Tuesday, December 25, 2012

Raiderz PvP Guide

I find that much of the information for PvP in Raiderz carries over between classes and as such this will be written as a general guide to PvP for Raiderz. In the end PvP comes down to a few very simple aspects.

Tip 1: Only engage if you can catch/surround

You have no idea how many times I've had groups of six people trying to catch me for long periods of time until they finally give up. The reason is they all run out and try to chase me and it's pretty tough not to notice. Not only that but I have a couple escape methods to make it even more difficult to catch me. Instead, players should try to bait a player in, or have the part of the group with heavy CC circle around to my escape route (generally toward the safe zone). This way if I try to run to safety, I'm running through the worst part of the group to run through.

Tip 2: Time your knockdowns/snares

There is nothing more obnoxious than four Berserkers all burning their knockdowns, the enemy getting up, then running away with no way to stop him. Try to arrange it within your group before hand who knock downs first, second, third. This way a player has no way to escape. If a player is going to PvP, they need to take all knockdowns/snares that they can for their class. This means that Defenders should spec into sorcerer to pick up frost skills as should clerics.

Tip 3: In, burst, out

This is one of the toughest things for a lot of people to get their heads around. There is very little reason to stay in the middle of the fray since your best skills will be on CD. Even for Berserkers who do significant damage with normal attacks, staying in the fray makes you a big target that's not moving. Its tough for clerics to keep anybody other than defenders alive in PvP, this means if you're not a defender and you take big damage, it may be a bit before you get healed up. Run in, blow your skills, run out and around, run in, blow your skills.

Tip 4: Take PvP skills

This one seems obvious but every class has skills that are created for PvP. These skills are normal stuns, instant casts, snares, heals, interrupts, etc. For example, if you're a Berserker and you aren't able to berserk/furious dash/tranquility you're going to have a rough time. All classes have skills that are for PvP, take them.

Tip 5: Use your environment

This is the difference in a lot of group battles. There are narrow paths, hills, dead ends. All these things allow you to corner and catch enemies or in some cases for you to escape. Be aware of if an enemy will be in a choke point and take advantage of that. If the enemy has tons of escapes, fighting there is probably a waste of time. Be aware of your environment and how to use it.

That's all the tips for today. Outside of that, there are particulars for each class, but during PvP, you will die if you try to go alone, so try to get with a group.



Monday, December 10, 2012

Raiderz Power Leveling

Raiderz is probably one of the first games where I didn't find it completely necessary to powerlevel. In most other games I found leveling to be a monotonous chore, but in Raiderz leveling is pretty enjoyable. That being said, some players prefer to power level, and with that in mind I'm going to offer a quick guide on it.

Quests: Quests in Raiderz are actually the fastest way to gain experience because completing them offers substantial chunks of XP. Each zone has various quest hubs and they are really well organized. The rule is you should do every quest at a hub before running to the next hub. All hubs in the game follow this format.

Repeatable Quests: Early in the game (Pre-Level 25) Repeatable quests are a huge waste of time. You are actually given enough experience to move through the main story to the next quests as long as you do all of  them at the hub. Once you hit level 25, if you've streamlined the process and purely quested you may find yourself at a strange lull. This normally happens in Riode. Fortunately Riode has several repeatable quests where both the quests and objectives are right next to each other. This can feel like a grind so I suggest Mt. Eda.

The real place you should be questing though if you can get a solid group of five is Mt. Eda normal. The repeatable PvP quests pay very well and if you're worried about too many PvPers switch to a channel without many people and rush objectives as a group. Raiderz makes leveling easy and fun in this zone.

Dungeons: Garden, Catacombs, and St. Flannel are the dungeons you can farm to level. I recommend only running Garden as much as you have to (once). Catacombs is a fantastic payoff in XP but requires you have a good group. The same goes for St. Flannel.

Suggested Route: Power Quest the zones until you hit Riode. Once you hit Riode complete the main story quests there then pump out extra levels in Mt. Eda. With a really good group I would also suggest power farming Flannel for XP.

Quick Tips:
1) Buy a bird as soon as you can. Increased speed equals increased leveling.
2) Do not worry about the Garden item set. Catacombs is right around the same level and running it gives significantly better XP.
3) Catacombs set can last you all the way through Riode if you're capable, so don't worry about farming items for the other sets.
4) Group up with people doing the same quests as you, especially if the quests are to kill a certain number of mobs.
5) If you don't want to group and are having trouble with too many players, switch channels.



Saturday, December 8, 2012

Berserker Strength or Agility?

There is a big concern over Strength vs Agility for Berserkers. Gemming for either is viable on certain circumstances but Strength comes out on top.

Gemming for Crit:
When a player gems for crit damage they are gemming for burst. When a player gems for burst they gain additional chances are creating massive damage strikes which is always fun, especially in PvP, but they are also weakening their overall damage in exchange for the ability.

Now, for a lot of players, they dive in, blow their cooldowns, then run away. For this type of play style gemming for agility as a Berserker definitely feels better. The downside is that when you gem for crit, if you don't get the strike, you do very little damage. It's a gamble.

Gemming for Damage:
When a player gems for damage they are gemming for consistency. When a player gems for consistency they get fewer big spikes in damage, but they get fewer low strikes as well. Gemming for damage is less fun because you don't get that lucky three smacks that makes an enemy wonder 'what the hell happened'.

Gemming for Strength as a Berserker requires a player to pepper in a lot of normal strikes to get extra use out of the strength since your normal attacks will be very powerful. The downside is if you're hanging in the fight to do additional damage you can be targeted and take damage.

Why should Berserkers gem for strength?
Consistency. All of your strikes will do more damage and your crits will do more damage. If you go into a fight with a crit build and lay on the opponent and you get a bad run, they will escape with decent health. If you go into a fight with a strength build and have an equally bad run, they are more likely to die. If you get a great run with either build they're going to die.

Both have their advantages but in the end, the crit from using mail and two handed sword brings more than enough crit to the table. You can never have enough pure damage.

Finally, some math.

Base: 100pts damage, 10% crit. 100 strikes. 11000 damage.

STR: 150pts damage, 10% crit. 100 strikes.  16500 damage.

Crit: 100pts damage, 30% crit. 100 strikes. 13000 damage.
Crit 2: 100pts damage, 50% crit. 100 strikes. 15000 damage.
Crit 3: 100pts damage, 70% crit. 100 strikes. 17000 damage.

Defender DPS Build

Some people like to play all the classes with an emphasis on damage, and there's nothing wrong with this. As long as a Defender is able to still accomplish their job there is no reason to worry about them being focused on dealing damage. This build revolves around dealing heavy damage.

Pros and Cons:

Pros:
High Damage
High Mobility
High CC

Cons:
Lower Survivability
Timing based

Skill Build:

Tier 1:

5/5 Strike of Ruin: Heavy damage along with a sure crit on the next strike. This skill is great for getting a combo started.

5/5 Stunning Smash: Although the name makes you think there will be a stun, it's actually an interrupt that allows you to get in there and start your combo. It's also does monstrous damage in your combination with shield slam.

1/3 Rush: A chase and stun maneuver. It also triggers counterattack which is a key element in playing Defenders. Keep in mind it can also be used to dodge.

5/5 One-Handed Weapon Mastery: 10% increase do One-Handed Damage. Enough said.

Tier 2:

3/5 Massive Strike: I would 5/5 this if points allowed. Massive damage with stun.

Tier 3:

3/3 Piercing Strike: Stacking magic and defense reduction. Great for PvE although in PvP very few targets will stay in place long enough to land it consistently. This is a mammoth dps increase not only for you, but for your group.

1/3 Rapid Assault: A stun that does not remove counterattack makes this a nice one for stopping/stunlocking enemies. It's also a stepping stone to Shield Slam  so it's a must take.

1/1 Fortifying Should: You need the stamina generation and honestly you need to get to the roar which is necessary in PvP and bad group pulls in PvE.

Tier 4:

1/3 Chaotic Strike: Damage attack that interrupts and regains your stamina if it lands. It's a nice skill to have in both PvE and PvP.

2/5 Slam: I would 5/5 this if points allowed. Massive damage and stun. Although it's on a long cooldown and more useful in PvP, this skill just does solid damage.

Tier 5:

3/5 Shield Slam: A very powerful skill. I would place more points in this if they were available. It's a very powerful attack with a stun and your main follow up to stunning smash.


1/3 Encouraging shout: You will virtually never use this and are only using it to get to threaten.

Tier 6:

1/1 Evasive Strike: This is your only legitimate escape if you're caught off guard. Highly necessary for this build. Use it often.

Tier 7:

1/3 Threaten: Although it doesn't have a pure effect on your damage, you are lacking survivability, making this a handy oh shit button.

Sorcerer Tier 1:

1/3 Ice Arrow: Good for pulling and chasing enemies. The best part is it can be cast while moving. Very necessary for safer pulls in dungeons.

1/5 Ice Thorns: AoE slow. Primarily used for grouping mobs in PvE and snaring players in PvP. Very necessary since slowing your enemies may save your life.

Why no comeback?

Because in order for you to be useful in PvE and PvP with this build you will need to focus on either avoiding damage entirely or stunning your way out. A slow heal isn't going to save you.

Why go into Sorcerer Tree?

Defenders don't have a ranged pull for PvE so Ice Arrow is helpful in that. They have stuns in PvP but if they can't slow to catch a player those stuns are useless, it also adds an escape mechanism for them.

Armor:
Plate. No arguments. Just plate. You will want to focus on plate with strength on it. If you really want to push heavy dps you could swap into mail, but...just no.

Weapon:
Sword and Board. By far the best option but also using mace and shield is viable.

Gemming:
Strength. In a dps build only strength is acceptable. Your skills have massive increases in damage since it's not expected for defender to push damage. This means you will burst extremely high with strength.

Overall:
The toughest part of this build is you don't just sit there and take the pain, you avoid it and dish it out. This build is designed for you to rush in, lay out ruin, lay out stunning smash and shield slam, then pound out more heavy damage CC until your combo is off cooldown. In a PvE environment you're going to be dodging, blocking, and striking back with huge damage. Keep in mind you will need to try to avoid damage by using evasive strike on CD and slowing the enemies with frost skills. Overall, Raiderz allows for Defender DPS Builds, but with the strength they bring, players need to learn to dodge instead of always block.

Thursday, December 6, 2012

Raiderz Factions

Many games have special purposes for Factions so players can often bash their head on a wall figuring out which ones to level and which ones to choose.

The Tiers of Reputation with any faction are Very Hostile, Hostile, Neutral, Friendly, Very Friendly, Trustworthy. Reaching higher tiers normally unlocks different perk. Generally a player achieves Neutral through a quest, achieves Friendly by gaining 5500 reputation points, Very Friendly by gaining 12500 Reputation Points.'

I only noted the levels at which something is unlocked.

Factions and Rewards and Locations:

Oliver's Table - Ingen
Friendly: Unlocks Food Buffs
Very Friendly: Unlocks Oliver's Kitchen

Renasin Follower - Ingen
Very Friendly: Potion Discounts

Rendel Knights - Rengot Village
Currently no perks

Edwards Kitchen - Rietz (Requires player be Very Friendly With Oliver's Table)
Very Friendly: Unlocks New Food Buffs

Makot Clan - Makot Village
Neutral: They stop attacking you. This faction offers no bonuses but is required for story progression.

Fighting Factions:
The Mad Eye and White Yeti tribes are PvP factions. Both offer the same rewards but players will fight against the opposite faction during PvP. This faction can be reset if a player changes their mind but the reputation will be reset.

Mad Eye Tribe - Mt. Eda
Very Friendly: Able to craft rare gear and gain a buff from the chief.

White Yeti Tribe - Mt. Eda
Very Friendly: Able to craft rare gear and gain a buff from the chief.

Red Mad Eye Tribe - Epic Mt. Eda
Trustworthy: Able to craft Lycian Mount

Frosty White Yeti Tribe - Epic Mt. Eda
Trustworthy: Able to craft Lycian Mount

Wednesday, December 5, 2012

Are the Bans too little too late?

The short answer from me is better late than never. There's a lot of upset people who's accounts are getting banned for exploiting, but honestly I don't see that as the issue. Instead, what I see as the issue is that there are a lot of players upset because they are seeing other players skate through unharmed. On some servers there are entire guilds of exploiters that are going completely unpunished.

What's the big deal?
It sends the message that the developers don't care about the players and are going to play favorites. It sends the message that some people are above the law. Finally, it sends the message that you can cheat to win, and people don't want to cheat to win a game.

Send a CLEAR message!
Only by sending a clear message will you squash the rumors. The message you want to send it cheating won't be tolerated. Instead the message you sent was cheating will be tolerated if you're not caught. The developers are so frightened of what might happen, that they do nothing and watches how it goes, that's the worst mistake a company can make.

Rollbacks and Item Wipes
I understand being afraid of losing a player base, but sometimes it's better to cut off the diseased limb rather than let it rot away the entire body. Right now you have a disease. Players that you want in your community are leaving because they can't compete with cheaters, they want to stay, but they don't want to play in an environment that fosters and rewards cheaters.

The only way to convince players that you mean business, and you won't allow cheating in any form, is to bring down the hammer. These people completely destroyed active servers and every day they are allowed to continue to remain, players leave. But worst of all, every article like this one gamers read, makes them not even want to play Raiderz. The fact that its so new and players like me are willing to lose all their items, it sends a message it's out of control.

Get it together, nut up, and make the tough decision. Nuke the bastards to show them you mean business.

Defender Tank Build

Defenders are the tank class in PvE for Raiderz. Although there are very few players who choose to go full PvE there is still a demand for them and will be higher demands as the game releases future patches. This build is centered around being the best tank you can be.

Pros and Cons:

Pros:
Extremely High Survivability
High Mobility
High CC

Cons:
Low Damage
Long Cooldowns.

Skill Build:

Tier 1:

1/5 Stunning Smash: Although the name makes you think there will be a stun, it's actually an interrupt that allows you to get in there and start your combo. This is necessary for bosses but for the purpose of this build anything over 1 point is unnecessary.

2/3 Rush: A chase and stun maneuver. It also triggers counterattack which is a key element in playing Defenders. Should be used almost every time its off cooldown. Two points used in order to reach tier three.

5/5 One-Handed Weapon Mastery: 10% increase do One-Handed Damage. Although this is a defense build it would be in poor taste to ignore such a good skill.

Tier 2:

1/5 Massive Strike: Massive damage with stun. This skill is going to be one of your heaviest hitting abilities while fighting.

3/3 Comeback: Although the heal appears small it adds up turning you into a regenerating tank while defending.

Tier 3:

3/3 Piercing Strike: Stacking magic and defense reduction. This skill may not generate the most damage out of you, but its debuff will increase your parties damage output significantly. It should be maintained at all times. 

1/3 Rapid Assault: A stun that does not remove counterattack makes this a nice one for stopping/stunlocking enemies. It's also a stepping stone to Shield Slam. There's no reason not to put a point in it.

3/3 Fortifying Shout: Increases groups stamina generation by a lot. This is your go to shout to ensure you always have enough energy to dodge duck dip dive and dodge.

3/3 Defense Mastery: Increases the chance to fully block attacks and increases damage reduction. You will be able to take a beating with this maxed. 

Tier 4:

1/3 Chaotic Strike: Damage attack that interrupts and regains your stamina if it lands. It's important to have to keep your stamina high.

1/5 Slam: Massive damage and stun. Really no reason not to put the points in it.

3/3 Bastion: Damage reduction increased by 20% but mostly taken because it allows you to block unblockable attacks. The three points increase the duration.

Tier 5:

1/5 Shield Slam: A very powerful skill and one of the few ways you have to dish out a beating and stun. 

2/2 Resilience: When blocking successfully it increases stamina regeneration. It also adds stamina regen to Comeback. Between this skill, comeback, fortifying shout, and chaotic strike you should always have stamina. 

Tier 6:

1/1 Evasive Strike: This is your only legitimate escape if you're caught off guard and need to dodge a boss attack. On top of this it forces the counterattack buff. 

1/3 Impact Recovery: Party damage reduction buff. Using this on CD along with other skill turn you into a fortress.

Tier 7:

1/3 Steel Wall: Very large group damage reduction. When used properly it's a lifesaver.

2/2 Retribution: This is going to be one of the key ways you keep up damage and kiting. Each block will offer a significant damage and speed buff.

Why no encouraging or threatening shout?

This build is built around keeping yourself and your part alive. Encouraging shout doesn't help you stay alive and since only one shout can be active you would lose your stamina buff. Although a cleric/sorcerer may like the energy regen, it won't help you or your berserkers so take the one that helps everybody. Threatening should is just more PvP orientated.


Why not more DPS?
This could be a legitimate question especially for PvP. I find that for PvE where bosses and mobs are predictable it's more important to take those extra survival skills. I take each of the stunning skills to keep the crowd controlled and the other skills keep you alive while you do it. Retribution offers a very large damage buff and the constant stamina regeneration makes a lot more of your skills spammable. Although the damage output isn't massive, it's nothing to ignore.

Armor:
Look for plate with high health and defensive stats. Since comeback returns a percentage of your health having high armor, magic resist, and health makes you virtually invincible. 

Weapon:
Sword and Board. By far the best option but also using mace and shield is viable.

Gemming:
Strength. Although an argument could be made for gemming for more defensive stats, your skills will be bringing plenty of defense to the table. Strength is a solid increase to your auto attacks.

Overall:
The toughest part of this build is missing out on some massive burst damage from leveling some of your heavy hits. The other end of the coin is that the more you are able to soak damage the less your party members need to take hits. Also the less your Cleric needs to heal you, the more he can heal that Berserker that doesn't know how to dodge.