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==Overview==
 
==Overview==
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http://i61.thottbot.com/en/Interface/Icons/Ability_CriticalStrike.jpg<br/>
 
The main danger with Berserking is losing control. Anger is a weapon like any other; powerful in the right hands, and dangerous in the wrong hands. As the Beserker becomes ever more familiar with the Red Mist, complacency can set in, and the ever-present precipice of bestial madness looms closer and closer...
 
The main danger with Berserking is losing control. Anger is a weapon like any other; powerful in the right hands, and dangerous in the wrong hands. As the Beserker becomes ever more familiar with the Red Mist, complacency can set in, and the ever-present precipice of bestial madness looms closer and closer...
   
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This is the Berserk Stance 'Panic Button', and shares the same cooldown timer as [[Shield Wall]] and [[Retaliation]], 30 mins. With that kind of timer, it pays to carefully conisder which of the three is most appropriate for a given emergency.
 
This is the Berserk Stance 'Panic Button', and shares the same cooldown timer as [[Shield Wall]] and [[Retaliation]], 30 mins. With that kind of timer, it pays to carefully conisder which of the three is most appropriate for a given emergency.
   
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Recklessness is a fight-finisher, causing a 15s chain of around 4-10 guaranteed critical hits, depending on weapon. To get the most out of it, combine with Whirlwind, Cleave or Sweeping Strikes for even more criticals. Not one to use if you Main Tanking, as the extra damage taken will rapidly make matters worse faster than the criticals can take the enemies out.
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Recklessness is a fight-finisher, causing a 15s chain of around 4-10 guaranteed critical hits, depending on weapon. To get the most out of it, combine with [[Whirlwind]], [[Cleave]] or [[Sweeping Strikes]] for even more criticals. Not one to use if you are Main Tanking, as the extra damage taken will rapidly make matters worse faster than the criticals can take the enemies out.
   
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The Fear protection is of limited value in itself; it is generally better to rely on the immunity from [[Berserker Rage]] instead, as this refreshes much faster.
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The [[Fear]] protection is of limited value in itself; it is generally better to rely on the immunity from [[Berserker Rage]] instead, as this refreshes much faster.
   
 
Like the other two, this is not that useful in prolonged raid PvP, but is an almost guaranteed winner in a duel.
 
Like the other two, this is not that useful in prolonged raid PvP, but is an almost guaranteed winner in a duel.
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[[Category:Warriors]]
 
[[Category:Warriors]]
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[[Category: Warrior Abilities]]

Revision as of 12:52, 27 March 2006

Overview

http://i61.thottbot.com/en/Interface/Icons/Ability_CriticalStrike.jpg
The main danger with Berserking is losing control. Anger is a weapon like any other; powerful in the right hands, and dangerous in the wrong hands. As the Beserker becomes ever more familiar with the Red Mist, complacency can set in, and the ever-present precipice of bestial madness looms closer and closer...

Functionality

Recklessness is a self-buff, that costs 0 Rage. It increases the Warrior's Critical Change to 100%, increases Damage Taken by 20% and grants immunity to Fear effects. It lasts 15 seconds and takes 30 minutes to cooldown.

Available in Berserker Stance only.

Rank Rage Cost Duration Level Cost
Rank 1 0 15 seconds 50 420

Notes

This is the Berserk Stance 'Panic Button', and shares the same cooldown timer as Ability warrior shieldwall [Shield Wall] and Ability demonhunter demonspikes2 [Retaliation], 30 mins. With that kind of timer, it pays to carefully conisder which of the three is most appropriate for a given emergency.

Recklessness is a fight-finisher, causing a 15s chain of around 4-10 guaranteed critical hits, depending on weapon. To get the most out of it, combine with Ability whirlwind [Whirlwind], Ability warrior cleave [Cleave] or Ability rogue slicedice [Sweeping Strikes] for even more criticals. Not one to use if you are Main Tanking, as the extra damage taken will rapidly make matters worse faster than the criticals can take the enemies out.

The Spell shadow possession [Fear] protection is of limited value in itself; it is generally better to rely on the immunity from Spell nature ancestralguardian [Berserker Rage] instead, as this refreshes much faster.

Like the other two, this is not that useful in prolonged raid PvP, but is an almost guaranteed winner in a duel.


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