Class access
Berserker only.
Berserker Stance—often shortened to Berserking—is the Berserker-only martial stance built around maximum attack tempo and combat-skill throughput at the cost of Endurance and self-inflicted damage.
Berserker only.
Doubles attack speed and combat-skill recharge rate.
Increases chance to hit and combat-skill damage by 25%.
Consumes Endurance and returns 8.3% of outgoing damage to the user as self-damage.
The current tooltip description is maintained by EQLWiki and the current client-derived combat reference. Numerical values are balance-sensitive. T2
| Component | Current behavior | Boundary |
|---|---|---|
| Attack speed | 2× attack speed while sufficient Endurance remains. | The June 2 patch notes state that the speed boost stops below 2% Endurance. |
| Combat-skill recharge | 2× recharge rate for combat skills. | Which abilities qualify as combat skills should be verified from the in-game ability category and cooldown behavior. |
| Chance to hit | +25%. | This modifies the stance-supported hit calculation; it is not a claim that DEX raises PvE hit chance. |
| Combat-skill damage | +25%. | Applies to eligible combat-skill damage rather than every possible triggered effect. |
| Endurance cost | Half of damage dealt is charged to Endurance, reduced by Strategy. | Exact rounding and Strategy’s savings curve are unpublished. |
| Self-damage | User takes 8.3% of outgoing damage. | Critical and similar bonus damage are described as not increasing the Endurance charge; exact self-damage event ordering remains unverified. |
Official June 2 patch notes state that Berserker Stance no longer receives its attack-speed boost when Endurance falls below 2%. This creates a practical floor: allowing Endurance to collapse removes the stance’s defining throughput advantage even before the character reaches absolute zero. T1
Maximizes attack cadence and skill use, but the build must solve sustain and self-damage.
Pairs high tempo with healing, lifetaps, slowing, or defensive stance access.
Can compress burst windows when healing and slow reduce the danger of the self-damage tradeoff.
Useful only when the supporting classes can keep both health and Endurance from collapsing.
Berserker Stance is strongest when the loadout contributes several useful combat skills. Its doubled combat-skill recharge can accelerate Backstab, Monk strikes and kicks, Reave, Smite, Frenzy, Cleave, Bash, Slam, and other eligible skills gained from the combined classes. The exact eligibility list remains tooltip- and log-sensitive, but current player testing consistently treats multi-melee shells as the stance's highest-throughput use case. T3
The self-damage tradeoff makes healing, lifetaps, Slow, regeneration, and Divine Invocation natural partners. A build that cannot repair the stance's outgoing-damage feedback may show high burst but poor sustained DPS.
| Stance | Primary emphasis | Distinct cost profile |
|---|---|---|
| Offensive | Large general melee-damage increase | Endurance charged from bonus damage |
| Striker | Weapon-skill and non-weapon-skill ability multipliers | Endurance charged from damage dealt |
| Berserker | Attack speed, skill recharge, hit chance, and skill damage | Endurance plus direct self-damage |