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Question - Zerker Vrs. Rogue (1 Viewer)

Joined
Jul 24, 2019
RedCents
3,684¢
I like rogues. Dont seem to be as temperamental as Zerkers.

Zerker seems to win just on RAW DPS burns - but EQ is not just about burning through stuff.....well maybe it is.

SOS is such a useful tool it must account for something.
 
Joined
Dec 30, 2019
RedCents
623¢
Rogues, rogues, and more rogues for me. Mine are as good as my zerks, and you just can't beat the utility of SOS for things like corpse recovery or placing a campfire with no issues (assuming 3 rogues of course).
 
Joined
Nov 28, 2020
RedCents
176¢
DPS-vice, If you play a Tank as main and rogue through a /broadcaster I would recommend the rogue.
As the rogue can backstab through autoattack while the berserker dps is from mashing keys, timely triggered Dicho and burns. However, if your playstyle is using Kissassist etc, you would benefit greatly from the dicho/aliance/burn dps from 3 grouped berserkers. Also Berserkers can permaburn if discs are cycled correctly.

If you a new to the game, some benefits from the rogue ; explore areas with ease, (poisonmaking) tradeskill, escape from combat, limited crowd control.
 
Joined
May 13, 2020
RedCents
890¢
I run two zerks and one rogue. Zerks definitely out damage my rogue and I'd estimate it at right around 10% more damage on average.

edit to add I use CWTN plugins for all three.
 
Joined
Aug 19, 2020
RedCents
1,203¢
i have 4 zerkers and 3 rogues.. disclaimer, id never do 3 zerkers in one group.
zerkers, open world modern combat, or group dungeons, they are brutally effective, can kill for hours and hours, non stop. (sk, shm, zerkerx2, bst, brd, 2 groups worth).
Rogues, once i got them augged and geared, about 80% of the zerker dps, but thats because its a war, clr, rogx3, brd. they can go non stop in world, and also drop campfires, do collections, buy rez tokens good for when things go bad.. ive grown to enjoy having them. im sure if i optimized the group would be darn close dps.

In raids, positioning can kill the rogues, but if its not to cluttered, they can be top 10, behind zerkers usually.
 
Joined
Dec 24, 2017
RedCents
535¢
Does anyone have a Ini with burn conditions that does awesome group dps?

I have made this one, but my rogue is still kicking the Zerkers ass.
INI:
[General]
KissAssistVer=12.002
CharInfo=Berserker|115|GOLD
Role=Assist

##  For Manual Movement: [Melee Section]If StickHow ="I" and MeleeDistance is  [General Section] CampRadius this toon will Ignore all /stick commands.
CampfireOn=0
CampRadius=30
CampRadiusExceed=400

ReturnToCamp=0
ChaseAssist=1
ChaseDistance=25

MedOn=0
MedStart=10
MedStop=50
MedCombat=0

LootOn=0
RezAcceptOn=1|90
AcceptInvitesOn=1

GroupWatchOn=0
GroupWatchCheck=FALSE

## ------  Makes SK's or Necro's Summon a group members corpse if it is anywhere in zone.
CorpseRecoveryOn=0

EQBCOn=1
DanNetOn=0
DanNetDelay=20

# Has no use
IRCOn=0

DPSMeter=0
ScatterOn=0
XTSlot=1

[Melee]
MeleeOn=1
UseMQ2Melee=0

AssistAt=99
FaceMobOn=0
MeleeDistance=40
StickHow=snaproll Rear

AutoFireOn=0
TargetSwitchingOn=0

[Buffs]
BuffsOn=1
BuffsSize=10

RebuffOn=1
CheckBuffsTimer=10

PowerSource=NULL

# TIMER 1
Buffs1=Bloodlust Aura|aura

#  TIMER -1  - Summon Axes for Composite Rage and Axe of Dreakor
Buffs2=Axe of the Mangler|Summon|Axe of the Mangler|301
Buffs3=Axe of the Vindicator|Summon|Axe of the Vindicator|101

#  TIMER 13  - Endurance Regen
Buffs4=Relax|Cond1

#  Cat 64 - Trgs Communion of BLood V  6000hp for 20000snd, wear off if atk  (Class 5/5)
Buffs5=Communion of Blood|Cond2

#  Familiar from COV
Buffs6=Ice Bound Ulthork|Cond3

# Illusion Item
Buffs7=Burning Neckguard of the Titan|Cond4

# TIMER 1 - Group Accu and Dmg crit increase  (Lvl 98)
Buffs8=Cry Carnage|Cond5

# TIMER 18 - Trgs "Reflexive Retaliation Trigger" If get hit for 17500+ targs stunned, restores end (Lvl 113)
Buffs9=Reflexive Retaliation|Cond6

# Geomantra Clickie  (XXIV)
Buffs10=${InvSlot[Charm].Item.Name}|Cond7


[DPS]
DPSOn=1
DPSSize=40
DPSSkip=0
DPSInterval=0
DebuffAllOn=0

#  ------------------------------  Disciplines  ------------------------------  #

# TIMER 11 - reduce Frenzy timer 3s, 6505 dmg to each hit  (Lvl 114)  Must be below 90% HP AND NOT in COMBAT  (00:36 Duration / 04:30 Reuse)
DPS1=Restless Frenzy|99|Ambush

# CAT=1 - Keep me low Hp for other skillz, worn off trigs Bloodshield IV  100% Dmg Absorb upto 650000 (Class)
DPS2=Bloodfury|99|Weave|Cond8

# TIMER 22 - Massive 2 hndr att and aggro reducer  (Rnk 4)  (reuse 01:00)
DPS3=Composite Rage|99

# TIMER 2 - Axe throw x4  249 base damage  (Lvl 114)  (reuse 00:12)
#            Axe of the Demolisher - Reagent
DPS4=Vindicating Volley|99|Mash

# TIMER 3 - Burn Section
# TIMER 4 - Burn Section
# TIMER 5 - Resistance Discipline (JUNK)
# TIMER 6 - Burn Section

# TIMER 7 - Seething Rage  --   chance to add 2 damage attacks 305dmg base and 27% chance to refresh Seething rage (01:00 duraton / 01:00 reuse)
DPS5=Seething Rage|99|Mash|Cond9

# TIMER 8 - Rtn End  (Lvl 113)  (01:00 duraton / 02:30 reuse)
DPS6=Shriveling Strikes|99|Cond10

#  TIMER 9 - Grp inc atk spd and rating (Lvl 65)  (01:00 duraton / 00:30 reuse)
DPS7=Ancient: Cry of Chaos|99

# TIMER 10 - Bas Dmg 693  (Lvl 113)  (reuse 00:12)
DPS8=Vindicating Axe Throw|99|Weave

# TIMER 11 - Burn Section

# TIMER 12 - 3x 230 dmg, adds mod for 25% dmg from frenzy and throwing  (Lvl 111) (00:30 reuse)
DPS9=Vindicating Frenzy|99|Weave

# TIMER 13 - Buff Section

# TIMER 14 - Inc Melee Dmg Both you and ToT (Lvl 115)  (00:30 duraton / 00:30 reuse)
DPS10=Shared Atavism|99|Weave

# TIMER 15 - Burn Section

# TIMER 16 - AOE and Self Snaring Section

# TIMER 17 - 3x hits 897, 1232, 1568  REQUIRES Axe of the Vindicator - DOES  NOT consume (Lvl 115)
DPS11=Axe of Derakor|99|Weave

# TIMER 18 - Buff Section

# TIMER 19 - summon clone pet (Lvl 100) (02:00 reuse)
DPS12=Phantom Assailant|99|Weave

# TIMER 20 - Vindicator's Coalition (Level 115) --  Alliance(01:00 reuse)  NOT IN USE

# TIMER 21 - Disconcerting Discipline Reuse 3m- Inc 2hnd and frenzy 53%, 11% dmg to melee (Lvl 104)  (01:36 duraton / 03:00 reuse)
DPS13=Disconcerting Discipline|99|Weave|Cond25


#  ------------------------------  Combat Abilities  ------------------------------  #

#  Disc  Timer 1  (decrease HP to 89%)
DPS14=Ritual Scarification|99|Mash|Cond27
#  Combat Ability  (Never use Kick)
DPS15=Frenzy|99|Mash


#  ------------------------------  Alternate Abilities  ------------------------------  #
# CAT 2 - Double attack 50%, overhaste 25% attack +370, Accur 40% (Class 22/22)  (15:00 reuse)
DPS16=Untamed Rage|99|Cond14

# CAT 4 - Damage extra (Class 36/36)  (10:00 reuse)
DPS17=Blood Pact|99|Cond11

# CAT 5 - Increase Overhaste 25% additional hit 2hndr 10%  (Class 4/4)  NAMED ONLY -- (20:00 reuse)
DPS18=Desperation|99|Cond12

# CAT 7 - Blinding Fury XV which can trigger Blinded Fury XII (Class 15/15)  NAMED ONLY -- ((10:00 reuse)
DPS19=Blinding Fury|99|Cond13

# CAT 9 - Trgs Savage Spirit XV 290% crit dmg bns, consumes 25% health when fades  (Class 27/27)  (10:00 reuse)
DPS20=Savage Spirit|99|Cond14

# CAT 11 - melee extra dmg hits (Class 27/27) (20:00 reuse)
DPS21=Focused Furious Rampage|99|Cond14

# CAT 41- Trgs Juggernaught Surge XV inc minimum melee dmg 300, crit dmg 70%  (Class 23/23) (06:00 reuse)
DPS22=Juggernaut Surge|99

# CAT 61- Inc melee 15%, inc minimum base dmg 45, redcue heals 10%  (Class 23/23)  (05:00 reuse)
DPS23=Vehement Rage|99

# CAT 63 - Trgs Braxi's Howl VII Grp dmg debuff  17% inc  (Class 7/7)
DPS24=Braxi's Howl|99

# CAT 17 - warp to target if rooted  (Class 1/1)
DPS25=Drawn to Blood|99|Cond15

# CAT 13 - warp to target  (Class 14/14) (00:20 reuse)
DPS26=Battle Leap|99|Mash|Cond16

# CAT 40 -  Spire of the Juggernaught XII  Group Enhancement (Archetype 27/27)
DPS27=Spire of the Juggernaut|99|Cond14


#  ------------------------------  Items  ------------------------------  #

# Epic 2.0
DPS28=Vengeful Taelosian Blood Axe|99|Cond14

# Circle of Power
DPS29=Rage of Rolfron|99|Cond17

# Seasonal Item
# - Anniversary Quest - #
DPS30=Unified Phoenix Feather|99|Cond18
DPS31=Miniature Horn Of Unity|99|Cond18

# Geomantra
DPS32=${InvSlot[Charm].Item.Name}|99|Tap|Cond24

# Epic 2.0  - (03:00 Reuse)
DPS33=command:/useitem Vengeful Taelosian Blood Axe|99|Cond14

#  ------------------------------  Named Burn Cycle AND/OR 3 Mobs on Extended Target  ------------------------------  #

# TIMER 4 - Brutal Discipline --  Increase Damage Combat (00:30 duraton / 25:00 reuse)
DPS34=Brutal Discipline|99||Mash|Cond22

# TIMER 3 - Cleaving Acrimony Discpline  --  Increase chance for crippling blow (01:00 duraton / 22:00 reuse)
DPS35=Cleaving Acrimony Discipline|99|Weave|Cond23

# TIMER 6 - Avenging Flurry Discipline --  Weapon Delay -18%, 100% Double Attack and land 1 extra hit
#                                           +15% chance to Flurry (00:30 duraton / 15:00 reuse)
DPS36=Avenging Flurry Discipline|99|Weave|Cond26

#  ------------------------------  AOE and Self Snaring  ------------------------------  #

# CAT 1 - 5x melee AOE 20 radius (Archtype 12/12)
DPS37=Rampage|99

# TIMER 16 - AOE 12 tar 6006 dmg AOE(Lvl 112)  (reuse 01:00)
DPS38=Vicious Revolution|99|Mash

# CAT 70 - Trgs Binding Axe Strike VI throwing skill 600 base dmg  (Class 7/7)  WILL SNARE YOU
DPS39=Binding Axe|99


#  ------------------------------  Glyph of Destruction  ------------------------------  #
DPS40=command:/Alt Buy 5304|99|Cond20
DPS41=command:/Alt Act 5304|99|Cond21

[Burn]
BurnSize=10
UseTribute=0
BurnAllNamed=1

# TIMER 21 -  increase to hit and frenzy 227% - 55% dmg to melee attacks(Lvl 108) (1:00 duration26:00 reuse)
Burn1=Mangling Discipline

# TIMER 15 - 3x 476, Dodge 290% inc  (NEED BE BELOW 90% HP) (Lvl 111) (10:00 reuse)
Burn2=Premature Retaliation

# Epic 2.0  - (03:00 Reuse)
Burn3=command:/useitem Vengeful Taelosian Blood Axe

# CAT 40 - Spire of the JuggernautXII  Group Enhancement (Archetype 27/27)  (7:30 reuse)
Burn4=Spire of the Juggernaut

# CAT 4 - Damage extra (Class 36/36)  (10:00 reuse)
Burn5=Blood Pact

# CAT 7 - Blinding Fury XV which can trigger Blinded Fury XII (Class 15/15)  (10:00 reuse)
Burn6=Blinding Fury

# CAT 9 - Trgs Savage Spirit XV 290% crit dmg bns, consumes 25% health when fades  (Class 27/27)  (10:00 reuse)
Burn7=Savage Spirit

Burn8=${InvSlot[Chest].Item.Name}

# CAT 18 - Consume 10% Health increase base melee 75% and accuracy 15% (01:00 Duration / 10:00 reuse)
Burn9=Reckless Abandon

# TIMER 11 - reduce natural frenzy  - 3 seconds add 7172 dmg  (NEED BE BELOW 90% HP) (Lvl 111) (10:00 reuse)
Burn10=Magnified Frenzy

[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=1
HealsSize=2
HealInterval=0
HealGroupPetsOn=0

AutoRezOn=0
RezMeLast=0

Heals1=${InvSlot[Chest].Item.Name}|60|Tap|Cond7

# CAT 16 - absorb 50% melee for health  (Class 4/4)
Heals2=Blood Sustenance|40|Tap

# CAT 8 - Absorb upt 280000 dmg, 50 dmg per hit  (Class 41/41)
Heals3=Uncanny Resilience|50|Cond19

XTarHeal=0
XTarHealList=Xtar slots here Example: 5|6|7
Heal_Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
XTarHealList_Help=Format Xtar slots Slots ~> Example: 5|6|7

[KConditions]
ConOn=1
CondSize=27

## ------  Buffs ------ ##
Cond1=!${Me.Invis} && !${Me.Moving} && ${Me.PctEndurance} < 22
Cond2=!${Me.Invis} && !${Me.Moving} && ${Me.PctEndurance} < 50
Cond3=!${Me.Invis} && !${Me.Moving} && !${Me.Buff[${Spell[Familiar: Ice Bound Ulthork].RankName}].ID}
Cond4=!${Me.Buff[${Spell[Illusion: Fire Bone].RankName}].ID} || !${Me.Buff[${Spell[Illusion Benefit Greater Jann].RankName}].ID}
Cond5=!${Me.Invis} && !${Me.Moving} && !${Me.Song[Cry Carnage].ID}
Cond6=!${Me.Invis} && !${Me.Moving} && !${Me.Buff[Reflexive Retaliation].ID}

## ------  Buffs and Heals------ ##
Cond7=!${Me.Invis} && !${Me.Buff[${Me.Inventory[Charm].Spell}].ID}

## ------  DPS ------ ##
Cond8=!${Me.Song[Bloodfury VI].ID}
Cond9=!${Me.Song[Seething Rage].ID}
Cond10=!${Me.Song[Shriveling Strikes Effect].ID} && ${Me.PctEndurance} < 90
Cond11=!${Me.Buff[Blood Pact XXXI].ID} && ${Me.XTarget} > 2
Cond12=!${Me.Buff[Desperation III].ID} && ${Target.Named} && (${Target.ConColor.Equal[Yellow]} || ${Target.ConColor.Equal[Red]}) || ${Me.XTarget} > 2
Cond13=!${Me.Buff[Blinding Fury XV].ID} && ${Target.Named} && (${Target.ConColor.Equal[Yellow]} || ${Target.ConColor.Equal[Red]}) || ${Me.XTarget} > 2
Cond14=${Me.CombatState.Equal[COMBAT]} && ${Me.XTarget} > 2
Cond15=${Target.Distance} > 5
Cond16=!${Me.Song[Battle Leap Warcry VI].ID}
Cond26=${Target.ConColor.Equal[Red]}
Cond27=${Me.PctHPs} > 91

## ------  Items ------ ##
Cond17=!${Me.Song[${Spell[Circle of Power IV Effect].RankName}].ID} && ${Target.Named} && (${Target.ConColor.Equal[Yellow]} || ${Target.ConColor.Equal[Red]})
Cond18=!${Me.Song[Grace of Unity].ID} && !${Me.Song[Blessing of Unity].ID} && ${Me.PctEndurance} < 99

## ------  Heals ------ ##
Cond19=${Me.PctHPs} < 50

## ------ Glyph ------ ##
Cond20=${AltAbility[Glyph of Destruction (115+)].CanTrain} && ${Me.AAPoints} > 50
Cond21=${Me.AltAbilityReady[Glyph of Destruction (115+)]} && ${Me.AAPoints} > 220 || ${Me.AltAbilityReady[Glyph of Destruction (115+)]} && ${Me.AAPoints} > 100 && ${Me.XTarget} > 3

## ------ Burns ------ ##
Cond22=(${Target.Named} && (${Target.ConColor.Equal[Yellow]} || ${Target.ConColor.Equal[Red]})) || !${Me.CombatAbilityReady[Disconcerting Discipline]} && ${Target.ConColor.NotEqual[Yellow]} && ${Target.ConColor.NotEqual[Red]} && ${Me.XTarget} > 2
Cond23=(!${Me.CombatAbilityReady[Brutal Discipline]} && (${Target.ConColor.Equal[Yellow]}) || ${Target.ConColor.Equal[Red]}) || !${Me.CombatAbilityReady[Brutal Discipline]} && ${Target.ConColor.NotEqual[Yellow]} && ${Target.ConColor.NotEqual[Red]} && ${Me.XTarget} > 2
Cond24=${Target.ConColor.NotEqual[Yellow]} && ${Target.ConColor.NotEqual[Red]} && ${Me.XTarget} > 2
Cond25=!${Target.Named} || (${Target.Named} && !${Me.CombatAbilityReady[Cleaving Acrimony Discipline]} && !${Me.CombatAbilityReady[Brutal Discipline]} && !${Me.CombatAbilityReady[Avenging Flurry Discipline]})

[Aggro]
AggroOn=1
AggroSize=2
;  CAT 15 - Trgs Silent Strikes V, reduce generated aggro 60%  (Archetype 5/5)
Aggro1=Silent Strikes|95|>

;  CAT 62 - Escape (Archetype 5/5)
Aggro2=Self Preservation|99|>

[Cures]
CuresOn=0
CuresSize=1
;  CAT 71 - Cons 10% hp, cure 20 det effects
Cures1=Agony of Absolution


[AE]
AEOn=1
AESize=1
AERadius=45
#  CAT 15 - AA
AE1=Silent Strikes|3

[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
[PullAdvanced]
PullLocsOn=0
[Pull]
PullWith=Melee
PullMeleeStick=0
MaxRadius=350
MaxZRange=50
UseWayPointZ=0
PullWait=5
PullRadiusToUse=90
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
PullPause=30|2
PullLevel=0|0
PullArcWidth=0
PullOnReturn=0
[GMail]
GMailHelp=Events currently support - Dead,Drag,GM,Level,Named,Leftgroup,Tells
GMailOn=0
GMailSize=1
GMail1=NULL
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=1
AFKGMAction=1
AFKPCRadius=500
CampOnDeath=0
ClickBacktoCamp=0
 
Joined
Jan 20, 2013
RedCents
2,693¢
f2p rogues. Prestige gear with full slot 5s and epic zerkers. I have dozens of groups and my rogue groups have a higher kill rate with the same setup same zone same mobs. tank, rog, rog, bst, brd, shm or tank ber ber bst brd shm. The rog group kill rate is 10-15% higher. This is in f2p groups mind you. With prestige gear with full augs the zerker group is higher.
 
Joined
Nov 3, 2018
RedCents
971¢
I think its pretty much even if you know how to play both classes.

I have played Berserker's and Rogue's , I think the Backstab damage bonus is the thing that gives rogues a slight edge IMO.

But both will do the job nicely
 
Joined
Sep 10, 2019
RedCents
630¢
I run the same group as @deathlock and find the zerker and rogue to be pretty even, just depends who has burns up (I run mq2zerk and KA on the rogue). I personally find the rogue to need to med every so often and the zerker to be able to go on infinitely, but the rogue's utility has never made me want to swap to two zerks.
 
Joined
Dec 24, 2017
RedCents
535¢
I run the same group as @deathlock and find the zerker and rogue to be pretty even, just depends who has burns up (I run mq2zerk and KA on the rogue). I personally find the rogue to need to med every so often and the zerker to be able to go on infinitely, but the rogue's utility has never made me want to swap to two zerks.

I think this is true. They are about even. I tweaked my ini a lil and they run close to even over a 30 minutes period. The zerker seems to have a slight edge, but minimal at best.
 

Sum1

Warriors are inferior (read: crybaby) tanks
Joined
Jul 30, 2006
RedCents
1,639¢
f2p rogues. Prestige gear with full slot 5s and epic zerkers. I have dozens of groups and my rogue groups have a higher kill rate with the same setup same zone same mobs. tank, rog, rog, bst, brd, shm or tank ber ber bst brd shm. The rog group kill rate is 10-15% higher. This is in f2p groups mind you. With prestige gear with full augs the zerker group is higher.
This is a good distinction.
 
Joined
Sep 10, 2019
RedCents
630¢
Forgive my terrible paint skills, but I have a theory this is what's happening. The zerker dps gets a huge boost every minute when dicho refreshes, while the rogue with their constant rotation of discs keeps them steady slightly above the zerker's non-dicho dps. This would vary wildly depending on kill/pull speed and could explain all our conflicting accounts of which class is better. If your pulls come in every 30s or minute, you're gonna see the zerker outshine the rogue, whereas if you're pulling more consistently and killing more quickly you'll see the opposite. If you hit the "sweet spot", you see them averaging out to be about even. It's 100% a theory though.
1635895781620.png
 
Joined
Aug 19, 2020
RedCents
1,203¢
1636044842540.png
Rog group (1, 33 min break)
1636044998796.png
Zerker group (1, 27 min break)
1636045162769.png
Caster group (2, roughly 30 min breaks)

All groups had 1 "null char" that was just sitting there for XP/AA's (healers out of group to make room).
 
Joined
Jan 29, 2021
RedCents
635¢
I started with zerkers in the beginning but I am liking the rogues better. Its like Sic says its a game of inches, and yes some guys might be getting more dps with zerk setups but seems like the guys that make all this work use zerkers and focus more time on them and in turn people here using them might do better wiith them. If your like me trying to squeeze everything out of your toon a rogue will come out on top, gotta tweak stuff, even the CTWN rogue uses legg click poison which rogues can make much better poisons. im using a free ini atm and the burn setup was not giving me full potential. I also like the Shared stealth, with 2 rogues you can pretty much move your whole group anywhere in any zone with out issue. I havent purchased the rogue CWTN yet but when i get my toons closer to max I plan on it, As it is right now sustained dps per rogue is 4-500kdp, 90 second burns 1.3 million without glyphs or intensity. But I have to add things in like Coalition, that alone is pretty huge and i dont see any ini with it in the archives.
 

Sic

hi
Moderator
Joined
May 5, 2016
RedCents
24,573¢
I started with zerkers in the beginning but I am liking the rogues better. Its like Sic says its a game of inches, and yes some guys might be getting more dps with zerk setups but seems like the guys that make all this work use zerkers and focus more time on them and in turn people here using them might do better wiith them. If your like me trying to squeeze everything out of your toon a rogue will come out on top, gotta tweak stuff, even the CTWN rogue uses legg click poison which rogues can make much better poisons. im using a free ini atm and the burn setup was not giving me full potential. I also like the Shared stealth, with 2 rogues you can pretty much move your whole group anywhere in any zone with out issue. I havent purchased the rogue CWTN yet but when i get my toons closer to max I plan on it, As it is right now sustained dps per rogue is 4-500kdp, 90 second burns 1.3 million without glyphs or intensity. But I have to add things in like Coalition, that alone is pretty huge and i dont see any ini with it in the archives.
mq2rogue uses the leg click poison if you add the leg click poison as the poison you would like to use... lol if you don't want to use that poison, then you would addclicky a different poison. we don't say "ZOMG you are using xyz poison we only use this dumb leg poison".
 
Joined
Apr 4, 2020
RedCents
670¢
Forgive my terrible paint skills, but I have a theory this is what's happening. The zerker dps gets a huge boost every minute when dicho refreshes, while the rogue with their constant rotation of discs keeps them steady slightly above the zerker's non-dicho dps. This would vary wildly depending on kill/pull speed and could explain all our conflicting accounts of which class is better. If your pulls come in every 30s or minute, you're gonna see the zerker outshine the rogue, whereas if you're pulling more consistently and killing more quickly you'll see the opposite. If you hit the "sweet spot", you see them averaging out to be about even. It's 100% a theory though.
View attachment 34704
Redcents given because of your sweet paint skills
 
Joined
Jul 8, 2018
RedCents
51¢
well i was happy with my SK, SHM, BST, Zerk, Zerk, Bard group but now im leveling 3 rogues to replace bst, zerk, zerk and can see how they do compared (the joys of nothing todo waiting for new expansion)
 
Joined
May 13, 2007
RedCents
1,411¢
I have both Zerk and Rog in my crew, the Zerker seems to out DPS my Rog 90% of the time but the utility of having the Rog to grab corpses and shinies is pretty darn handy. In the end, I wouldnt give up either one of them, so BOTH would be my answer. lol
 
Joined
May 13, 2007
RedCents
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I started with zerkers in the beginning but I am liking the rogues better. Its like Sic says its a game of inches, and yes some guys might be getting more dps with zerk setups but seems like the guys that make all this work use zerkers and focus more time on them and in turn people here using them might do better wiith them. If your like me trying to squeeze everything out of your toon a rogue will come out on top, gotta tweak stuff, even the CTWN rogue uses legg click poison which rogues can make much better poisons. im using a free ini atm and the burn setup was not giving me full potential. I also like the Shared stealth, with 2 rogues you can pretty much move your whole group anywhere in any zone with out issue. I havent purchased the rogue CWTN yet but when i get my toons closer to max I plan on it, As it is right now sustained dps per rogue is 4-500kdp, 90 second burns 1.3 million without glyphs or intensity. But I have to add things in like Coalition, that alone is pretty huge and i dont see any ini with it in the archives.
Out of curiosity what poison do you normally use?
 
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In theory, I would think Rogue should always be hitting harder and more DPS

Because 1) He is always hitting from behind . That alone is a bonus by itself, you automatically hit for more and more consistently

2) The potential Backstab / assassinate damage

3) Zerker may face the mob and get stunned or his attacks blocked / riposte where Rogue avoids all that
 

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1/3 - If you're face to face with the mob on a zerker, you're doing zerkers incorrectly and should look into a new strategy.

2 - Irrelevant unless you are fighting humanoid mobs. Where berzerkers shine is the fact that they have Decap and it's not limited to a specific body type.

In reference to poisons, berserkers can use poison procs for DPS such as spiders bite. They can't create them their selves. But that's not a deal breaker in my opinion.

durango773 - I'd be interested to know where you were killing, the variable AA's, augs between the parses to get a better understanding of the comparison of classes you are making. I've been watching the thread mostly out of curiosity to see if perhaps those who have put more effort into their rogues that I have are having better luck with their results when comparing them with others.

When you say "Rogue group" and "zerker group" etc, what exactly was the group makup? You say healers are out, but was there CC/ADPS, tank in question?

Any deaths in the process on either test?
 
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Chat -
Killing in WW the NE tunnel/cave complex.
All char are max AA except for the "nulls".
The augs are all roughly the same (using +Heroic stats in all weps, not + dmg).

Rogue group was: War, Rogx3, Brd, baby necro. Healer was a Clr. All active char in CoV raid T1 and T2 (except necro, naked).
Zerker group was: SK, Zerkerx2, Bst, Brd, baby necro. Healer was a Shm. All active char in CoV raid T1 and T2 (necro had some random bank stuff, but he was FD).
Caster group was: SK, Magx2, Bst, Enc, baby mage. Healer was a Shm. All active char in Tov raid T2, CoV raid T1 and T2 (little mage had heroic toon gear).

The 2 melee groups where ran the same time in 2 different picks. The casters where ran that evening, taking over the zerker team camp.

No deaths that I noted. Set up in the tunnel and pulled the eastern half of the complex. Rogues used CoV t2 leg potions, all 3 tanks where in 2hd mode. Set my burns to any time +3 on all groups, no active CC (mezzing) for any group.
 

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Chat -
Killing in WW the NE tunnel/cave complex.
All char are max AA except for the "nulls".
The augs are all roughly the same (using +Heroic stats in all weps, not + dmg).

Rogue group was: War, Rogx3, Brd, baby necro. Healer was a Clr. All active char in CoV raid T1 and T2 (except necro, naked).
Zerker group was: SK, Zerkerx2, Bst, Brd, baby necro. Healer was a Shm. All active char in CoV raid T1 and T2 (necro had some random bank stuff, but he was FD).
Caster group was: SK, Magx2, Bst, Enc, baby mage. Healer was a Shm. All active char in Tov raid T2, CoV raid T1 and T2 (little mage had heroic toon gear).

The 2 melee groups where ran the same time in 2 different picks. The casters where ran that evening, taking over the zerker team camp.

No deaths that I noted. Set up in the tunnel and pulled the eastern half of the complex. Rogues used CoV t2 leg potions, all 3 tanks where in 2hd mode. Set my burns to any time +3 on all groups, no active CC (mezzing) for any group.
Thanks, so the mobs were Wyverns, and thus not humanoid, which makes it a bit more interesting. I see you own plugins for both the zerker and rogue, assumption is made that you are using them for both. What are your burn condition differences if any for the two classes. Personally I have to run my rogue in burn always to even come close to comparing to my zerkers, but I also don't have comparable augs to get a proper comparison of the two classes.
 
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Group content who is better? Constant pulling for 1+ hours, no breaks. (geared in group gear).
Meh...i'll stir the pot a little if you're going to go ftp/group gear. I'd go rogue or ranger...if you go prestige...rangers are amazing dps...specially dual or triple headshooting with a bard or shaman...game over zerkers and rogues
 
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The OP asked for group. I was in CoV for TS mats (market is booming). I go to CoV for missions, augs, and TS mats. For best bang for your buck, I would say GD, and the numbers there might be different (popcicle dwarfs flagged huminoid?).

I do use the CWTN line in most cases, and have discussed the rogues being burn always. I just havent had a reason to parse it out. Ill give it a shot this week, and maybe thats the secret sauce.
 

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