View Full Version : Simple One Line Ideas For Berserker Class
Dimgl
03-18-2008, 04:23 PM
<span style="color: #00cc99;">In this thread you post simple one line ideas that you feel would improve the berserker class.You post a one line improvement, then below it one line of reasoning.Do not bloat this topic. Do not discuss in this topic. Create it as a simple and easy reference for those who might care to read about how to improve the class.Skills:Kick line: Make into a blue AoE.Berserkers are falling behind crusaders in ability-based AoE. It is a spinkick animation.Vanquish line: Drop power cost.Ability is overcosted from when it was a stun. Drop cost to that of a stifle.Vicious Cut line: Increase debuff to be in line with Guardian.Guardian debuff is much more effective for unknown reason.Surround line: Focus debuff does nothing in PVE. Change to increase enemy cast time.Focus has no effect in PVE, barely in PVP. Swap to casting time debuff for better effect.Blood Rage line: Turn into a ward that heals on expiration.Works with ward healers. Shows up on parse. Same function but improved.Screaming Rage line: Turn into a ward that heals on expiration.See above.Focus Hate line: Turn self-berserk into single absorb CC proc.Allow berserkers a random chance to avoid CC effects as it has no active escape.Battle Chant line: Turn into a group wide damage rating buff proc. *CLASS DEFINING*DPS/Haste/DA/Crit mods will all diminish. Create a new mechanic for berserkers.Adrenaline: Works for duration even if berserk expires.Ability is unreliable for tanking. Unreliable tanks are scorned.Warrior Achievements:AGI3: Dragoon's Cyclone: If AoE Auto-attack > 100% procs blue AoE.Class can achieve 240% double attack. Line needs to be incentivized for berserkers.WIS line: Needs reexamination to support 2h warriors.WIS line is very unpopular. Consider adjusting to fill the niche of 2h warriors.Berserker Achievements:Perseverance: Always on. Converts regeneration to wards.Ability too weak as is. 30% too restricting. Always on. Require to convert to wards.Enhance Whirl: Add increases radius by 1 meter per point.Move radius extension from endline to the 3 abilities that gain.Enhance Barrage: </span><span style="color: #00cc99;">Add increases radius by 1 meter per point.Again, moved extension, removing cyclones aoe extension means no more 20m gibe.Enhance Stunning Cry: </span><span style="color: #00cc99;">Add increases radius by 1 meter per point.Final skill that gains from radius up.Cyclones: Group wide Open Wounds effect, 15s duration, 2m recast.Give berserkers a group leadership role in dps groups. High flavor.Enhance Surround: Casting skill reduction has no effect. See above.Increase casting speed debuff would be a good idea.Enhance Vanquish: Remove.Vanquish is not a flagship berserker ability, despite set bonuses. Terrible achievement.Add: Overwhelming Strikes: Each debilitation ability increases berserker strikethrough.Replace the vanquish spot with this. Works like Guardian -riposte damage.Gut Roar: Increase resistability to 40% harder to resist from 22%.This ability is resisted too often.Berserk: Removes berserk requirement from all berserk requiring skills. Passive.Remove clicky berserk, make the effect passive and always on.Epic Weapon:Remove 15% double-attack.Add 10% riposte.Make 5% damage reduction permanent.Double-attack is approaching cap already. Add 10% riposte to make up for lack of towerRemove 100% AoE auto-attack.Add a new effect of some kind.Improve looks..Gameplay:Additional encounters of enemies in all gameplay aspects.This should be a no brainer. The lack of encounters is detrimental to all AoE classes.Class Needs/Issues in General:Snap aggro.Perhaps add a large aggro component to adrenaline.Accuracy.Increase the accuracy of some berserker skills.Variance.Reduce the variance of berserker CAs.</span><span style="color: #00cc99;">Items:Create additional high level bucklers. Virtue's Guard is the only final destination.</span>
<div>Shout line (Green AE): short-term stun/stifle/fear group immunity</div><div>The damage from this CA is a joke so let's make it useful. </div>
Nembutal
03-18-2008, 05:43 PM
"<span class="postbody"><span style="color: #00cc99;">Enhance Whirl: Add increases radius by 1 meter per point.Move radius extension from endline to the 3 abilities that gain.Enhance Barrage: </span><span style="color: #00cc99;">Add increases radius by 1 meter per point.Again, moved extension, removing cyclones aoe extension means no more 20m gibe.Enhance Stunning Cry: </span><span style="color: #00cc99;">Add increases radius by 1 meter per point.Final skill that gains from radius up."<span style="color: #000099;">It would be nice if the radius extension was a toggled effect also... one toggle impacts all radiuses... Large radiuses are great for outdoor zone but due to indoor zone and the sometimes broken world geometry you can get bad aggro sometimes... you should be able to turn this off and on. This goes for your changes you suggested or also for adding to just the existing tree... many of us selected that for the taunt resist reduction and got tethered into a nasty "entire dungeon" Insolent Gibe as a side effect... while occasionally handy to have this range it would be even more handy to toggle it on and off.---Update Rescue - All tanksUpdate Intercede - All tanksWhile parts of these spells don't need alteration... they are getting weaker over time... and the M1's are really hard for newer players to get since people are those levels less and less time anymore... I was lvl 20-30 I think 1 maybe 2 days last time I built a toon... that is not many M1 drops to put on the market to support players from every single level range. These 2 abilities to be honest should probably be issued 1 time and grow with you and not have "spell grades" at all.---"</span></span></span><span class="postbody"><span style="color: #00cc99;">Battle Chant line: Turn into a group wide damage rating buff proc. *CLASS DEFINING*DPS/Haste/DA/Crit mods will all diminish. Create a new mechanic for berserkers."</span></span><span class="postbody"><span style="color: #00cc99;"><span style="color: #000099;">I do not know if they can justify a new mechanic for zerkers to grant group bonuses... soon all buffing classes would be begging for the same... however a simple modification to allow for varied bonuses might be better.... you are less likely to have 5 stats capped than 2. So add some DPS, some Haste, Some Crits, Some double attack, and some AE? Put them in at like 5% each... if someone has 2 capped... you still get 15% of bonuses at least. If they can justify a new class of buff for "short term buffs" I am all for it.One concept for such a buff would be to add to the damage rating of a weapon... DPS kind of does this... but say we do it more directly... like if a weapon does 10-50 dmg... it now does 20-60% strike through was a cool concept as well.or % triple attack... the implementation of this could be tricky since double attack doesn't exist at lower levels so it can't be a % of double attack I don't think... but if it's not a % double attack it may have issues when trying to work it in so double attack and triple attack both yield benefits yet don't stand a chance of doing "a 5 hit combo".The decrease in the usefulness of the zerk proc is what removed me from raids all together in RoK.... in KoS I was an offtank... in EoF I was scout group buffer and mild DPS... in RoK I was replaced by my own alts. So If I can't tank on par with a Guardian.. at least fix this.</span></span></span>
New Ability: Frenzied Endurance - 25% of damage recieved form any hit is removed then applied once 4 seconds later and again 8 seconds later (1200 damage hit becomes 900 300 300)
Fonil
03-19-2008, 10:07 AM
lol Your guys wants are to big. (Snap Aggro)- Single biggest problem for me is not if someone grabs aggro and trying to regain it but the recovery if i die.How about implied targets hate and position is transfered to you(Epic Upragde)Remove negative effects of stance and short duration buffs.(zerk upgrade)From aa line each point adds 1% Hate DA and Melee crit.
Bremer
03-19-2008, 10:15 AM
<cite>Xita wrote:</cite><blockquote>New Ability: Frenzied Endurance - 25% of damage recieved form any hit is removed then applied once 4 seconds later and again 8 seconds later (1200 damage hit becomes 900 300 300)</blockquote>You should think just one minute about your idea. You really want take 25 % <b>more </b>damage from every hit? Instead of dying from one big hit you die from the ticks of the 3 or 4 hits before when the mob is allready not hitting hard anymore. And that while at the same time Paladins can reduce all incoming dmg outright by 20 %.
Bremer
03-19-2008, 10:24 AM
<cite>Kemt@Venekor wrote:</cite><blockquote><span class="postbody"><span style="color: #00cc99;">Battle Chant line: Turn into a group wide damage rating buff proc. *CLASS DEFINING*DPS/Haste/DA/Crit mods will all diminish. Create a new mechanic for berserkers.</span></span><span style="color: #00cc99;"></span></blockquote>Simple one line idea: create all new mechanic just for us.I think we would probably more succesful getting what we want if we focus on a few, easy to implement, not gamebraking things that don't take long to be made:1) - Reliable defensive tool (because we don't have even one) - Snap aggro tool (because every other fighter class has one) (both can be added in the EoF tree)2) Add effects to Beserk self buff to make it mean something to go Beserk3) Change tick rate/amount of HP regen to make it mean something in raid situations
Fiercemind
03-19-2008, 11:45 AM
<p>My Vote is: </p><p><span style="color: #99ffff;">Adrenaline: Works for duration even if berserk expires.Ability is unreliable for tanking. Unreliable tanks are scorned.</span></p><p>Add better Snap AgroEOF tree to reduce Rescue Timer</p><p>Add better Snap AgroEOF tree to add ability to grab the mob's attention for like 10 seconds (I'm open for other options)</p><p><span style="color: #99ffff;">Epic Weapon:Remove Open AOE or 15% double-attackAdd 10% riposte. (or what ever the percent difference is between a tower and a buckler)Make 5% damage reduction permanent.</span></p><p><span style="color: #ffff00;">The devs could very easily change Adrenaline and the Epic within 2 hours of coding change I'm sure. Getting the signoffs and approvals on such a small change you would think could be done within 7-14 days.</span></p><p>EOF Tree changes, probably take much longer.</p><p> <span style="color: #ffff00;">Can you developers get the approvals for a quick change, that way you can move on to other important issues (temporarily satisfying the bezerker community) and when you have time come back and finish making the bigger changes? This way we know you are looking into our class, and have hopes that something will be done.</span></p>
<cite>Bremer wrote:</cite><blockquote><cite>Xita wrote:</cite><blockquote>New Ability: Frenzied Endurance - 25% of damage recieved form any hit is removed then applied once 4 seconds later and again 8 seconds later (1200 damage hit becomes 900 300 300)</blockquote>You should think just one minute about your idea. You really want take 25 % <b>more </b>damage from every hit? Instead of dying from one big hit you die from the ticks of the 3 or 4 hits before when the mob is allready not hitting hard anymore. And that while at the same time Paladins can reduce all incoming dmg outright by 20 %.</blockquote>just something i have seen in raid mechanics. if we can spread the big hits, the healers would probably find even though they are healing more total damage their efficency would improve. normally i am cruising along between 90-100% health, drop down to 20% and they have to catch up, i have to pop a defnesive buff or two to help them out... damage spreading would make the OS moments a little less interesting for the healers. I do think unless we get a chance to play with a concept like this, it is hard to see how it would effectively work...
schizolic
03-20-2008, 07:47 AM
<p>Berserk-</p><p>add +hp or small strikethrough chance to buff.</p><p>as it stands, with diminishing returns, the buff is next to useless.</p><p>Adrenaline-</p><p>Stays on for full duration, or lose the penalty.</p><p>one or the other would be fine, but both?</p><p>Juggernautt-</p><p>See adrenaline above.</p><p>Zerker mythical</p><p>Remove 100% aoe. Give it the ability to allow a weapon in the off hand to count as a buckler, with defense score 9 or 10x the weapons dps rating.</p><p>Increase dps over all while still retaining the same defensive capabilities.</p><p>Gutroar</p><p>New always on ability that allows our knockdowns to effect epics</p><p>Gives the second Wis line ability raid use, and gives 2 of our abilities more use than just damage in same situation.</p><p>our regen lines</p><p>Replace health gained per tick with a ward of the same ammount</p><p>Makes the abilities usefull in ALL situations. The 132 points per tick as a ward (with aa spent into it) would not be over powered.</p>
HarumScxar
03-25-2008, 03:33 PM
Berserker AchievementsAdd frenzy to debilitation lineEach point adds 8% chance to do 6 swings instead of 3Weapon Aegis: increase triggersThe reuse time Is already short enoughFrenzy:Each point adds a triggerthat or increase the gains from reduced reuse timeWarrior achievementAGI line: AOE should be dropped for dual wield emphasisour trees are made up almost entirely of things the zerk can do naturally. At some point this stops augmenting the zerk and makes it useless. Give us abilities that let us be different types of zerks. ex DW/2H/S&S
Thorell
03-27-2008, 05:16 AM
<p>Crush, pierce and slashing added to Focus Anger and Battle chant lines.</p><p>- Tanking in Defensive Stance without a Warden, Dirge or hate transfer is not an option.</p><p>Berserker Achievements:</p><p>Perseverance end ability - Maximum HP increase or damage absorption (8 to 10%).</p><p>Gut Roar end ability - Immunity to control effects if Berserk.</p><p>Berserk end ability - Removal of berserk requirements to use a skill.</p><p>Mythical Epic:</p><p>4.0 delay please as I have noticed ripostes from mobs have gone up considerably with a 3.0 delay weapon.</p>
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