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View Full Version : Berserker Skills, Breakdown. --- Think you could Change something Dev's?


Talathion
08-28-2008, 01:42 PM
- Change Raidwide +HP Buff into +S/P/CBerserk:- Add +15% Combat Art Damage to Berserk - Change it to Effect Everyone in a 15m radious around the berserker!- Remove Cap of Haste/DPS ((Until Berserk Expires))

Elanjar
08-28-2008, 01:50 PM
another one of these. lolanyway i actually had a decent Idea based on some stuff I read.HP regen: 1) raise the max cap for hp regen2) adjust AA's in our zerker tree to cause in combat regen to tick more often. (affects raidwide)As for you're berserk thing I think +15% combat art dmg would be a little too powerful. and removing caps would def be OP'd. I think our CA's really just need a looksie at. they're a little underpowered and their effects/power costs are outdated. I also think that the CA that current decreases focus should instead slow target movespeed by 50% for 6 seconds. YAY for fighters finally having a snare <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />

LygerT
08-30-2008, 04:34 PM
i can totally envision our mythical with a .7 delay and 200% dps mod, yea... i can also envision every single class including assassins cry as they hit their cancel subscription buttons.

Gisallo
08-30-2008, 06:24 PM
<cite>Lyger@Mistmoore wrote:</cite><blockquote>i can totally envision our mythical with a .7 delay and 200% dps mod, yea... i can also envision every single class including assassins cry as they hit their cancel subscription buttons. </blockquote>I understand your point Lyger but something does need to be done.  The change to the mytical is a band aid that effects about 1% of the class if we are lucky.  Before you can have the mythical we still have issues.  We are less power efficient as a class and require more stuff from the healers to keep us standing so we spread that inefficiency to other classes.  We don't even do that much more damage than the Guardian anymore, even pre-mythical, which was suppsoed to be the whole difference between us.  Now I am hoping that the new AA tree addresses some of these issues.  If it does, then its still a band-aid that only effects you as you close to endgame, but if we wnd up having an AA tree that is next to useless again, it'll be more than a little discouraging.  In closing, you know what, the assassins should get a chance to cry.  Just about everyone else BUT them has cried and weeped at some point over the last year and a half since someone became a certain type of Dev.

LygerT
08-31-2008, 07:55 AM
<p>my point is these threads serve no practical purpose, they focus on the unrealistic objective when there is dozens of other in depth topics already formed with real ideas. </p><p>the zerk class isn't as broken as alot make us out to be, problem is a certain class seems overpowered relatively speaking, making us seem more bland than we really should be. pre-mythical, we are not that much worse of a tank than a guardian, the problem is we are sub geared as well comparing ourselves to raid MT geared guardians who can slightly hold better aggro than us while taking a more defensive role. find healers than can keep you alive and you will find we do the job just fine and it doesn't take much more than with a guardian MT. i'm sure some things will change come next expansion and we all know we need something we lost, and hopefully it will be found again soon. </p>

AziBam
09-02-2008, 06:16 PM
Lol.  /sneaks in.  A guildmate of mine (also a regular poster on this board with you guys who shall remain nameless in my post) has commented in guild chat that they just need to take a couple of the best Guardian abilities and give them to SKs. Then all of the plate fighters would be reasonably balanced.  This would bring the top of the heap down a notch and the bottom of the barrel up so all is well in plate land.  It's really not all that far from the truth. Right now there is just a clear "uber" plate tank class head and shoulders above the rest and frankly an equally clear bottom.  I recently moved to Paladin just so I could get in into that middle section shared with zerkers.   /ducks and runs back to mostly lurking in the crusader area.  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />

einar4
09-02-2008, 06:53 PM
<cite>Lyger@Mistmoore wrote:</cite><blockquote><p>my point is these threads serve no practical purpose, they focus on the unrealistic objective when there is dozens of other in depth topics already formed with real ideas. </p><p>the zerk class isn't as broken as alot make us out to be, problem is a certain class seems overpowered relatively speaking, making us seem more bland than we really should be. pre-mythical, we are not that much worse of a tank than a guardian, the problem is we are sub geared as well comparing ourselves to raid MT geared guardians who can slightly hold better aggro than us while taking a more defensive role. find healers than can keep you alive and you will find we do the job just fine and it doesn't take much more than with a guardian MT. i'm sure some things will change come next expansion and we all know we need something we lost, and hopefully it will be found again soon. </p></blockquote><p>  Well it's a useful approach to everything from haggling to mediation to self improvment.  Always shoot for unrealistic goals so that when you fall short of what you ask for, you still gain something of substance.  <img src="http://forums.station.sony.com/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p> I tend to disagree with the premise that a single item out of the thousands of items in the game actually define the abilities and utility of a single class.  Whether it is "The' end game item of the class or not is irrelevant.  The abilities and performance of any profession in a <i>profession</i> based MMORPG should not be defined by a single piece of uber gear, and I don't care if it's dead easy to get or available from innkeepers for 6 copper pieces.   If you move away from the paradigm that a profession's <i>inherent</i> abilities define the class and go on to claim, "Well just use item X and then you are ready for action," you've fractured not only a class, but the entire game.   When you reach that point you might as well head on down the slippery slope and remove all classes and races, and simply have everyone start as a human character, then select different armor and weapons to gain whatever abilities the player wants to have.  </p>

Elanjar
09-02-2008, 07:10 PM
our class may not be broken but i do honestly believe that it is outdated. It does kinda need a revamp. As mentioned above we do create inefficiancy. I believe I am the only person in my guild that our main illy has ever said to "you use too much power". Its true, I do CA spam but its kinda necessary to hold agro. And we do in general require more healing. We may not be broken, but I dont think asking for a little freshening up is uncalled for.Although i do agree that some stuff posted/asked for (my own included) is ridiculous.

LygerT
09-03-2008, 09:08 AM
<p>well sony has been pretty adamate about not revamping class trees, though they have reworked some class abilities for certain classes. if you want an area to work that in then i would probably suggest what we already have:</p><p>juggernaut- either add a damage proc to it and remove the crit % mod so it doesn't affect the 100% cap or remove the negative penalties from it because it is outdated</p><p>open wounds- make this a flurry(if you have your mythical) or add some sort of proccing hate to it because the haste it generates doesn't do much for us in RoK</p><p>berserk- raise the caps to 250haste/150% speed or make the group proc 15% higher due to diminishing returns</p><p>hp regen- completely useless outside of soloing, turn it into a replenishing ward or increase the caps and the tick rates to about 3-4 times what you are in a raid/group. </p><p>set gear- ditch the whole set bonus and revamp them with a mix of 1 through 4.</p><p>a number of these ideas came from other zerks so i am just echoing them but they are the ideas that sounded the best and not overpowering. the biggest problem ALL other tanks face is their primary focus on AE encounters, where there is so few in this expansion, which is supposed to be making a return soon in the coming expansion. </p>

Endorplasmic
09-05-2008, 11:58 AM
<cite>Lyger@Mistmoore wrote:</cite><blockquote><p>a summary of stuff.</p></blockquote>Good to have all the ideas from others pooled together.<div></div><div>Now juggernaut *may* serve some purpose again going over 100% in the next xpac. It could be roumors, but I did read about "super crits"? From what I understand once you are over 100% it isn't wasted (on an equally conned mob - which to this day I still don't fully understand since 100% is 100%, but whatever) and gives you some additional bonus *shrug* just saying that the spell could be super rad.</div><div></div><div>What is currently lacking from our set bonus is the feeling (and stats) that it's the end-all gear that you don't ever want to remove (outside of contested gear of course). I would like to see: </div><div></div><div>a) stats that would crush any other instanced gear</div><div>b) set bonuses that are a little more dynamic (I like the idea that a 2 set bonus would turn open wounds into a hate position modifer - gives that feeling of "oh snap I NEED that&quot<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></div><div>c) a unique look? (templar, sk, zerker set gear pretty much looks the same)</div><div></div><div>As far as caps go 250 *is* the current cap. If I have an illy in my usual group and my gear/buffs start procing, I'm blowing *way* past 250. Would love to see this raised, or some sort of stat that would suppliment this as most of us crush the haste cap.</div>

LygerT
09-05-2008, 05:07 PM
i have no idea why people still push the contested crit thing, when i'm at 100% crit everything is big orange numbers, when a proc goes off it is generally a small orange number. no one has taken the time to really explain why they think crit % is contested, so to me, they are full of it and crit is capped at 100%, just not everything you do can crit.

Endorplasmic
09-05-2008, 05:37 PM
<cite>Lyger@Mistmoore wrote:</cite><blockquote>no one has taken the time to really explain why they think crit % is contested, so to me, they are full of it and crit is capped at 100%</blockquote>Ok so I'm not the only one who doesn't know this magical formula of crits and stuff bein at 100% with same conned mobs etc. Sounds like a good bedtime story.

LygerT
09-06-2008, 12:40 PM
<p>i understand why it is said but i have yet to see anyone come up with any real hard figures to try and disprove it and break it down for the simpletons like me. i haven't spent a whole lot of time dissecting parses of level 80 even cons in soh vs level 85 in VP while at exactly 100% crit full time. perhaps it is contested but if it is contested it certainly isn't based off of an even con mob. </p>

Endorplasmic
09-08-2008, 11:24 AM
And see that's the thing. Last night in SoH I wanted to test this so pulling a metric-ton of yellow mobs together and I had 102% crit. I just let auto attack go to see what happens... Yup, I was criting 100% of the time, go figure.<div></div><div>Even when stuff wore off I was doing ~75%, but oddly I was still criting every auto-attack (RNG in my favour!).</div><div></div><div>I know that doesn't really advance the conversation much, but it does proove that 100% is 100%.</div>

victer
09-09-2008, 02:18 PM
<p>Theres more rumors in these forums then facts. People read some stupid rumor and then just assume it to be true without actually testing it out themselves. </p><p>DA, Crits, and AoE Attack are all uncontested. 100% is 100%. That is the real fact untill someone actully comes on here and disprooves it. Which is not going to happen.</p><p>For a while there was even some brawlers trying to say that all uncontested avoidance had some sort of special check versus raid conning mobs. I got fed up with people makeing stupid rumors and decided to roll a level 1 gaurdian with 70% block to pull a lvl 75+ raid conned mob to dissproove it. Which i easly did first pull. </p><p>People just see some of thier parses do wierd things sometimes and they try to come up with ideas why it happened... then it turns into everyone beliving that theres some hidden mechanic in the game.</p><p>"Zomg I have 100% DA but I only see 1 number!" DA must be contested!! /cry" Never thinknig that maybe one of the hits got warded or stoneskinned or just didnt hit at all.</p>