View Full Version : Conceptual Changes for the Berserker
<p>Just a few of some basic ideas(enhancements / changes) for a more elaborate 'fine-tuning' of the class whom is well beyond deservant of it - the Berserker. [in no specific order of priority]</p><p> <strong> 1.)</strong> Lower the recast timer on Gut-Roar by a significant amount - it should be at least at a 20-40 second reuse; that way, with our AA we could actually bust the reuse down to a far more fair amount which would in turn, make this ability much more worth while; potentially worth spec'ing for.</p><hr /><p> <strong>2.)</strong> Fix the 'focus bonus' on the Enraged-Greaves(pvp legs) so that the 15% damage increase to Insolence actually increases it by the 15% which it claims to - currently it does not.</p><hr /><p> <strong> 3.)</strong> A small 'in-combat run speed' enhancement should be given to the Berserker while Berserk - 10-15% I feel would be suiteable - "I mean come on, we're the truest field chargers by nature, we should with out question receive some kind of boost to our movement speed while berserk during combat, and it would be useful beyond comprehension."</p><p> <strong>*</strong> Perhaps a 10-15% in-combat run speed bonus for berserk would make a more effective alternative than the now, +15 to melee skill enhancement on the two-set pvp-gear bonus.</p><p> * Leave the pvp set bonuses as they are, and simply add this effect onto berserk altogether.</p><p> * Work this enhancement into AA somewhere, somehow(perhaps a far greater replacement for the current poopy, even worthless Unyielding-Will enhancement in the Berserker-Tree). "In this way, All Berserkers would be able benefit from it."</p><hr /><p> <strong>4.)</strong> Increase the heal amount on the 'Blood-Rage' line by a decent %'age - at least by 33 to even 50%. This would help to make one of our only few self-healing sources a little more effective, such as the Crusador / Brawler heals; though nowhere near quite AS effective, just a little more potent, as it Should be. (50% increase would only raise master-1 'Blood-Regeneration' up to 426-639(PvE) and 321-427(PvP) - <strong>Greatly Needed</strong>.)</p><p> <strong>*</strong> Change the trigger requirement for this ability into any damage taken, rather than only by melee damage - as is, our main self-heal source is completely worthless against caster classes.</p><hr /><p> <strong> 5.)</strong> Make the group berserk(Battle-Chant line) buff the main source of berserk for both the Berserker and its group, and turn the Berserker's self-berserk buff into a more useful concentration. As it currently stands, the Berserker does not even need to have his self-berserk buff on to go Berserk, as long as his group berserk is still on(which overall, is a more potent berserk anyway).</p><hr /><p> <strong>6.)</strong> Increase the active-duration timer on Wall-of-Force - make it last at least 10-20 seconds longer than it currently is. 10 seconds is too short of a time for this ability to be utilized with pin-point efficiency.</p><p> <strong> *</strong> Change the physical damage absorb on this buff, to absorb all damage types so that this ability may then just as well be used against powerful magics.</p><hr /><p> <strong> 7.)</strong> Replace the 'Unyielding-Will' AA enhancement in the Berserker-Tree with something more useful - currently it is worthless as it stands.</p><p> <strong>*</strong> The finalizing 'death-effect' on this skill(Unyielding-Will) should be altogether removed for both Berserkers and Guardians. No other class with death-save abilities are sent back to death upon expiration of their revive ability. "Why should we?"</p><hr /><p> <strong>8.) </strong> Change 'Jeering-Onslaught' into a True blue-AoE; allowing it to be used even when NO target has been established.</p><hr /><p> <strong>9.)</strong> Remove the cancle-effect from the double-clicking of the following timer buffs: <span style="text-decoration: underline;">Juggernaut</span> / <span style="text-decoration: underline;">Vision-of-Madness</span> / <span style="text-decoration: underline;">Stifled-Rage</span> / <span style="text-decoration: underline;">Hunker</span> / <span style="text-decoration: underline;">UNYIELDING-WILL</span>.</p><p> <strong>*</strong> These abilities should be cancleable Only by right clicking on them in the maintained-spell / spell-effects bar, and clicking on cancle There - lag / control-effects make these valuable abilities too easily wasted as is.</p><hr /><p> <strong>10.) </strong>Weapon-Shield line's AA enhancement from the Berserker-Tree should increase the overall damage of this ability by at least 15-25%, in portions of either 3%, 4%, or 5% per point.</p><hr /><p> <strong>11.)</strong> All Berserker combat-arts NEED their base-damage-cap increased by a fairly reasonable amount - too many of the Berserker's CA's are not effected by large amounts of + to combat-art damage, making much of the Berserker's + to CA damage gear worthless as is.</p><hr /><p> <strong>12.)</strong> 'Vision-of-Madness' should receive some sort of damage-to-life return %'age upon damage received during the active duration of VoM, once triggered. For example: You are killed, Vision of Madness triggers, you are still getting hit while the spell takes effect for its duration(5 seconds) - if hit for 1000 damage, depending on the life return %'age given, say its 50% of all damage taken is returned as life; you would receive 500 hit-points back for that particular hit sustained.</p><hr /><p> <span style="color: #ff0000;"><strong>13.)</strong> Give Adrenaline an additional +10% damage-prevention bonus for its active duration, from SomeWhere, either AA, or some effect from a piece of gear or gear 'set-bonus', though AA being the most idealistic route in my opinion, so once again, All Berserkers may benefit from it. (Red = PRIMARY focus is required)</span></p><hr /><p> <strong>14.) </strong>Change the trigger requirement on the 'Bullying-Defense' line from when damaged by melee weapon to when damaged by means of any attack - currently it is unable to be used against casters, which is not good for tanking, considering that much of the game's combat content involves casters.</p><p> <strong>*</strong> Trigger rate of the effect on this ability should be raised to at least 33%.</p><hr /><p> <strong>15.)</strong> Inscrease the reuse-reduction bonus on the AA-enhanced 'Screaming-Rage' line by a moderation of at least 3, overall making it 8(5 points of 1.6% reuse each) which would work nicely with our INT-endline; giving us a nice solid 20% to our reuses And the groups. "I mean seriously, 5 is just kinda' ... Weak?"</p><hr /><p> <strong>16.)</strong> TSO-AA-enhanced Juggernaut should raise our crit modifier up to at least 1.40, <strong>at Least</strong> - the current 1.35 increase from the origional 1.30 is insufficient, to say the least. "Again, a .5% increase is just too low for a Berserker, we should be dealing <strong>some of the</strong> hardest physical blows in the game - a .10 increase would be nice instead. >:, "</p><hr /><p> <strong>17.)</strong> Change the proc rate of the slow on the Hunker line abilities to at least a 50% chance on a succesful hit to proc the slow on the targets in the 'area-of-effect'. "As it currently is, it does not seem to proc enough even for its supposed 5.0 per minute proc rate per minute. "I use this ability very often, and I can honestly say I've truly only seen it work as I planned and slow my target from the drop, a decent handfull or two of times, Tops. 50% chance would be good though, and <strong>would be extremely useful</strong> in my opinion."</p><hr /><p> <strong>18.)</strong> Increase the 'Furious-Assualt' trigger rate on 'Uproar' and its upgrades, slightly - a 2.7-3.0 conversion would be perfect.</p><hr /><p> <strong>19.)</strong> Give 'Defensive-Stance' and its follow-ups a reasonable stamina modifier - perhaps a 10% stamina increase or something of the sort. "Berserkers have the most gimped defensive-stance I've ever seen, oh my gosh, Please!"</p><hr /><p>These changes have been deeply considered for means of balance as to whats on the table Now game-wide, and I believe are <strong>extremely viable</strong> amongst what other power utilties have been given out to a number of classes with the most recent expansion(TSO). I greatly hope that you all truly consider these things as deep and thoroughly as I have[DEVS!!!]. That is all for Now - I will add-to / modify this post as nessecary(as all the rest of my ideas come to me). Feel free to offer any questions, comments, critisism you wish to - Thank You.</p><p> <img src="/eq2/images/smilies/908627bbe5e9f6a080977db8c365caff.gif" border="0" /></p><hr />
Ocello
05-20-2009, 12:03 PM
<p>CAn SoE please make an entire different board for PvP posts? 95% of the Berserker population is PvE. Go away, please.</p>
Elanjar
05-20-2009, 05:08 PM
<p>maybe he'll learn someday... <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" /></p><p>and btw a lot of those things you mentioned as useless arent really useless if you play like a tank.</p><p>ps the focus on adrenaline is OP. 50% damage reduction is already beast. i would prefer to see AA's that reduce its power cost and increase its reuse speed, especially since its now like a crappy reinforcements.</p>
<p>[Removed for Content]. And where smart ones, might I ask, in this post do you see anywhere of the ideas I wrote with specific reguards to pvp, save idea #2? Yeah, exactly, ..NOwhere - KThanks. --- These ideas are merely suggestion of a resolve to some of the many under-handings of the Berserker class, compared to other tanks currently, and remains a far greater effort than I've seen Anyone else put forth in attempt to bring some much needed attention to this class thus far. Though I guess you all like being the underdogs of the tanks, so oh well, whatever.</p><p>And I've got news for you Big Time, if you think 60% damage prevention on Adrenaline is OP, ... well you simply do not even know what OP is.</p><p>On one final note, ... y'all need to grow some already, and come PvP. (:</p>
ChaoticVisions
05-20-2009, 10:37 PM
<p><cite>Ocello wrote:</cite></p><blockquote><p>CAn SoE please make an entire different board for PvP posts? 95% of the Berserker population is PvE. Go away, please.</p></blockquote><p>Yeah. No one should be posting on Ocello's Berserker forum if the info doesn't pertain to him/her/it. What were you thinking? Apparently, you're not allowed to have a voice if you play on a PvP server.</p><p>-Trilli</p>
ChaoticVisions
05-20-2009, 10:39 PM
<p><cite>Elanjar@Nagafen wrote:</cite></p><blockquote><p>maybe he'll learn someday... <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" /></p><p>and btw a lot of those things you mentioned as useless arent really useless if you play like a tank.</p><p>ps the focus on adrenaline is OP. 50% damage reduction is already beast. i would prefer to see AA's that reduce its power cost and increase its reuse speed, especially since its now like a crappy reinforcements.</p></blockquote><p>There are far more things considered OP than 50% damage reduction that consumes massive amounts of power. Divine Aura and SK Furor far surpass this move.</p>
Elanjar
05-21-2009, 04:10 AM
<p>I never said SK's werent OP, but I dont like the idea of fixing an imbalance by making another class have OP abilities. In PvE content adrenaline is already powerful enough. increasing that to 60% is unecessary and like I said we would be better served by reducing power cost and reuse time so it can be used more often.</p><p>And I do pvp. What I meant by learn is that all the other zerkers on these boards dont give a flying f*ck about pvp so its pretty useless to talk to them about it.</p><p>Things I did agree with: #'s 4, 6, 8, 11, 14</p>
LygerT
05-21-2009, 04:11 AM
<p><cite>Trilli@Nagafen wrote:</cite></p><blockquote><p><cite>Elanjar@Nagafen wrote:</cite></p><blockquote><p>maybe he'll learn someday... <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" /></p><p>and btw a lot of those things you mentioned as useless arent really useless if you play like a tank.</p><p>ps the focus on adrenaline is OP. 50% damage reduction is already beast. i would prefer to see AA's that reduce its power cost and increase its reuse speed, especially since its now like a crappy reinforcements.</p></blockquote><p>There are far more things considered OP than 50% damage reduction that consumes massive amounts of power. Divine Aura and SK Furor far surpass this move.</p></blockquote><p>i'd rather see us take a noticable lead as on offensive tank again rather than move towards being defensive. ultimately if you want more defensive abilities you may as well wipe out our offensives and replace them in that case. vanilla tanking ftl.</p>
Zanshen
05-21-2009, 02:17 PM
<p><cite>xxe@Nagafen wrote:</cite></p><blockquote><p>[Removed for Content]. And where smart ones, might I ask, in this post do you see anywhere of the ideas I wrote with specific reguards to pvp, save idea #2? Yeah, exactly, ..NOwhere - KThanks.</p></blockquote><p><span><strong>3.)</strong> A small 'in-combat run speed' enhancement should be given to the Berserker while Berserk - 10-15% I feel would be suiteable - "I mean come on, we're the truest field chargers by nature, we should with out question receive some kind of boost to our movement speed while berserk during combat, and it would be useful beyond comprehension."</span></p><ul><li>Seriously? In-combat run speed?! Yea that's not for PVP. I know I need that all the time as MT/OT.</li></ul><p><span><strong>4.)</strong> Increase the heal amount on the 'Blood-Rage' line by a decent %'age - at least by 33 to even 50%. This would help to make one of our only few self-healing sources a little more effective, such as the Crusador / Brawler heals; though nowhere near quite AS effective, just a little more potent, as it Should be. (50% increase would only raise master-1 'Blood-Regeneration' up to 426-639(PvE) and 321-427(PvP) - <strong>Greatly Needed</strong>.)</span></p><ul><li>Oh look here's another one. Cause in-combat regen is so very useful in Raids or Groups...right?! God! I can't count the number of times this has saved my butt as MT/OT!! *Maybe cause it's ZERO!*</li></ul><p><strong>6.)</strong> Increase the active-duration timer on Wall-of-Force - make it last at least 10-20 seconds longer than it currently is. 10 seconds is too short of a time for this ability to be utilized with pin-point efficiency.</p><p> <strong> *</strong> Change the physical damage absorb on this buff, to absorb all damage types so that this ability may then just as well be used against powerful magics.</p><ul><li>Another example of a PVP mindset. SoE changed Gut Roar with good reason. Do you have any idea how overpowered it would be as MT if I could block magical attacks with Gut Roar or WoF? I can already prevent magical effects that are based off a melee hit (think first golem named in Atrebe's hit/mana-drain on pull). Now you want to be able to negate ANY magical attack? Why do you think SoE changed Mynzak's Meteor Shower to be uninteruptable? But, yea you are on PVP so are prolly asking yourself, "Who's Mynzak and what's a Meteor Shower?"</li></ul><p><span><strong>17.)</strong> Change the proc rate of the slow on the Hunker line abilities to at least a 50% chance on a succesful hit to proc the slow on the targets in the 'area-of-effect'. "As it currently is, it does not seem to proc enough even for its supposed 5.0 per minute proc rate per minute. "I use this ability very often, and I can honestly say I've truly only seen it work as I planned and slow my target from the drop, a decent handfull or two of times, Tops. 50% chance would be good though, and <strong>would be extremely useful</strong> in my opinion."</span></p><ul><li>Surely this idea was meant as an unselfish gesture for the benefit of all Zerkers? Don't we all wish we could snare encounters?! I mean surely this would help us position mobs better ... right?! I think I've made my point - no need to continue this wall of text.</li></ul><p>You prolly haven't played the game long enough to know that PVP was an after thought tacked on after constant whining from players like yourself. When EQ2 first released the Devs stated they would NEVER put PVP in nor was EQ2 intended to have it. And, posts like this is exactly why they should have stuck to their guns and stood by that statement!! It's incredibly difficult, time / resource consuming and I'd be tempted to say down right impossible to balance 24 classes for both PVP and PVE. If I was a PVPer I'd just be glad I could do it at all!!</p><p>And, before you go shooting your mouth off. I've been playing this game and a Berserker since Friend's and Family Beta and I've MT every raid mob (excluding Avatars) from EoF to present including: Gynok, Anashti, Zarrakon and Tyrannus. Berserkers right now are better off then they have ever been.</p><p>*Edit: Spelling is hard <img src="/eq2/images/smilies/499fd50bc713bfcdf2ab5a23c00c2d62.gif" border="0" />*</p>
<p><cite>Zanshen wrote:</cite></p><blockquote><p>I've been playing this game and a Berserker since Friend's and Family Beta and I've MT every raid mob (excluding Avatars)</p></blockquote><p>Well YAY for 4-5+ years of the same old mindless monster grinding.. sounds Exhilerating, Truly.</p><p>And yeah, "the impossibilty" of balancing 24 classes, you speak of is simply called, ... "Laziness." Anyone who Really cared, could easily do it, ... it's called 'using your head' ... basic common knowledge. God forbid somebody spend an evening or two up late in the office to put forth a little effort and actually do some work - because it's advanced rocket science to contemplate different, yet equal features for a few handful of classes in a GAME, I know.. simply unfathomable.</p><p>We can visibly see with our naked eyes, hyper nova stars. gamma-ray explosions at the edge of universe with the technology we have, ... But no way guys, Nohow, can we actually use our heads and come up with a balanced system of various character-class feats.. "We're not God."</p><p>Kdude-whatever you say.</p>
Elanjar
05-21-2009, 08:30 PM
<p><cite>Axxe@Nagafen wrote:</cite></p><blockquote><p>We can visibly see with our naked eyes, hyper nova stars. gamma-ray explosions at the edge of universe with the technology we have, ... But no way guys, Nohow, can we actually use our heads and come up with a balanced system of various character-class feats..</p></blockquote><p>The people that are smart enough to come up with all that nifty stuff are smart enough not to waste their time developing videogames.</p><p>When you're trying to balance 24 classes through a whole bunch of seperate and pretty borked mechanics with limited develops... yea it is hard to balance. Plus you've got your subscribers demanding new content all the time. Pretty sure people are pushing for new content every month now PLUS a huge xpac every year. Its not as simple as it sounds.</p>
LygerT
05-21-2009, 09:49 PM
<p><cite>Elanjar@Nagafen wrote:</cite></p><blockquote><p><cite>Axxe@Nagafen wrote:</cite></p><blockquote><p>We can visibly see with our naked eyes, hyper nova stars. gamma-ray explosions at the edge of universe with the technology we have, ... But no way guys, Nohow, can we actually use our heads and come up with a balanced system of various character-class feats..</p></blockquote><p>The people that are smart enough to come up with all that nifty stuff are smart enough not to waste their time developing videogames.</p><p>When you're trying to balance 24 classes through a whole bunch of seperate and pretty borked mechanics with limited develops... yea it is hard to balance. Plus you've got your subscribers demanding new content all the time. Pretty sure people are pushing for new content every month now PLUS a huge xpac every year. Its not as simple as it sounds.</p></blockquote><p>you also have 1 person dealing with class mechanics and another putting in avatar proc gear with 10 spell crit bonus and a 1k 5ppm damage proc on top of it. durr, of course there is going to be balance issues.</p>
Destria
05-22-2009, 04:58 AM
<p>well, when it comes to concept changes, I have to agree with lyger, put more focus BACK on us being the OFFENSIVE WARRIOR like what I rolled after picking fighter, going warrior at 10, and then picking BERSERKER-THE PRIMARY OFFENSIVE WARRIOR, BATTLE FRENZIED BLAH BLAH, rather then the def. GUARDIAN, when I hit 20 WAAAAAAAY back when. </p><p>All this focus on berserkers being defensive is a MASSIVE digression from launch, we were originally the offensive warrior, excelling in brute force, trauma, and [Removed for Content] off the mob by bashing its face in; VS. the guardian, which was spun off as the primary tank playing a central defensive role, protecting its allies from damage, and being a veritable fortification against foes for its allies.</p><p>It seems, to me, that the more we move forward in this game, the more and more we get shafted, we're offensive, not defensive, the name says it all BERSERKER.....</p>
Costa
05-22-2009, 09:21 AM
<p>I do like some of the idea's that have been posted here although there are a few that seem very much pvp related over pve.</p><p>Personaly i feel that the death prevents we have are very weak compared to others in game now. Reducing re-use timers would go a little way to help resolve that as well as a bigger heal amount added to vision of madness. Although these things have been listed on other pages many times already.</p><p>Yes jeering onslaught does appear to be broken as it is at the moment and either SOE need to change its colour or they need to make it a true aoe.</p><p>I also agree with bullying defense to proc off all damage although the proc rate can stay the same. As far as i can tell the proc on this is the same as all the other tanks damage/taunt procs (although i could be wrong) so i don't see why we need our increased over the other?</p><p>Again from what i can remember when i have checked other classes tso tree's that most get an enhancement that increases group re-use etc. For that reason i believe that is why it is a small increase and not a large one (I'm typing this at work so i can't check alts to be sure which have the aa to do this). The nice thing about zerk is that ours is raid wide <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>As for defensive stance i personally very rarely use it due to it gimping my ability to hold agro as my hit rate drops off considerably. Again i think its been said before but simly removing the skill reduction and changing it to a CA reduction would make this a more usable ability. I don't know about you guys but my auto attack is my largest form of damage so anything that reduces the chance of it to hit is a problem with hate on a mob.</p>
<p>Okay, okay, I'll admit that some of these concepts are better than others, Obviously, some aren't all together nessecary(might even fall as OP if all were introduced at once) - though there are indeed a great number of imperfections, things that require attention, pve or Not. The whole point of this post is, to simply say, that we must speak up, put some ideas out there - because not everything is quite yet the way it should be. If it's so hard for them to come up with ideas and ways to balance everything, well toss em' a bone or two, feedback is always the route to perfection when it comes to these things. --- The more voices, the more ideas, the more Reason.</p><p> We must RISE!!! <img src="/eq2/images/smilies/1069449046bcd664c21db15b1dfedaee.gif" border="0" /></p>
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