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View Full Version : Upcoming changes for berserker.


ZerkerDwarf
12-24-2009, 08:50 AM
<p><strong><span style="text-decoration: underline;">Kick CA:</span></strong></p><p>* Has a proper front kick animation instead of the totally unfitting round house kick (since it looks stupid jumping into the air, turning and kicking with plate armor, shield and iron weapon).</p><p>* Currently I have associated the kick with a macro that as the first step performs the fun-spell-turn from Halloween that "overwrites" the current ugly and stupid round house kick that suits a monk but not a plate fighter.</p><p>* Like the crusaders' kick, it has a knockback and short stunning effect on the target.</p><p><strong><span style="text-decoration: underline;">Open Wounds:</span></strong></p><p>* Since it is totally useless with the mythical weapon, this skill is revamped: it makes you immune to stiffle (or was it stun... I mean the detrimental that supresses auto attack). While it is active, you can't use combat arts but you perform automatically auto attacks while you don't need to have a target.</p><p>* In T9 all buffs of all classes that increase haste will simply be given a bit more haste. That will make you have 250 instead of 240 haste, so that the haste portion of Open Wounds will be even more useless than now.</p><p><strong><span style="text-decoration: underline;">Cyclone end skill in EoF berserker AA:</span></strong></p><p>* Increases the range of auto attacks (like Swashbucklers).</p><p>* Makes multiple auto attacks hit EIGHT enemies AROUND you (not only in front).</p><p>* Currently it is totally useless since it enhances the berserker's two rediculous taunts (may effect also the T6 AoE rescue... nevertheless useless).</p><p><strong><span style="text-decoration: underline;">AoE rescue in TSO berserker AA:</span></strong></p><p>* Casting time 0.25 seconds (same animation as usual taunts, since 0.25 seconds is too fast for the current animation).</p><p>* Does not require a target (since it is a BLUE skill).</p><p><span style="text-decoration: underline;"><strong>AoE rescue (T6+ spell):</strong></span></p><p>* It does not activate any longer when there are no targets around to be hit.</p><p><strong><span style="text-decoration: underline;">Adrenaline:</span></strong></p><p>* No requirements to be cast (i.e. no berserk proc necessary) to make it more reliable.</p><p><strong><span style="text-decoration: underline;">The green encounter cry (forgot name):</span></strong></p><p>* Since the berserker is optically totally boring (all you see is just swinging the weapon up or down, sometimes around), this skill is changed into a skill with a range of 30 metres, throwing bolts of fire or electricity onto all mobs of the encounter.</p><p>* Range 30 metres.</p><p>* Cast time 0.5 seconds.</p><p>* Recast 10 seconds.</p><p>* Casting animation of the T3 heritage mana stone.</p><p>* One of my favourite changes.</p><p><strong><span style="text-decoration: underline;">Weapon Aegis (?) (the yellow self buff):</span></strong></p><p>* The damage values in T8 seem to be those of a level 25 skill. Totally useless. New effect:</p><p>* Same cast time, recast time, trigger amount, AA enhancement, but:</p><p>* When the berserker is being attacked, it inflicts 7000 damage (T8 value) onto all mobs around the berserker (range 10 or 15 metres).</p><p><span style="text-decoration: underline;"><strong>Berserk clicky of EoF berserker AA:</strong></span></p><p>* Grants the same effects with the same values as your berserk proc buff.</p><p><span style="text-decoration: underline;"><strong>Berserk group buff:</strong></span></p><p>* The new group berserk proc now has +25 haste, +25 dps, +16 melee skills, +5 double attack, +5 melee crit</p><p>* Since it is the only berserk buff, the trigger rate is increased to compensate the missing additional self buff rate (or the clicky berserk has a 30 seconds endurance).</p><p><span style="text-decoration: underline;"><strong>Berserk single buff:</strong></span></p><p>* Effects: In berserk mode, the berserker has a 50% chance to resist a stiffle, stun, root, fear and charm attack.</p><p><span style="text-decoration: underline;"><strong>Mythical Weapon:</strong></span></p><p>* The 5% reduction of incoming damage is always active and not bound to the whirlwind clicky.</p><p><strong><span style="font-size: large;"><span style="font-size: xx-large;">/dream mode off (i.e. All this is pure fiction).</span></span></strong></p>

Galather
01-12-2010, 12:47 PM
<p>.....</p>

Roache
01-23-2010, 03:37 PM
<p>that was mean</p>

Hasad
01-30-2010, 10:55 AM
<p><img src="/eq2/images/smilies/2e207fad049d4d292f60607f80f05768.gif" border="0" />You b@stard! But I Loled anyway.<img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>

LygerT
02-01-2010, 01:24 AM
<p>lol</p>

Aull
02-01-2010, 01:34 AM
<p>LOL. Well lots of nice ideas. I really like them all. I do like the weapon aegis suggestion but the damage portion would need to be toned down some like 500-850 damage and hits 360 degree max 8 targets.</p>

Payneal The Great
02-04-2010, 12:59 AM
<p>waste of time reading that lol</p>

ZerkerDwarf
02-12-2010, 04:14 PM
<p>(removed by author)</p>