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View Full Version : Berserker Sentinel's Fate Info


Xalmat
02-05-2010, 08:47 PM
<p>The main things besides AAs: * Taunts now crit, and are parseable in log files. They are also affected by Potency % and Ability Modifiers now. * Crits, Crit Bonuses, Double Attacks, Base %s are all consolidated. * Innate crit bonuses for Berserkers are: ---Melee Crit: 1.5 ---Spell Crit: 1.3 ---Heal Crit: 1.3 ---Taunt Crit: 1.5 * Aggression stat now reduces taunt resist rates and increases base taunt. * Vision of Madness is now a 5 minute recast. * Adrenaline's power drain can no longer be modified except by direct means. * All CAs from 71-80, except Adrenaline, get upgraded from 81-90. * M2 choices are: Blood Rage 6, Bloodbath 7, Berserk Rage 8, Mock 8 AA changes: * KoS tree got changed. Bind Wonud now has 10 ranks, and each rank boosts our base STR and STA by 4. * Attribute AAs are gone. All other AAs with ranks now have up to 10 ranks, some can now go higher than before, some take 10 to get what used to take 8. KoS tree STR tree * Weapon Expertise - 22 Crit Chance at 10 ranks * Executioner's Anger - 10% Hate Gain, 30% base Taunt amount at 10 ranks. AGI tree * Dragoon's Cyclone - 40% AoE auto-attack at 10 ranks STA tree * Gladiator's Finesse - 25% Double Attack at 10 ranks * Gladiator's Revenge: 12% increased block chance at 10 ranks. WIS tree * Seasoned Veteran - 24 DPS at 10 ranks * Unshakeable - ~500 mitigation at 10 ranks at level 90 INT tree * Slayer's Speed - 17.6 Haste at 10 ranks * Parry - 27 Parry at 10 ranks at level 90 EoF Tree Enhance: Vision of Madness - Reduces recast by 24 seconds every rank Shadows Tree Fighter * Battle Hardening - 288.75 reduced physical damage at 90. Warrior * Rallying Cry - Grants 119 Ability Modifier for Bloodlust 7 (affects heals now, too) * Berserk - Now specifically says it can be cast while under the effects of Lost Adrenaline</p><p>Sentinel's Fate Attributes Unlocks after spending 70 points in the KoS (Warrior) tree and after reaching level 81. Each ability has 8 ranks, 1 point each. Endline unlocks after spending 16 points in Sentinel's Fate Attributes, 2 ranks at 2 points each. Specific notes: Reversal of Fortune adds a flat threat amount that does not vary with increased points into Reversal. Experienced Insight 2 gains a threat proc with the second rank. <img src="http://www.xalmat.com/berserkers/sf-zerk-aa/sf-kos-aa-tree.jpg" border="0" /> <img src="http://www.xalmat.com/berserkers/sf-zerk-aa/sf-kos-aas.jpg" border="0" /> <img src="http://www.xalmat.com/berserkers/sf-zerk-aa/experienced-insight-2.jpg" border="0" /> Sentinel's Fate Sentinel's Fate AAs unlock after spending 70 points in the EoF (Berserker) tree, and after reaching level 81. AAs have 5 ranks, 1 point each. The endline unlocks after spending 10 points in Sentinel's Fate, costs 2 AAs. DESPITE what the AA description says, Ward of Rage grants the ward regardless of your stance. <img src="http://www.xalmat.com/berserkers/sf-zerk-aa/sf-eof-zerk.jpg" border="0" /> <img src="http://www.xalmat.com/berserkers/sf-zerk-aa/sf-eof-zerk-aa.jpg" border="0" /> <img src="http://www.xalmat.com/berserkers/sf-zerk-aa/berserk-wards.jpg" border="0" /> <img src="http://www.xalmat.com/berserkers/sf-zerk-aa/vom-with-aa.jpg" border="0" /></p><p>Other information:</p><p>The Mythical does not affect Insolence III. However completion of the quest to convert the Mythical into a spell <em>will</em> allow the additional hate positions to Insolence III. You can still click the myth and swap the weapon out for another weapon for the AoE auto-attack.</p><p>At level 90, there will be a quest to convert your Fabled and Mythical epic weapons. Upon completing this quest:</p><p>You will lose the epic weapon itself when you finish the quest. In it's place you get an appearance-only version of the Mythical, a house item that looks like the Mythical, and two spells that are auto-scribed: * Whirlwind clicky, which is the damage reduction and the AoE auto-attack buff, whcih you can turn off and on as usual. * A buff that is the equivalent of Enrage (hate generation when you take damage), the enhancement to Insolence, and the proc, all rolled up into one package, found on the mythical.</p><p>In a nutshell, you get the Mythical effects and can now switch weapons as you see fit.</p>

Obadiah
02-06-2010, 12:21 AM
<p>You rock, btw. <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p><p>At the presentation tonight he said something about the beta server being patched. Hopefully at the VERY least some of the trivial bugs are taken care of; little things like the description of Ward of Rage being wrong.</p><p>Still optimistic we may see some minor improvements, especially to the raid adornments built for soloing. </p><p>Although honestly ... the adornments for 3/4 of my classes look to be that way. <img src="/eq2/images/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" /></p>

dubritski
02-06-2010, 05:27 PM
<p>so Ward of rage is that a bug that will proc ward on both stances ? will it be fixed to only work in defensive stance or fixed to work in both stances ?</p><p>if its only in defensive stance, its only geared for the guards as far as im concerned..</p><p>Aggrevation should be the other way around imo.. we currently dont really have a problem hitting mobs in offensive stance, the problem is defensive stance lowers our hit chance to make the stance useless without a dirge or a warden in group to increase the slashing. so it would be cool if it could be changed the other way around to make us more accurate in def stance and more def in offensive stance .. as the spell is right now its useless to us as we will still have to roll in Off stance at all times</p><p>all in all the new aa's are pretty much junk imo.</p>

Bremer
02-06-2010, 07:29 PM
Ward of Rage used to only work in def stance. Why somebody assumed that Berserkers would go in def stance for a 250 pts ward proc stays SOEs secret, but they removed the stance requirement two weeks ago and didn't update the text (although it was pointed out to them). I think you don't mean Aggrevation/Aggravation (Kurgan pointed out several times on the spelling error, but without success), but Tactical Wisdom. It was also suggested to switch the bonusses, but without success (do you see a pattern? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ). Well, there's some relation between how eager they implemented feedback and how good the new AAs look.

Randomaxe
02-07-2010, 01:11 PM
<p>Great job on the post Xalmat.  I half wonder how different my specs (pve/pvp) will be in about two weeks.  Can't say i'm thrilled with having to appoint two more aa's to get the same effect in warrior lines, but a few of those have at least piqued my interest.  The good news is that at least I won't have to find another weapon to replace my myth until lvl 90.</p>

Obadiah
02-07-2010, 01:53 PM
<p><cite>Randomaxe wrote:</cite></p><blockquote><p>Great job on the post Xalmat.  I half wonder how different my specs (pve/pvp) will be in about two weeks.  Can't say i'm thrilled with having to appoint two more aa's to get the same effect in warrior lines, but a few of those have at least piqued my interest. </p></blockquote><p>Depends how you look at it. Since you don't have to spend 4 points on the starter, in the end it costs you fewer total points to max the other stuff.</p>

Beef_Supre
02-08-2010, 12:23 AM
<p>Little bit slow in saying this..</p><p>But much appreciated for the post and screenies, Xalmat. Very well done.</p>

Cylo
02-08-2010, 06:15 PM
<p>so, i may be wrong on this, but from what i can remember about my toon (im not at home to check), it will now take 2 more AA to get the same haste/dps increase???</p>

Xalmat
02-08-2010, 07:07 PM
<p>Yes, but this is offset by you no longer needing to spend 4 AA on INT stat anymore. In the end you will make out the same, or slightly better than before.</p>

Obadiah
02-08-2010, 07:43 PM
<p>Better, really, for the reason you mentioned. On Live you spend 16 points to get 17.6 haste (4-4-<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />. On Beta you spend 14 (4-10).</p>

Zhonata
02-09-2010, 03:36 PM
<p>Are they going to be doing anything with Open Wounds ? Would be nice to make that open wounds Reuse reducer in the Berserker Tree useful again.</p><p>What about resistabilty of our taunts and more specifically "Cry of the Warrior". I have to agree with lyger now. When this abilty works Im so surprised I fall over and it takes me several minutes to recover.</p><p>Our berserk clicky is it going to get its stats increased as it stands there are severally outdated ?</p><p>Food for thought</p>

Aull
02-09-2010, 09:12 PM
<p>Open wounds needs to be an aoe that the zerker can use and benefit from. Mythical or not. Just being a haste buff for mythed zerkers is a joke.</p><p>I would also like to see berserker onslaught become a true 360 degree aoe and not just a frontal arc. Crusaders having five + true 360 degree aoe abilities is demoralizing when a zerker is suppose to be true aoe plate fighter.</p>

Pogopuschel
02-10-2010, 07:21 AM
<p>Late but still: Nice write-up!</p>

Destria
02-10-2010, 09:47 AM
<p>overall, everything looks like we're getting some love, and going to be able to maintain a competitive edge in the tanking arena; I like this.</p><p>From lookin at the AA, it also looks like many of us are going back to the drawing table on AA dispersion, not thrilled about it, but pretty sure it will be a fairly simple task, hopefully cheap task to get the new AA setup to maximize my zerk.</p>

wwd2
02-10-2010, 09:52 AM
<p><span style="font-size: medium;">Wow, now that's a lot to think about and plan for.</span></p><p><span style="font-size: medium;">I have been waiting to spend more into the Warrior Tree.  I really enjoy some of those abilities.</span></p><p><span style="font-size: medium;">Thanks for all the great work.</span></p>

Xalmat
02-10-2010, 01:47 PM
<p>I don't see Open Wounds changing at all. Which is unfortunate, because the expectation is that at level 90 every Berserker will have completed Epic Repercussions and have 100% AoE auto-attack.</p><p>Open Wounds will still remain useful while you're leveling, and also for the extra Haste (in the event that you are not haste capped).</p>

Davish_Darkwolf
02-10-2010, 02:33 PM
<p>What great info, many thanks <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Zhonata
02-10-2010, 03:21 PM
<p>That is rather sad the abilty is rather useless for a raider once you get your mythical. Would have been nice to have it get some love.</p><p>Just out curiosity I know they made alot of changes. What did they do for the crusaders doing as much damage as warrior with a sword and  board vs us Dual Wielding.</p>

Obadiah
02-10-2010, 03:30 PM
<p><cite>Zhon@Lucan DLere wrote:</cite></p><blockquote><p>That is rather sad the abilty is rather useless for a raider once you get your mythical. Would have been nice to have it get some love.</p><p>Just out curiosity I know they made alot of changes. What did they do for the crusaders doing as much damage as warrior with a sword and  board vs us Dual Wielding.</p></blockquote><p>You don't have to raid to get 100% AoE autoattack anymore either. You can get a buff equal to the Mythical by completing a relatively short quest (Epic Repurcussions which Xalmat mentioned) if you have your fabled version. It being a useless buff for a raider means it fits right in with everything else we get in SF, class-specific fabled adornments included. <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /> That's fine; there's at least one "Sisters" type fight, so it's clear they WANT you to use Guardian+Crusader+Brawler, so why give us raid abilities?</p><p>To answer your second question ... note that Xalmat mentioned that our melee crit bonus was raised to 1.5. Well, Crusaders still have 1.3 melee crit bonus and spell crit bonus. It's a source of much outrage among the Crusader community, and I'm sure the outcry will only get larger when it goes live.</p>

Bremer
02-10-2010, 03:44 PM
<p>Yeah, they finally fixed this disparity. Now Open Wounds is useless for everyone, not only raiders. Hooray <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>

Bruener
02-10-2010, 03:55 PM
<p><cite>Kurgan@Everfrost wrote:</cite></p><blockquote><p><cite>Zhon@Lucan DLere wrote:</cite></p><blockquote><p>That is rather sad the abilty is rather useless for a raider once you get your mythical. Would have been nice to have it get some love.</p><p>Just out curiosity I know they made alot of changes. What did they do for the crusaders doing as much damage as warrior with a sword and  board vs us Dual Wielding.</p></blockquote><p>You don't have to raid to get 100% AoE autoattack anymore either. You can get a buff equal to the Mythical by completing a relatively short quest (Epic Repurcussions which Xalmat mentioned) if you have your fabled version. It being a useless buff for a raider means it fits right in with everything else we get in SF, class-specific fabled adornments included. <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /> That's fine; there's at least one "Sisters" type fight, so it's clear they WANT you to use Guardian+Crusader+Brawler, so why give us raid abilities?</p><p>To answer your second question ... note that Xalmat mentioned that our melee crit bonus was raised to 1.5. Well, Crusaders still have 1.3 melee crit bonus and spell crit bonus. It's a source of much outrage among the Crusader community, and I'm sure the outcry will only get larger when it goes live.</p></blockquote><p>Basically what was said here.  Warriors are receiving a higher base crit mod, 1.5 v 1.3.  Also what nobody seemed to mention is the fact that with the Epic weapons going bye bye Zerkers will now be using 4.0 weapons which will actually help them out for more auto attack damage while Crusaders will see it lower because they will have to go from a 6.0 delay wep to a 4.0.  Things are going to be much closer than what they were in TSO.</p>

Zhonata
02-10-2010, 05:20 PM
<p><cite>Bruener wrote:</cite></p><blockquote><p><cite>Kurgan@Everfrost wrote:</cite></p><blockquote><p><cite>Zhon@Lucan DLere wrote:</cite></p><blockquote><p>That is rather sad the abilty is rather useless for a raider once you get your mythical. Would have been nice to have it get some love.</p><p>Just out curiosity I know they made alot of changes. What did they do for the crusaders doing as much damage as warrior with a sword and  board vs us Dual Wielding.</p></blockquote><p>You don't have to raid to get 100% AoE autoattack anymore either. You can get a buff equal to the Mythical by completing a relatively short quest (Epic Repurcussions which Xalmat mentioned) if you have your fabled version. It being a useless buff for a raider means it fits right in with everything else we get in SF, class-specific fabled adornments included. <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /> That's fine; there's at least one "Sisters" type fight, so it's clear they WANT you to use Guardian+Crusader+Brawler, so why give us raid abilities?</p><p>To answer your second question ... note that Xalmat mentioned that our melee crit bonus was raised to 1.5. Well, Crusaders still have 1.3 melee crit bonus and spell crit bonus. It's a source of much outrage among the Crusader community, and I'm sure the outcry will only get larger when it goes live.</p></blockquote><p>Basically what was said here.  Warriors are receiving a higher base crit mod, 1.5 v 1.3.  Also what nobody seemed to mention is the fact that with the Epic weapons going bye bye Zerkers will now be using 4.0 weapons which will actually help them out for more auto attack damage while Crusaders will see it lower because they will have to go from a 6.0 delay wep to a 4.0.  Things are going to be much closer than what they were in TSO.</p></blockquote><p>Good Point ... <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />. Still kinda annoyed about the whole Open Wounds, No needing mythical to get mythical buffs....</p>

Xalmat
02-11-2010, 05:44 AM
<p><cite>Zhon@Lucan DLere wrote:</cite></p><blockquote><p>Good Point ... <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" />. Still kinda annoyed about the whole Open Wounds, No needing mythical to get mythical buffs....</p></blockquote><p>It's a 2 year old weapon that isn't exactly hard to get these days; the hard part isn't killing the mobs, but getting a raid to do RoK at all. Let it go, and let's move on.</p>

ZerkerDwarf
02-11-2010, 07:58 AM
<p>I am disappointed about Dragoon's Reflexes and its enhancement. Currently it would be only good for training (running) through an amount of many/orange mobs.</p><p>What are 20 seconds invulnurability (and melee only, not magical attacks !!!) good for if you are stunned all that time? Sure, you can abort the buff when your health has been restored or the critical situation is over (run into healers' range again after being kicked etc). But actually such a situation hardly ever lasts for more than 5-10 seconds.</p><p>The enhancement should rather reduce the stun time while the parry is still active.</p><p>Have a look at the overpowered SK's 15 seconds invulnurability.</p>

Zhonata
02-11-2010, 04:04 PM
<p>Dragoons Reflexes is a horrible abilty good Concept bad implementation. With certain classes being able to rip aggro off you if you are stunned, disarmed, or stifle for more then 4-5 sec it is pretty much worthless. We get stifled for 20 sec.... So we arnt getting hit so there goes all our reactives and mythical dmg return. We cant use abilities to maintain aggro, but hey guess what we can work around the horribly implemented abilty by canceling it which is no solution.</p><p>What is the point of having 20 sec of Melee invuribilty if the dps or healer is going to pull aggro off you in 5 sec.</p><p>If you cant maintain aggro then you are worthless as a tank, therefore any ability that criples your abilty to maintain aggro is useless. This must be a pvp abiliy >. >.</p><p>Fail Sauce.</p>

Obadiah
02-11-2010, 04:08 PM
<p>I've never used Dragoon's Reflexes because I'm a Berserker, but if you did ... wouldn't you announce that you were using it? Doesn't seem that outlandish to me.</p>

Wilin
02-11-2010, 11:19 PM
<p><cite>Kurgan@Everfrost wrote:</cite></p><blockquote><p>I've never used Dragoon's Reflexes because I'm a Berserker, but if you did ... wouldn't you announce that you were using it? Doesn't seem that outlandish to me.</p></blockquote><p>Yep, in the past when I used it, I had a macro setup to tell the raid that it was firing off and to chill out on the DPS for a few seconds. It gives the healers a little slack knowing that you're not gonna die instantly and it lets the DPS know that if they pull aggro in the next X seconds, it's their fault. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>And technically, Dragoon's Reflexes isn't a stun or stifle, it's just got a long recovery time. The Int endline helps immensely with reducing your recovery timer though so you're only recovering for a few seconds and not for the entire duration of the ability.</p>

Zhonata
02-12-2010, 02:08 PM
<p>If your dps is having to hold back, which they normally dont and die, then you are still not an effective tank when other classes have the same ability without the side effects. Half the people out there dont even pay attention to Raid Chat Messages. That doesnt even take into account how useless that whole line is for a berserker up until that ability.</p><p>They changed it is seem to now there is no recovery but it dispells when you use a combat art that deals damage. So you can use taunts to bad all most all of your aggro generating tools have damage on them, but it gives you options.</p>

ZerkerDwarf
02-12-2010, 04:08 PM
<p>Dragoons Reflexes would be fine if the enhancement would remove the stun component as I stated above or if it had a component that makes all enemies currently being aggro on you, stay locked on you while you are stunned... mkay then you would have the problem that you would 'wake up' with 70% on the aggrometer and the mobs would switch target when their forced target lock expires.</p><p><cite>Zhon@Lucan DLere wrote:</cite></p><blockquote><p>They changed it is seem to now there is no recovery but it dispells when you use a combat art that deals damage. So you can use taunts to bad all most all of your aggro generating tools have damage on them, but it gives you options.</p></blockquote><p>Our two great taunts. How much aggro are they responsible for during a fight? 3% ?</p><p>This is as useless as before. It does not matter if you cancel the ability to be able to cast again or if it cancels automatically when you cast.</p>

Wilin
02-12-2010, 04:55 PM
<p><cite>Zhon@Lucan DLere wrote:</cite></p><blockquote><p>If your dps is having to hold back, which they normally dont and die...</p></blockquote><p>If they don't listen and die, no worries. If they don't listen and wipe the raid, they're labelled as someone who can't follow directions and they're added to the unofficial probation list for raiding. (and DPS are generally easiest to replace)</p><p><cite>Zhon@Lucan DLere wrote:</cite></p><blockquote><p>...then you are still not an effective tank when other classes have the same ability without the side effects.</p></blockquote><p>Nope, I'm tanking just fine. I can't do much when I'm recovering. Why am I recovering? Because the healers couldn't keep me up. Which healer(s) is slacking?</p><p><cite>Zhon@Lucan DLere wrote:</cite></p><blockquote><p>Half the people out there dont even pay attention to Raid Chat Messages.</p></blockquote><p>Those are the half that would be replaced on future raids at the earliest convenience. When I was MTing, part of the training for effective raiding included a rundown of messages that I would provide during raids and what they mean for the raid force.</p><p><cite>Zhon@Lucan DLere wrote:</cite></p><blockquote><p>That doesnt even take into account how useless that whole line is for a berserker up until that ability.</p></blockquote><p>Yep, I used it when I was a guardian and even then only for certain zones. I don't screw with it anymore. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

scrible
02-17-2010, 06:07 AM
thank you sooooo much for this post it has been a huge help thanks again scrib

kojuro
02-25-2010, 12:29 AM
<p>Just finished the myth quest on The Bazaar - got server disco for the weapon <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>Some information:</p><p>1)   You do not have to be 90 to get this quest done.   Its basically 2 parts:  the first half is solable, the second half takes you though the 90+ instances to get updates.  You do have to be 85 to get into the final Vasty Deep zone.  I finished that zone when I was the high member at 88 and my healers were at 86.   It was very difficult, but obviously doable.</p><p>2) Your myth gets changed into a usable weapon called Envervated Dragon's Temper.  I would post a picture, but I am too stupid to figure out how do do it.  Its stats are:  +64str, +64sta, +22wis, +300 health, +285 power, +8 slashing, +10 defense, 5% block chance, 8% crit chance, axe, main hand slashing, damage 54-308 (120.9 rating), delay 3.0 sec, weight 4.0, level 80</p><p>2) You get two new CAs as follows:</p><p>Whirlwind</p><p>Grandmaster, casting/recovery/recast: instant, duration: until canceled, level 80</p><p>Effects:</p><p>Reduces physical damage done to caster by 5%</p><p>Caster has a 100.0% chance of having their primary weapon's autoattack affect multiple targets they are facing, who are within melee range.</p><p>Wall of Hatred</p><p>Grandmaster, Power 122, casting 1.0 sec, recast 3.0 sec, duration: until cancelled, level 80</p><p>Effects:</p><p>25% of the damange done to the berserker will be added back to the attacker as additional hate</p><p>Adds a hate position to the initial taunt portion of Insolence</p><p>On a sucessful melee attach this spell has a chance to cast Enrage on target of attack.  Lasts for 12.0 seconds. This effect will trigger an average of 2.4 times per minute. If a melee attack is used, only the primary weapon can trigger this effect.</p><p>          Increases Crit Chance of caster by 15</p><p>          Inflicts 640-959 heat damage on target encounter</p><p>          Caster will Double Attack on 10.0% of attacks</p><p>          This spell can not be modified except by direct means</p><p>This spell can not be modified except by direct means</p><p>Good Luck!</p>

Skovmus
05-02-2010, 10:23 AM
<p><cite>Kurgan@Everfrost wrote:</cite></p><blockquote><p>I've never used Dragoon's Reflexes because I'm a Berserker, but if you did ... wouldn't you announce that you were using it? Doesn't seem that outlandish to me.</p></blockquote><p>used to have a macro state something like STOP DPS please- AM STUNNED, that didnt use only for that ability. but you really think DPSers would stop? <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />    didnt have that ability/line over all for long</p>