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View Full Version : GU 60 Berserker changes on Test


Bremer
04-29-2011, 11:18 AM
<blockquote><ul><li>Lost Adrenaline no longer prevents Berserk and no longer cause interrupts.</li><li>Adrenal Flow can now be modified by potency.</li><li>Rampaging Blow now has a higher chance to hit, cannot be parried, dodged, blocked or riposted.</li><li>Bloodlust now also increases agility.</li><li>Destructive Rage now grants Multi-Attack Chance instead of DPS. The value has been slightly reduced.</li><li>Open Wounds now also triggers additional damage to targets within 5 meters of the berserker every few seconds.</li></ul><span><ul><li>Death's Door now displays as detrimental.</li><li>Time Warp no longer affects Acceleration Strike.</li><li>Executioner's Fury should activate more reliably when the warrior is below 50% health.</li></ul></span></blockquote><p>The changes are all nice. Destructive Rage is for the first time useful since GU13. Rampaging Blow actually hitting something is great. Considering the overall low CA damage of Berserkers the damage effect on Open Wounds is nice, everything helps.</p><p>But even though these changes are nice, they don't really help that much with the actual problems.</p><ul><li>Adrenaline: The spell should be doing something when you have wards running on you. Reduce the duration, increase the recast, but please make the spell do something. Eg. split the effect to 25 % reduction, 25 % heal, 3 min recast, 20s duration. And please allow the taunt proc to crit again</li><li>Berserk: This a class defining ability, it shouldn't be so completely worthless at is now. Please add crit bonus, MA, flurry, hate, strikethrough, accuracy, potency, autoattack multiplier, reuse, cast speed or anything else that would add some kind of meaning to this proc. It won't have to be game breaking amounts, but there should be at least something on Berserk that is useful and helps us tanking better.</li><li>Juggernaut: In its current form the spell is almost completely useless. The main effect is the crit chance and since RoK you can get 100 % crit chance entirely with gear. The spell should be changed to be benificial again.</li><li>AE attack: When you have 100 % AE attack chance you hit up to 4 targets once. With 200 % AE attack chance you should be able to hit up to 4 targets two times. AE attack should be uncapped just like single target attacks.</li></ul>

Talathion
04-29-2011, 12:00 PM
<p>Your forgetting Ward of Rage And Perserverance being absolutely worthless.</p><p>a 231 Ward should be Damage Reduction or Something if they are going to make it stupid.</p><p>Perserverance Should be Max Health or Something useful.</p><p>Guardian got there entire EOF tree Revamped as well.. with about 6 new completely new skills added to it... we got.. no fixes.. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

Zegon
04-29-2011, 01:02 PM
<p><cite>remer wrote:</cite></p><blockquote><blockquote><ul><li>Lost Adrenaline no longer prevents Berserk and no longer cause interrupts.</li><li>Adrenal Flow can now be modified by potency.</li><li>Rampaging Blow now has a higher chance to hit, cannot be parried, dodged, blocked or riposted.</li><li>Bloodlust now also increases agility.</li><li>Destructive Rage now grants Multi-Attack Chance instead of DPS. The value has been slightly reduced.</li><li>Open Wounds now also triggers additional damage to targets within 5 meters of the berserker every few seconds.</li></ul><span><ul><li>Death's Door now displays as detrimental.</li><li>Time Warp no longer affects Acceleration Strike.</li><li>Executioner's Fury should activate more reliably when the warrior is below 50% health.</li></ul></span></blockquote><p>The changes are all nice. Destructive Rage is for the first time useful since GU13. Rampaging Blow actually hitting something is great. Considering the overall low CA damage of Berserkers the damage effect on Open Wounds is nice, everything helps.</p><p>But even though these changes are nice, they don't really help that much with the actual problems.</p><ul><li>Adrenaline: The spell should be doing when something when you have wards running on you. Reduce the duration, increase the recast, but please make the spell do something. Eg. split the effect to 25 % reduction, 25 % heal, 3 min recast, 20s duration. And please allow the taunt proc to crit again</li><li>Berserk: This a class defining ability, it shouldn't be so completely worthless at is now. Please add crit bonus, MA, flurry, hate, strikethrough, accuracy, potency, autoattack multiplier, reuse, cast speed or anything else that would add some kind of meaning to this proc. It won't have to be game breaking amounts, but there should be at least something on Berserk that is useful and helps us tanking better.</li><li>Juggernaut: In its current form the spell is almost completely useless. The main effect is the crit chance and since RoK you can get 100 % crit chance entirely with gear. The spell should be changed to be benificial again.</li><li>AE attack: When you have 100 % AE attack chance you hit up to 4 targets once. With 200 % AE attack chance you should be able to hit up to 4 targets two times. AE attack should be uncapped just like single target attacks.</li></ul></blockquote><p>The taunt might crit on test, haven't looked at it, but I agree on all points you make Bremer.  It also doesn't include an EoF tree revamp, as many have pointed out has been out of date ever since the tree was released.  What hurts most is a lot of classes are getting revamps to their EoF tree, having CB augmentations to a lot of their enhancements, and berserkers still are being left in the dust there, probably due to the idea that tanks shouldn't do damage.  I'll probably be outdamaged by templars if the changes on test go live thanks to all the spell MA and crit bonus boosts they're getting.</p><p>There are a number of augmentations to berserk that do either too little or nothing at all (red adorn, proc chance increases on a buff that puts people over the cap, a ward for 300 that isn't affected by crit or potency): they could be used to drastically improve the ability that is, at the moment, only useful in solo and some (not all) group situations.  If you're afraid of making the berserker too powerful early-game, you could make many of the augmentations crit bonus (which is much harder to use earlier on thanks to crit rates), or only on the later-game AA augmentations.  Juggernaut's AA bonus is now completely overshadowed by the Heroic CB increase.  1 AA/+1 CB all the time or 1 AA for +1 CB while in Juggernaut...  is not a tough choice, and without that the ability is substandard at best in any content post-RoK.</p><p>Finally, I've heard that Adrenal Flow on test is healing for lower values than on live.  There's probably something that got unintentionally tweeked when changing it to being boosted by potency.</p>

Triste-Lune
04-29-2011, 01:24 PM
I have test to see if the taunt from adrenaline can crit and it s NOT CRITING. I am getting more and more outrage the more time i spend on test to see how appaling this lack of fix is.

Kinsin
04-29-2011, 07:06 PM
<p>Guardian here I come...  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

Lcneed
05-19-2011, 12:17 PM
<p>On Test Patch note:</p><p><strong>Berserker</strong></p><ul><li>Enhance: Destructive Rage now increases the raid-wide Multi-Attack by 1% per rank, rather than 4% of the base value per rank.</li></ul><p>What does that mean? </p>

West
05-19-2011, 01:01 PM
<p><cite>Lcneed wrote:</cite></p><blockquote><p>On Test Patch note:</p><p><strong>Berserker</strong></p><ul><li>Enhance: Destructive Rage now increases the raid-wide Multi-Attack by 1% per rank, rather than 4% of the base value per rank.</li></ul><p>What does that mean? </p></blockquote><p>it just meens it adds a flat 1MA per point. So, if your Distructive Rage is setting at 23MA and you add 5 points to the AA then you will have 28MA for the buff. It is well worth the 5 points and will be a "must have". </p>