View Full Version : Berserkers
Shotneedle
10-23-2012, 11:01 AM
<p>Left Side:</p><p>Rampager's Resilience.</p><p>First thoughts: Cool. A death save. Oh, wait, it requires someone to kill an add before it expires or I die. So it's useless on some fights right out the gate. Vision of Madness taking priority is pretty cool. Overall? Sure why not.</p><p>RAGE FACE!~</p><p>Duration increase to both the time you get to kill a mob? If you can't kill an add within 30 seconds, likely you're not going to kill one within 48.</p><p>Rampager's Vitality</p><p>15% max hp and 6% riposte chance after it triggers. Sure why not, as an after deathsave buff.</p><p>Rampaging Vengeance</p><p>Yay, 36 weapon damage bonus. Except for the fact where my death save has to trigger it to give it to me. Making it essentially worthless, because I'm never going to tell my healers to stop healing me so I can have a dps buff.</p><p>Rampager's Grit</p><p>Short duration? Not worth leveling my berserker until a buffer's up to find out.</p><p>Battleworn</p><p>4k hp. Sure, whatever. Not really great.</p><p>Unstoppable</p><p>Nearly every stun/stifle/daze that matters to raiders is uncurable (or is a no cast hostile/beneficial anyway). A cure will do nothing. It needs 5 seconds of immunity too or it's not worth anything.</p><p>Right:</p><p>Saga of Bloodshed</p><p>Nice. Minor group utility, about the level of SKs. Nowhere near Combat Mastery, but still nice.</p><p>Saga of the Ages</p><p>Cool.</p><p>Combat Saga</p><p>Terrible. New hits add half the damage of the old hit, which is still nothing.</p><p>Thrill of Combat</p><p>Great.</p><p>Empowering Rage</p><p>Excellent.</p><p>Overall? I think it's another case of both starter abilities being better than the rest of the lines. If I had to choose, for harder stuff: I'd take all 12 tops, go down to both conversions, put 3 in saga, and 2 in resilience. For easier stuff(/nearly everything): All 12 tops, battle frenzy damage reduction, down right side, 3 in saga, 3 in thrill of combat, 2 in saga of the ages.</p>
Netty
10-23-2012, 07:41 PM
<p>The death save is just meh imo... for a few reasons.</p><p>1. as buff said if you have no adds on a fight it will kill you...</p><p>2. Even if you have adds they might not be up in time for the buff to trigger...</p><p>So overall you do better in taking the other side... sage is nice but its no where near the utility this class need to be wanted on raids imo... I dont care if SK:s/bruiser take less damage and do more dps... but atleast give us some utility to counter it. Something that makes ppl think oh i want a zerk in my group.. Just like they drool for a brawler... Im not sure i feel we have been given alot of good feedback about stuff but still nothing happens. I know some people just ask for OP stuff but in betwen the feedback has been good imo. </p>
Tekadeo
10-24-2012, 12:27 AM
<p><span style="color: #00ff00;">Rampager's Grit</span> is what the STR endline <em>should </em>be on the Warrior tree. PLEASE FIX THE CURRENT CONTENT FIRST, then we can go forward with new skills.</p><p>Those that don't know:</p><p>When the Berserker drops below 75%, 50% and 25% health thresholds, they get damage reduction <span style="color: #00ff00;">(5%)</span> for a short duration. This increments up to 3 times and each threshold can only trigger once every 15 seconds. Additional increments increase the amount of damage reduced and do not refresh the duration.</p><p>Passive.</p><p>Honestly it isn't really that great, especially for the end of a tree, but the STR endline desperately needs a rework and this would work better than the current one.</p>
Elanjar
10-24-2012, 05:38 AM
<p>If were really being honest the whole set of new prestiges is pretty much useless for zerkers...</p><p>So for a zerker to be a competitive (or just be able to) tank we virtually have to go left side. New prestiges tacks on a deathsave that we both didn't need, nor is useful. Additionally the "enhancements" to said deathsave are lackluster and useless because A) if were using the deathsave were going to die from the after effect. B) if were needing the deathsave then we really don't need a dps buff, we need a survivability buff. C) if we need a dps buff were not going to be dying.... oh and the damage reduction by teir... if we are going through all those teirs the fight really isnt going well.</p><p>TLDR new left side useless</p><p>Now for the right side, pretty cool if zerkers could be taken in a dps role (note recklessness still effects us the least), or for heroic/EM tanking. Still less than other tanks have utility and dps-wise so not sure why you wouldnt just take a brawler or sk......</p><p>TLDR bleh. its technically an "enhancement" but its marginal at best and we are still well behind the competition</p><p>see above with regards to hp / effect cure</p><p>So the way I see it we now have 5 trees that are 95% useless/negligable with 1-2 useful buffs or abilities that are still less useful than what other tanks get.... Great Job with that!</p><p>EDIT: After writing that I realized I should probably at least put some alternative suggestions in here.</p><p>As an alternative to the Rapagers Resiliance (IE new Unyielding Will): instead of having it be a deathsave with death penalty change it to the following</p><p>"Casts RR on caster. Caster cannot go below 1 hp for 10 seconds. Upon termination heals the berserker for 35% of max hp. If caster is below 50% max hp on termination casts Resiliance: grants 25% damage reduction for 10 seconds. If caster is above 50% max hp on termination casts Rampager: grants 5 triggers of rampage (does not effect rampage ability)"</p><p>Assuming said suggestion was implemented. Corresponding enhancements would be altered to read</p><p>Rampager's Vitality: Rampager increases riposte chance of the berserker by 2%. Resiliance increases max hp of the berserker by 5%.</p><p>Rage Face: Increases duration of RR, Rampager, and Resiliance by 20%</p><p>Rampager's Vengeance: Roughly the same except higher base value (due to RR being 12 seconds instead of 30)</p><p>Grit is still a piece and needs something different. idk what though.</p><p>Right Side.</p><p>Increase the damage on Saga... by a lot. and allow the whole group to trigger the damage (sunder style).</p><p>NOTE NONE OF THIS FIXES EXISTING ISSUES WHICH IMO ARE A BIGGER DEAL</p>
Netty
10-24-2012, 08:48 PM
<p>This is some of the ideas we have been talking about.</p><p>Change Focus berserk into a small damage proc kinda much like the inqy proc.</p><p>increas the block gain on focus controlled rage to 10% or 15%. 5% block gain on a temp buff is abit weak imo...</p><p>Change Wall of force into a all damage stone skin.</p><p>And either remove the 30 sec down time or reduce it on Reversal.</p><p>Add 5 radius to the raid wide to make it usefull again.</p><p>health buff %ish on Dstance.</p><p>Tbh just those changes and i think berserks would be in alot better shape. I know some want more damage reductions and stuff but imo just fixing some of the weak/broken stuff we have and we should be in a good atleast better. Tbh i would love a increas in singel target CA:s aswell but i dont think that will ever happen. And we need to be carefull and just take things step by step.</p><p>Would love to hear what you think of these ideas Xelgad. </p>
Davngr1
10-25-2012, 07:17 PM
<p>my zerk needs his damage reduction back, please revert adrenaline. </p><p>at least turn all temp buffs into damage reduction instead of block since i rarely use a shield on him (no raid). wouldn't mind seeing one or two more stone skins or death saves of some type.</p>
Shotneedle
10-25-2012, 09:15 PM
<p>Stop asking to revert Adrenaline. Christ. We got the damage reduction back on Battle Frenzy.</p><p>Suggestions:</p><p>Make the weapon damage bonus from Rampaging Vengeance apply before the thing triggers, and take the whole "this is going to kill you" mechanic off of it. It's just dumb.</p><p>I really think Battleworn should be doubled for all tanks. I can easily get more hp than any tank on any scout.</p><p>Unstoppable still needs...something.</p><p>Saga proc should stack with itself and increment up to 5 or 6 for a total of 35 or 42% group crit bonus. Change Thrill of Combat to something else so that 42% doesn't double.</p>
Davngr1
10-26-2012, 01:37 AM
<p>lawl.. like the prestige even comes close. </p>
Shotneedle
10-26-2012, 09:20 AM
<div>Wall of Force still needs to be changed to absorb all damage, too.</div>
Davngr1
10-26-2012, 04:43 PM
<p><cite>Buffrat@Antonia Bayle wrote:</cite></p><blockquote><div>Wall of Force still needs to be changed to absorb all damage, too.</div></blockquote><p> hey man.. what do you think about making all the zerk temps be damage reduction? it would still leave them dependent on other classes for the "big hit" but make them amazing for everything else. jsut an idea.</p>
Tekadeo
10-26-2012, 10:35 PM
<p><span ><p style="margin: 0in 0in 0pt;"><em><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Berserker</span></span></em></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Rampager's Resilience no longer kills the berserker if they or their allies fail to strike a death blow. Instead, it dazes and prevents hostile spells for 12 seconds. The base amount of time to strike a deaht blow has been increased to 45 seconds.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Rage Face is now +15 seconds per rank instead of +20%. It no longer modifies Rampaging Vengeance.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Rampaging Vengeance now triggers when Rampager's Resilience is cast, instead of when it triggers. It no longer applies Waning Vengeance on termination.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Unstoppable now also applies 4 seconds of immunity to Stuns, Stifles and Dazes when it triggers.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Focus: Berserk now also increase the target of Berserk's Crit Bonus by 5% of their base crit bonus. (Ex: An assassin who procs Berserk and has 100 Crit Bonus will go to 105 Crit Bonus.)</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Stunning Roar now casts at 0.5 seconds.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Bloodbath deals 30% more damage.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Berserker Onslaught deals 30% more damage.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Head Crush deals 50% more damage.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Maul deals 50% more damage.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Juggernaut no longer grants Crit Chance and instead grants Crit Bonus.</span></span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="color: #993366;">You fixed two of our worst skills in Juggernaut (32.2 cb is great) and Stunning Roar (finally usable). Berserk is now pretty hot (10-15% cb for group is nice)</span></p><p style="margin: 0in 0in 0pt;"><span style="color: #993366;">You made our death save Prestige much better, and if nothing else we can use it as a VERY nice offensive temp buff when not in need of the DS. </span></p><p style="margin: 0in 0in 0pt;"><span style="color: #993366;">Unstoppable is now a lot better</span></p><p style="margin: 0in 0in 0pt;"><span style="color: #993366;">More damage on our two primary AoE's wasnt necessary but I'll definitely take it. And you upped our two worst single target CA's by quite a bit------THANKS!</span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="color: #993366;">Can't really ask for more tbh. Maybe I'll have to main it again <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></span></p></span></p>
Shotneedle
10-27-2012, 04:35 AM
<p>Oh my god I love you Xelgad.</p>
Ratman12345
10-27-2012, 05:56 AM
<p>What about possibly adding Saga of Bloodshed to the Final Rampage prestige as well?? (the rampage reset)</p>
Shotneedle
10-27-2012, 07:28 AM
<p>Castable too often.</p>
Tekadeo
10-27-2012, 08:26 AM
<p><cite>Buffrat@Antonia Bayle wrote:</cite></p><blockquote><p>Oh my god I love you Xelgad.</p></blockquote><p>Finally.</p><p>Although we are all excited about some offensive firepower and utility.</p><p>How is survivability affected, and do we need it?</p><p>And are you sure that Saga can't be proc'd by multiple melee players in group? So the CB DOES in fact stack? Haven't been far enough into Beta to test---just wanted to know if the right side is usable.</p>
Netty
10-27-2012, 12:13 PM
<p>Amazing change ty xelgad! </p>
Netty
10-27-2012, 09:53 PM
<p>Would love to get our Raid wide looked at aswell. You dont need to adds something huge on it but atleast something imo. The only thing it helps our raid with atm is 5% reusespeed as everyone is at 600MA with out it. And going over 600 is kinda pointless. Some ideas...</p><p>5 Radius.</p><p>or</p><p>agi/str by some numbers?</p><p>Tbh im not sure what els would fit in. </p>
Respox
10-29-2012, 10:43 AM
<p>nvm..please remove post!</p>
yadlajoi
10-29-2012, 12:46 PM
If there was a possiblity to actually prevent/reduce by a specific % all type of damage it would be nice.
Davngr1
10-30-2012, 03:31 AM
<p>zerk will be close to crusaders on damage in reckelss but i don't think that's what raiding zerks wanted. </p><p> having said that.. i like the changes, my zerk thanks you.</p>
yadlajoi
11-01-2012, 01:06 PM
<p>the shadow AA that enhance juggernaught enhance by a glorious 0%/rank.</p><p>might be a tool tip bug but i doubt it.</p>
Ratman12345
11-01-2012, 02:01 PM
<p>its a tool tip bug, i have tested it already, its 1% cb per rank like before.</p>
Netty
11-09-2012, 11:12 PM
<p>When are berserkers going to get a %ish health increas somewhere? We are the fighter with the lowest health hands down. And tbh i think the class with lowest health aswell. SK:s get what 15% and sta on the Dstance. Im sitting at 70ish k + raid buffed atm our sk is well over 90k. And i guess the gap will only be wider with the sta prestige tanks get. Can you pls look into this?</p><p>Another thing is Reversal in the warrior tree that triggers of avoided attack. It nearly does nothing on my zonewide parse. I think lower the trigger time to once every 10secs would make it alot better. </p>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.