View Full Version : Berserker solo abilty severly reduced by proc nerf
Tyralor
02-23-2006, 12:55 PM
Hello all.Last night i was finishing my last open DoF quests when i noticed that the proc change effects bersis much more then i thought. Running through Shimmering Citadell i saw that the Guardian of Quiessence was up and tried to kill him solo. Before KoS release i could solo him quite easily (at L60 with nearly full T6 fabled gear and most damage skills as M1 or Ad3). Last night i got him down to 60% when i died. even my Vision of Madness went off before. His adds that usually died while Rampage+Open Wounds where up where still up in the end.Being a Zerk that solos quite often this is very annoying and takes the fun out of the class for me. I can understand the proc changes but such a drastic change in our AE DPS is what i consider a real nerf of our class. If the change procs our AE abilities should be adjusted to compensate a little.Another thing i noticed was about resists....i sometimes ran through Shimmering Citadell without invis in defense and never dropped below 80%. Last night a solo djinn dropped my invis and i had a little train of 3 solo encounters following me. I was snared and then stunned/stiffled/mezzed and just stood there while they hit me down to 30% and couldnt do anything until i managed to break free and then zoned to PP.Bersis are still a very nice class to play in groups, even though their DPS has been reduced yet again. But for soloing Bersis just arent fun anymore....Hope they either revert the proc changes soon or they up our DPS by other means again.<div></div>
charliewa
02-23-2006, 07:14 PM
<div></div><p>I've noticed that I can't hit the broad side of a barn anymore, constant misses and parries from mobs 10 lvls below now? I to used to be a solo zerk, but the way things are thats no longer an option it appears. Also seems i might as well be wearing mage armor too, again a lvl 50 hits me consistently for 8-900 a pop where it was rarely over 200 before. As far as mobs in KoS, we'll use the poison proccing flowers in the beginning, near 4k poison resist (which really isn't much, but it actually used to be something, the tics were taking me down to 50% long before I could even land a 2nd blow to them) did notice my 51 Sk could take the same mob in DoF and hit it consistently (only 1 lvl dif there) so I guess the real question is, since no patch notes relating to us as usual, what changed, and why so drastic?</p><p> </p><p>And for once I actual feel sorry rangers, their solo ability is next to nil....guess we can group with the other 3rd rate classes now <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p> </p>
infernus006
02-23-2006, 08:36 PM
<i>"Another thing i noticed was about resists..."</i>What about them? I wasn't aware they made any changes to resists. Although, last night before I logged I was alone in my room and I looked at my resists and my disease resist was lower than it was before but my poison was higher, which I thought was very strange. So what exactly changed then?That brings up another question. Who is going to bother getting T7 crafted armor and jewelry? As of right now I am not even planning on it. It seems like a total waste since the armor can't have any resists at all and you have to choose whether you want resists or stats on the jewelry, it can't have both. I feel like I would be downgrading myself. Im sure the new rare crafted armor has nice physical mitigation and stats on it but I don't think I'm willing to give up all those resists for it, you know? T6 crafted legendary and dropped fabled gear has a TON of resists on it. Another Zerker in my guild who I spoke with about this says he feels the same way and doesn't plan to upgrade any of his cobalt or vanadium unless they fix the new stuff.<div></div>
Corvax6
02-23-2006, 08:39 PM
<div></div><div></div><p>I've noticed a big difference also. Soloing and in groups. I used to be able to handle a group of solo mobs yellow and white cons with 1 arrow without any problems. Now, when I solo, if i'm taking a solo mob that is blue con with 1 arrow and get an add or two, I better start yelling and get the ^&^*#$%^ out of there. Are DPS has taken a beating to the point I have trouble enjoying my Zerker. I'm 60 and have all adpet 3 or better with all legendary gear. Also have fabled shield Ageis of true defense. I just can't imagine what it would be if I didn't have that.</p><p>Also, As Zerkers, we use DPS to generate most of the hate. Well, since LU20. I have alot of trouble holding aggro. My taunts are Master1 and master 2. My Defensive Taunt is Master 1 and still I lose aggro all the time. It really gets annoying to go nuts trying to keep your group safe.</p><p> </p><p><font size="5" color="#ff3333">Note: The LAG that we are having probably doesn't help much either....</font></p><p>SOE [expletive haxx0red by Raijinn] did you do to my Zerker.... I've never flamed about the changes before. But this is to much. At least upgrade the taunts so we have a little chance at holding aggro.</p><p>Message Edited by Corvax666 on <span class="date_text">02-23-2006</span><span class="time_text">10:58 AM</span></p>
infernus006
02-23-2006, 09:38 PM
I haven't noticed any real nerfs to our tanking ability since the update myself. I seem to be able to hold aggro about as well as I was able to before. But then I haven't really tried any even con or blue-green mobs since the update because I have been spending all my time fighting yellow and orange mobs in KoS. Level 67 herocis, even orange-con triple-up names with friends. I tanked that named golem in the back of the island of Awakening (I think that's the one, the one with the owl people and the mender and the bank) with just 5 people and our only healer was a Fury. But I do agree that we could use some better taunts or something if they are going to reduce our damage and I do get tired of struggling constantly to hold aggro and still losing it to DPS classes who aren't even doing all that much. It's very tiring.<div></div>
Corvax6
02-23-2006, 09:56 PM
<div></div><blockquote><hr>infernus006 wrote:<font color="#ff3300">I haven't noticed any real nerfs to our tanking ability since the update myself. I seem to be able to hold aggro about as well as I was able to before. But then I haven't really tried any even con or blue-green mobs since the update because I have been spending all my time fighting yellow and orange mobs in KoS</font>. Level 67 herocis, even orange-con triple-up names with friends. I tanked that named golem in the back of the island of Awakening (I think that's the one, the one with the owl people and the mender and the bank) with just 5 people and our only healer was a Fury. But I do agree that we could use some better taunts or something if they are going to reduce our damage and I do get tired of struggling constantly to hold aggro and still losing it to DPS classes who aren't even doing all that much. It's very tiring.<div></div><hr></blockquote><p>When I group, we are taking yellow and orange cons, not blue. The blue cons are the whens i do soloing.</p><p>When grouped any top DPS class can take aggro in a instant. They are careful, but even then. The fact that taunts are not that great anymore and that they can be resisted, all wee need is that the mob resists off the pull or in the begining of the fight and either the DPS is toast or in serious trouble and I have to burn all my power trying to save his but from getting handed to him and then the healer that is trying to keep him alive might get aggro....</p>
Fixing a broken proc chance isn't a "nerf to our class" -- it's a much needed bug fix! The system needs to work as the designed for all classes. Seems a little silly to me that due to broken proc chances the proc on a weapon would weigh in so highly in the weapon's damage output.Personally I think the idea of procs are pretty cheesy and the weapon's ACTUAL stats/damage should mean a lot more than procs.( not trying to start a debate on it-- just my POV)<div></div>
Robbpilot
02-23-2006, 10:04 PM
<div>Well, a couple of things are going on. I'm not sure how badly we were nerfed, but I do know for sure that MOB's got a lot of love in recent patches.</div><div> </div><div>You can try killing things that were easy before and get wiped out now... go ahead and try it.</div><div> </div><div>Some heroic MOBS can now do it all... literally. I know that MOBs can follow player classes and so I guess there are pally/SK type mobs out there, and you will encounter some that can melee/mitigate well, plus cast nukes and debuff and also heal/ward too. A few patches ago most MOBS were either casters or melee.</div><div> </div><div>Now, the things that these MOBS can do are not balanced like player skills are, and some are just plain overpowered in the extreme. When the same MOB can tank/melee and debuff you, then nuke you and stun/root you and put DOT's on you... then start warding/reactive healing himself and his group... that's overpowered. It is especially so when the MOB is equally adept at doing all of these things.</div><div> </div><div>My favorites are the MOBs that can start chain casting wards when they get near zero HP and do it without consuming much power.</div><div> </div><div>I really think that some MOB's are several times more powerful than they used to be a month ago. This makes the CON system of colors and arrows completely obsolete... you can't rely upon it. You also can't really tell what skillsets a MOB may have until you engage.</div><div> </div><div>For some specific MOB's that are like this... Zuugu and his cohorts in Enchanted Lands near the RE entrance, and many of the Tae Ew inside of CT and in the Feerrott.</div>
infernus006
02-23-2006, 10:20 PM
Right but the problem is that our taunts were designed with our previous DPS capabilities in mind including the "bugged" procs. I'm sure they would take parses from Zerkers on test or whatever to see what kind of damage they were doing or make their own parses with their own test characters to see for themselves to make necessary adjustments to our taunts so they wouldn't be overpowered with our DPS. Now that they have changed the way procs work (and they are just now saying it was a bug, they never said it was a bug before and no one ever considered it to be bug all this time, everyone just assumed that was how it was supposed to work since it was that way from day one and no one from SOE ever said a word about it until now) and now we don't get as much DPS as we were able to before with the extra procs and less DPS = less aggro and our taunts have not been changed at all. Before this change it was hard enough for us to keep aggro. Now it will be even harder unless they increase our taunts or something to compensate for this loss of aggro that was previously generated by the so-called bugged procs. Moorgard said they would make necessary compensations for tank aggro after this change if they saw there was a problem with it. I hope he is paying attention now.<div></div>
khalizul
02-23-2006, 10:44 PM
<div></div><p>I haven't parsed nor seen any, but I don't think we been nerfed bigtime. I think the mobs just are a bit harder now and AA point will make the different. A lvl 60 zerker with 50 AA point (not sure if a lvl 60 can get 50 point though) set for max DPS, stamina or whatever will own those blue mobs anytime.</p><p>same goes for lvl 70 and blue mobs for him . Just a guess</p>
YellowKi
02-23-2006, 11:47 PM
<div></div><div></div><p>The first night of the expansion I was right with you guys. I thought we had been nerfed into oblivion. I was getting whooped in nearly every solo effort. Of course, I also had horrendous lag, so I decided to withhold judgment until I could fight lag free.</p><p>Last night was relatively lag-free for me, and I found out my situation had improved by leaps and bounds. My procs were not going off like they used to, it was taking me a little longer to kill mobs, but I didn't feel as gimped as I did the first night. I could definitely hold my own soloing.</p><p>I have no doubt that the proc change *did* make combat tougher. However, there are other factors. Mob difficulty is one of the primaries - i was getting parried and riposted like never before from some of those KoS mobs. In addition, critical hits have come into play for mobs. I was also looking at some of their offensive spell effects, and some of them even on blue solo mobs were NASTY. These are just a tougher class of critters we're dealing with, plain and simple. Once I adapted to that mindset, I was much more successful against them.</p><p>So for now I'm cautiously optimistic that the "nerf" wasn't as devastating as we first thought. Keep in mind everybody is entering into a T7 world using T6 equipment and spells. Let's see how it goes once folks start fighting with level-appropriate gear and combat arts. Again, I'm not saying the combat change didn't affect us - we were affected and are not at the level of DPS we were before the patch even fighting pre-KoS mobs. However, I think it's too early to say our class has been seriously hampered by the fix.</p><p>Alastor Frostrage, 60 Berserker - Everfrost</p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p>Message Edited by YellowKing on <span class="date_text">02-23-2006</span><span class="time_text">10:47 AM</span></p>
Kage8
02-24-2006, 12:11 AM
I dont know guys. I took my Zerker to Sanctum of the Scaleborn, and i can solo single arrow up yellows easy. All my friends r haveing trouble soloing, except the Nec hehe, but i have found soloing very easy ....Skullz Kage60 BerserkerBlackburrow Server<div></div>
<div>I agree that lag could be the main issue. Launch day, I died to two blue down arrow mobs. Last night before peak time, I killed two up arrow yellow mobs and ended with about 40 or 50% hps. All of those mobs were solo, and I had the same strategy, the only difference was lots of lag versus minimal lag.</div>
Robbpilot
02-24-2006, 01:07 AM
<div></div><blockquote><hr>Kage848 wrote:I dont know guys. I took my Zerker to Sanctum of the Scaleborn, and i can solo single arrow up yellows easy. All my friends r haveing trouble soloing, except the Nec hehe, but i have found soloing very easy ....Skullz Kage60 BerserkerBlackburrow Server<div></div><hr></blockquote>I think you'll notice the biggest changes on MOBs with heroic MOBs. I haven't noticed much in terms of solo MOBs, except for the annoying ability for even gray con down arrows to land states, dots and roots almost instantly. I really think our con to the MOB should affect their ability to land... just as it works for us.
Teeuff
02-24-2006, 01:32 AM
<div></div>I did see some difference...not as many procs but I could take groups of 3 yellows or 1 single 60^ all non heroic with fare ease. Lvl 60 also.
charliewa
02-24-2006, 08:51 PM
<div></div><p>After playing for a few days, i can say the day of the release we had major problems with aggro/damage/mobs parrying 90% of the time, but the day after with the hotfix, things seemed to improve, i didn't change tactics at all, tho i did notice its harder to get mobs to all stack infront of you, but that could just be the layout of terrain in KOS zones, where on the first day with fabled/named drop legendary gear i was getting owned by the single down arrow bird men, i can handle 4 of them. granted i get knocked to the red, and there is a chance of dying, which is something we have not seen in a long while, i like the challange, keeps us on our toes, but our soloability is NOWHERE near what is was, which is a double edged sword, honestly there was no reason that at 60 with top raid gear we should be able to solo a lvl 52x2 Epic..he's a big fella in near these sandy dunes, we all know who, now i can't take him into the yellow without running, which I really believe is the way it should be. However, I don't believe the mobs in KOS, the blooms for instance should have a harder poison dot then any named in CT I've faced before, and with T7 legendary gear and the brilliance behind no resists (/sarcasm) they really should take a look at the overpoweredness (is that a word? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ) of certain dots/effects that non heroic mobs are capable of. Soloability is going bye bye for all classes, cept for wizard it seems now, as I witnessed a lvl 61 burn down lvl 67 heroics, sure he could have been 1 shotted, but he didn't and in 10mins he burned through 4 of em no probs, but thats another thread. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Dim_Per
02-24-2006, 10:15 PM
I have seen the same... I am not changing the way I am tanking and the only thing different is that taunts seem to be sticking less...
Mary the Prophetess
02-24-2006, 11:02 PM
<div></div><p>I am a Ranger.</p><p>You think <strong>you've</strong> got problems with LU-20?!</p><p><em><font size="2">I feel your pain though.</font></em></p>
infernus006
02-24-2006, 11:25 PM
I grouped with a Ranger last night and it seemed like he was still able to do some nice DPS as far as I could tell. This change was made because Rangers were in fact overpowered and getting way more DPS than even sorcs, which is not right. They are supposed to be in the same teir as sorcs (Wizards and Warlocks) as far as DPS goes, not above them. But nerfing procs to fix that was not a good idea IMO since so many other classes rely on them as well, especially fighters and we are only teir1 DPS. And what little DPS we do have we need to be able to keep aggro while tanking because our taunts are just not enough.<div></div>
lstead
02-24-2006, 11:44 PM
I'm low level (2<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> but noticing severe problems holding aggro compared to before the patch. It doesn't seem to just be the resists either. They're way up but I'm noticing it even when I don't get a resist (or maybe I'm just not seeing the resist messages).I finally switched to dual wield and offensive stance. But I lost aggro anyway.I'm not the best tank in the world, but I'm not that bad! Really!<div></div>
infernus006
02-25-2006, 01:04 AM
I think even a minor reduction in the amount of DPS we produce warrents an increase to the amount of hate our taunts generate, even if it's just a little, to keep things balanced properly. Before the last update it was hard enough for us to keep aggro and we could still lose it very easily. Now it's going to be even harder if not impossibe for many people.<div></div>
charliewa
02-25-2006, 06:25 PM
<div>So a night in the nest, well i'm noticing mobs are not consistent whatsoever now, parry 99% of the time or you hit them 99%, apparantly its a flawed system now, kind of odd how its 1 extreme or the other, couldn't find middle ground at all, they either parried nearly entire fight for 3-4mins while hitting or they died in seconds with OW/Ramp, this really needs to be addressed by Sony, but no changes are gonna be made till they read more WOW notes, don't remember paying Blizzard to play EQ2...like our ninja nerfs...maybe ninja stealth hostile takeover? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Seriously tho, its a major turnoff for the class as it stands, 1 day is bad, hotfix you can hit mobs, next day hotfix you can't hit mobs, just something I've noticed very aggrivating to say the least, but it adds a flair to the game i guess that we didn't have before, ya know dying 40x a day <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></div>
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