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Old 01-31-2008, 01:33 AM  
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Default How would you *fix* the class?

A lot of negativity floating around about our class. Lots of valid points that I agree with and don't agree with. I think we can all say that Zerks are falling behind when it comes to good changes to the class though. Instead of discussin what is wrong, I would love to see people's "serious" takes on what they would do to put the class where they think it belongs.

I personally think more attention should be paid to the fact that we are Berserkers who, well go berserk. As of now it's being used as a crutch and not a tool and I want to see that changed. What I would love to see:

Adrenaline: You have to be berserk to fire it off but it stays up for its whole duration. If you happen to also be berserk when it expires, the power drain dot is cut in half. This way we can't force zerk and hit adrenaline for a pull or tank recovery and have 100% assusrance we can mitigate the power drain. We also can have assurance for mitigating the power drain IF we go into adrenaline naturally off a zerk proc.

I would add three new attacks, one buff and one debuff to our arsenal that ONLY work while berserk.

Frenzied precision: While Berserk the the caster will receive + 24 to all melee skills.

Furious Strike: Inflicts 1970 - 3450 melee damage on target
recast: 50 seconds

Deranged Slam: Inflicts 860 - 1440 melee damage on target
Stuns target
Epic mobs gain immunity to this stun for 1 minute
recast: 40 seconds

Edge of Insanity: Inflicts 2015 - 3000 melee damage on all targets in area of effect
Cast time 1 second
recast 1 min 25 seconds

Punctured Artery: Target is able to attack only once per round per weapon for 12 seconds.

Our health regen group buff should have an aggro/hate added to it. For every 5 points of health regened = 2 point of hate


The health regen addition would be all the time but the rest would only be available while we are zerked. I think this would bring us back in line for amping up our damage in this state and allowing us a little defensive color with adrenaline changed.
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Old 01-31-2008, 11:18 AM  
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Default Re: How would you *fix* the class?

Health Regen is raid wide. Adding an equal amount of hate to everyone in the raid will do nothing. Even if it was only group wide, this isn't a good idea imo.

I don't think adding a few more CA's will seriously help. With Int5, I already have a button to push at all times.
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Old 01-31-2008, 01:43 PM  
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Default Re: How would you *fix* the class?

I think the tank aspect of Zerkers is fine. But I do think there should be more enphasis on dual weilding DPS. Add a 3rd Stance or re-do the "DPS" stance. Obviously Guardians can take dmg better then us but when you turn it around to dps Berserkers do not stand out enough. So lets call a spade a spade and do some digging eh?

Stance: Unleased Fury.

Increased Dual Wield skills (fairly large amount, yes i know this is not a skill atm) or 30% chance to double attack + chance for encounter AE melee damage when making a successful melee attack. Decrease defense (about double what it is now), but increase Parry and Riposte by a small amount maybe 3%. Only while a weapons are equiped in primary and secondary. Effect cannot be removed or cast during combat.

Could a zerker Tank in this stance sure they could but the risk would be a lot more, and no better if not worse then a Brigand.

My ultimate goal would be to take tanking ability out of the equasion, so there is no way to efficiently tank while in this stance. The final result would put our standard dps on par with brigands without the burst dps capability of brigands. Long fights would show Brigand and zerker DPS about the same with a small lead to brigands. Giving the skilled the obvious upperhand of course.
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Old 01-31-2008, 01:56 PM  
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Default Re: How would you *fix* the class?

Fix Adrenaline so it's guaranteed to work for the full duration. Nuff said. I like the change you've proposed though. I would also like to see SOMEthing uselful in place of crappy in combat regen.
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Old 01-31-2008, 01:57 PM  
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Default Re: How would you *fix* the class?

While I always appreciate someone willing to give suggestions, some of the suggestions seem silly to me.

Quote:
Originally Posted by Buuncha Muskuls View Post
Adrenaline: You have to be berserk to fire it off but it stays up for its whole duration. If you happen to also be berserk when it expires, the power drain dot is cut in half.
*Shrug* I agree it should stay up for its full duration, but realistically, since the power drain is already mitigated by your resists, having it cut in half is a little overboard.

Quote:
Originally Posted by Buuncha Muskuls View Post
Frenzied precision: While Berserk the the caster will receive + 24 to all melee skills.
Won't happen. +melee skills is one of the guardian's major abilities...

Quote:
Originally Posted by Buuncha Muskuls View Post
Furious Strike: Inflicts 1970 - 3450 melee damage on target
recast: 50 seconds
Again, won't happen - Guardian: Mar

Quote:
Originally Posted by Buuncha Muskuls View Post
Deranged Slam: Inflicts 860 - 1440 melee damage on target
Stuns target
Epic mobs gain immunity to this stun for 1 minute
recast: 40 seconds
You already two CA's that have detrimental effects similar to what you suggested. One is a knockback + stun, the other is a stifle. As Lizerd pointed out, I don't think you need more buttons to push...

Quote:
Originally Posted by Buuncha Muskuls View Post
Edge of Insanity: Inflicts 2015 - 3000 melee damage on all targets in area of effect
Cast time 1 second
recast 1 min 25 seconds
What, Intrusion isn't enough for you? And a CA that does that much damage with only a 1 second cast time is severely overpowered, regardless of the recast.

Quote:
Originally Posted by Buuncha Muskuls View Post
Punctured Artery: Target is able to attack only once per round per weapon for 12 seconds.
So you're saying that this nerfs the mob's double attack? I could see this working. It would need to be tweaked slightly - IE:

Target is incapable of causing a double attack for a short duration. When a double attack would have normally ocurred, a charge is consumed.

3 minute recast.
Apprentice I: 1 Charge, 30 second duration.
Adept I: 1 Charge, 45 second duration.
Adept III: 2 Charges, 45 second duration.
Master I: 3 Charges, 1 minute duration.

Quote:
Originally Posted by Buuncha Muskuls View Post
Our health regen group buff should have an aggro/hate added to it. For every 5 points of health regened = 2 point of hate
Zerkers generate plenty of hate with their DPS output as it is. As its designed now, the way the class is seemingly intended is to keep aggro by dealing lots of damage to lots of enemies. This really isn't an improvement...

Last edited by Shinzul; 01-31-2008 at 01:58 PM.
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Old 01-31-2008, 03:14 PM  
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Default Re: How would you *fix* the class?

Here are my ideas:
1. Fix adrenaline to work entire duration
2. Have self zerk be much better than the group one and have it not be overwriteable by group zerk, with the self zerk would be increased duration + da + melee crit
3. Turmoil have a much shorter cast time and maybe even recast time atm your losing dps if you cast it in combat.
4. Better raid wide buff wether it be increased hate gain for fighters and increased deaggro for all others or a + to skills hell even 3% melee crit would be sweet
5. Medium duration self buff is also useless a + to any other stat would be fine with me.
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Old 01-31-2008, 03:39 PM  
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Default Re: How would you *fix* the class?

Quote:
Originally Posted by Shinzul View Post
*Shrug* I agree it should stay up for its full duration, but realistically, since the power drain is already mitigated by your resists, having it cut in half is a little overboard.

Not come Feb 5th. No more mitigating the 100% mana drain in any way via resists or wards and no more avoiding it by canceling the buff, per Dev in the other thread. So, the only time we'll realistically be able to use it, without fear of running without power for quite awhile, will be when we're already very low on power (since we can't go into the negative). Even then, as we all know, no gaurantee it works for the duration.

Quote:
Originally Posted by Shinzul View Post
Won't happen. +melee skills is one of the guardian's major abilities...
So what? Are you implying that no two classes ever have a similar, or exact same buff in this game?


As far as already having stuns knockbacks and stifles...none of them work on epics. I think the OP was suggesting we get something that works on epcs.

Last edited by Lizerd Keng; 01-31-2008 at 03:50 PM.
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Old 01-31-2008, 03:58 PM  
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Default Re: How would you *fix* the class?

Quote:
Originally Posted by Shinzul View Post
Won't happen. +melee skills is one of the guardian's major abilities...

Again, won't happen - Guardian: Mar

You already two CA's that have detrimental effects similar to what you suggested. One is a knockback + stun, the other is a stifle. As Lizerd pointed out, I don't think you need more buttons to push...

What, Intrusion isn't enough for you? And a CA that does that much damage with only a 1 second cast time is severely overpowered, regardless of the recast.

That's my whole point. These are attacks that can ONLY be used while we are berserk. The recast could be longer if we have to wait for our proc to go off.

2 things happen here:
1- We have to pay way more attention to our CA timers vs our zerk proc to maximize our dps. This is going to widen the gap even further between the great players and just the players.
2 - Up our DPS while we are Zerked, which is the whole damn point of being a berserker imo.

I agree as well that our Offensive stance should be way more potent then it is, moving the wis AA line closer to a good spec to go down for some.

I really want to augment the Berserker class while in the state of being berserk, not in every day game play.

Quote:
As far as already having stuns knockbacks and stifles...none of them work on epics. I think the OP was suggesting we get something that works on epcs.
Exactly.
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Last edited by Buuncha Muskuls; 01-31-2008 at 03:59 PM.
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Old 01-31-2008, 03:59 PM  
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Default Re: How would you *fix* the class?

More about our stifle ability, Ram. Our T7 set bonus gave us 30 second faster reuse. Now our T8 set bonus gives us 15 seconds faster reuse. Really don't understand why the higher tier equipment is 50% worse than the lower tiered stuff. And worse yet, the best thing about the ability is the stifle, since the damage part is equal to an auto attack, yet the stifle doesn't even work on epics. Hooray for raid acquired loot that doesn't even work while raiding.

Last edited by Lizerd Keng; 01-31-2008 at 04:00 PM.
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Old 01-31-2008, 06:16 PM  
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Default Re: How would you *fix* the class?

I think one of the bigger bitches about the class right now is our ability to snap agro back to us. I'm finding more and more that unless I have that perfect group setup that getting agro when I want to is harder and harder.

I'm sorry but Rescue isn't the end-all-be-all spell. Not to mention we can't put AAs into it in order for it to be up longer.

The other thing is that our defensive stance rapes our S/C/P so often that without a dirge or warden I'm in the red. In any other zone but VP I'm gravy, but I can't hit shit in VP in def. without the right group.

LOL, come the 5th you might as well remove Adrenaline from your hotbar while fighting VS since that's pretty much asking for a suicide trip. *sigh*
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