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05-08-2008, 06:12 PM
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Visitor
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My thoughts on how to fix the Zerkers class
This has been posted on the EQ2 boards by other zerkers, and I share the same opinion, and just wanted to share how I feel about the state of the Zerker class.
I felt that this needed to be posted due to a misconception that Berzerkers are crying over DPS.
All that Sony needs to fix for the Berzerker class is to implement two things.
1) A low reuse timer snap agro tool that moves you up on the hate list.
2) PLEASE REMOVE THE LARGE POWER PENALTY and the Berzerk requirement to ADRENALINE. If berzerk drops Adrenaline drops, but my power pool still gets effected.
Answer these for me:
1) What is our purpose on a raid?
2) Ask yourself why you became a Zerker?
I became a Berzerker to MT or OT in end game raiding. A majority of the Zerkers out there can't be wrong, how many of us have betrayed in the last 7 months or wish we can betray but the raiding guild already has 2 Guards that are consistent players.
How many of us are asked to bring an alt instead of our Zerker due to a lack of healers or for a higher DPS alt?
If the answer was to DPS and run instances please understand that this game is based for a majority of us as a game that takes over most of our home time, and we spend that time raiding.
I can effectively MT and OT on a raid, but my success is random.
First, our agro for a large part for us is due to our high DPS and 2 low reuse taunts that in RoK can largely be resisted. If I lose agro with my rescue being down because a Wiz decided to manaburn I put the raid at risk for a total wipe.
My best tool in preventing spike damage is totally random and has the ability to drain me of all my power in long fights.
For example: While raiding I am the OT - the MT goes down, I use rescue and I take agro on the mob, and I press the adrenaline key to buy the healers some time to build up their heals toward me. (heres where it gets tricky sometimes I take the chance and I stay in Off stance for DPS, and I now have to switch to Def stance in mid battle). Due to Berzerk being a proc it drops for only 1 second ,and in turn Adrenaline is gone.
Lets say the healers in group arent ready, and they miss a heal and I go down. Luckily the MT a Guardian is up by now and he snaps agro. I get a rez, buff up some important buffs, and go back in to try to build up agro, the MT again dies, I have no snap agro tool, and I am left to chasing the mob around in order to try to get it on to me, by now the mob has cast an AoE on the raid, and the raid did not have the room to joust. I can go on and on, cause it has happened to me...
Pure and simple we need those two things to keep Berzerkers from betraying. We need to be abot to get to the top of the hate list faster, and we need to be able to mitigate spike damage.
Guards can do that all too well and their Mythical, well lets just say, 2 guards with mythicals and the Zerker will be left in the DPS group. And why have a Zerker in the DPS group when they can put a real DPSer in there that can out DPS a zerker.
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05-08-2008, 07:52 PM
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Regular
Character: Onedustineone
Guild: Symphony of the Night
Server: Najena
Posts: 81
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Re: My thoughts on how to fix the Zerkers class
2) PLEASE REMOVE THE LARGE POWER PENALTY and the Berzerk requirement to ADRENALINE. If berzerk drops Adrenaline drops, but my power pool still gets effected.
the power penalty is NOTHING. when im in a raid this hardly even effects me.
i get a flow from a illy or coercer when it runs out and PRESTO!! no power drain.
IT DOES NOT DRAIN 100% of your power. if you have your inc damage on you can see that it is mitigated.
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05-09-2008, 03:04 PM
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Regular
Character: Onedustineone
Guild: Symphony of the Night
Server: Najena
Posts: 81
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Re: My thoughts on how to fix the Zerkers class
Quote:
Originally Posted by EQZerker73
Onedust, What I am looking for is consistency, if i can get the Adrenaline to last the whole time without the Berzerk requirement it would be fine.
But as it stands, Adrenaline can drop at random and it can be disastrous to the raid.
As for the power loss, this one CA has the second highest power cost game wide other then the Wizard manaburn. It doesn't constitute 50% of a power pool for the benefit it provides. And unfortunatly on a raid I dont have the benefit of having a coercer or illy in group at all times.
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they dont need to be you your grp to mana flow you.
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05-11-2008, 02:40 PM
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Regular
Character: Onedustineone
Guild: Symphony of the Night
Server: Najena
Posts: 81
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Re: My thoughts on how to fix the Zerkers class
iv never seen it drop after i cast it.... it stays its full 32 sec. and you lose the power after the icon drops.

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05-11-2008, 02:58 PM
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Visitor
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Re: My thoughts on how to fix the Zerkers class
Kurgan posted this on the Eq2 boards when the expansion came out:
Juggernaut:
Spell description: can only be used while berserk!
If Berserk drops while the spell is up, the benefits and mitigation penalties nonetheless remain in effect the full duration.
Adrenaline:
Spell description: can only be used while berserk!
If Berserk drops while the spell is up, the benefits fade. However the power penalty is still applied when the actual duration expires.
Aeralik posted elsewhere that Adrenaline is supposed to drop if you are no longer berserk because that's part of the spell. Although, I guess the way I read "can only be USED while berserk!" would indicate that you have to be berserk to use it, not that it will only remain in effect while you are still berserk.
Currently if you parse when berzerk drops, even if for 1 second as another starts, the 50% damage reduction stops, parse it, and you will see.
It is unclear if this is a known bug or working as intended, I have asked for an explination, but no answer to it yet.
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05-13-2008, 04:08 AM
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get off my ass!
Character: Lyger
Guild: Trinitas
Server: Mistmoore
Posts: 740
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Re: My thoughts on how to fix the Zerkers class
the adrenaline icon stays up for 32 seconds but it only absorbs 50% damage while berserk is active, it's already been tested and verified by several of us.
working as intended according to aeralik before they devs pulled out of this forum.
Last edited by Lyger; 05-13-2008 at 04:10 AM.
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05-13-2008, 10:57 AM
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Purple Garden Slug on a Stick
Character: Kurgan
Guild: Clan Of The Sword
Server: Everfrost
Posts: 26
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Re: My thoughts on how to fix the Zerkers class
Quote:
Originally Posted by Lyger
the adrenaline icon stays up for 32 seconds but it only absorbs 50% damage while berserk is active, it's already been tested and verified by several of us.
working as intended according to aeralik before they devs pulled out of this forum.
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Too true. Sadly it says nothing about dropping and/or coming back on with berserk in the description. It doesn't work the way it reads, which is the same as Juggernaut. And it's still a crapshoot how long your going to get the beneficial effects. And Aeralik is still an asshole.
It's too late now. If they change it, they're assholes for waiting this long. If they change the spell description, they're assholes for waiting this long. If they leave it as is, they're assholes for leaving it stupid. When making new abilities is it too much to ask to make the spell description actually tell us what the spell does so people didn't have to spend time testing to verify when it goes off and on and then wonder whether that's what was intended? If you're going to come into these forums and clarify that it deactivates when you're no longer berserk and it's supposed to, is it too much to ask that you fucking tell us it goes back on if you berserk again!?!? Apparently so.
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05-15-2008, 03:57 PM
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Visitor
Character: Nitz
Server: Permafrost
Posts: 30
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Re: My thoughts on how to fix the Zerkers class
Don't hold your breath waiting for changes:
Quote:
Quote:
<CITE>liken wrote:</CITE>
Almost 1,000 more lvl 80 Guardians than lvl 80 Berzerkers World Wide. I thought the class with fewer numbers got "love".
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Numbers have nothing to do with anything. Rangers are one of the most popular classes but had some issues so we gave them some attention. Coercers on the other hand have far fewer numbers but the reason I paid some attention to them is because our data showed they were way out of place compared to illusionists and other mages. Different playstyles will always attract different types and numbers of people so its not something I use when determining what to look at. In the short term I don't see any massive changes coming along that are as big as the coercers or rangers but that doesnt mean the issue is being ignored either for the longer term.
<!-- Edit Notes -->
Message edited by Aeralik on 05/14/2008 15 48. <!-- Attachments -->
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from Almost 1000 more.
His argument is not cut and dry, of course. If Rangers are one of the most popular classes, then it makes a lot of BUSINESS sense to fix that class.
Last edited by NitzHairspritz; 05-15-2008 at 03:59 PM.
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