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07-24-2008, 11:46 AM
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Scourge of Nektulos
Character: Tuor
Guild: Trumak's Terrors
Server: Nektulos
Posts: 216
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Fixes for Berserker, that would be AMAZING! --Moar Rantz--
Perseverance:
- Under 50% Health:
Increase Block Chance by 25%
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Cyclones:
- Reduces All AOE Combat Art's and Spells to 0.5 speed.
- Increases Damage of AOE Spells by 100%
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Gut Roar:
- Increases Hate Position of Target by 2.
- Grant's Stoneskin for Target's Next Attack.
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Berserk:
Increases Slashing, Piercing, Crushing by 25.
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How Dare you Nerf my Uber SIG!
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07-24-2008, 01:58 PM
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Visitor
Character: Airbornee
Guild: Aftershock
Server: Crushbone
Posts: 97
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Re: Fixes for Berserker, that would be AMAZING! --Moar Rantz--
I like.. /win
But either have that berserk effect additional to its current state, or make adrenaline not require berserk to be cast... otherwise adrenaline takes a hit.
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07-24-2008, 03:11 PM
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Nub Zerker
Server: Nagafen
Posts: 46
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Re: Fixes for Berserker, that would be AMAZING! --Moar Rantz--
looks good. i still think the pers line would be pretty useless. and i especially love the gut roar effect. with those as the end abilities i would be in a pickle on what to put where
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07-24-2008, 03:38 PM
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Say Brah ™
Character: Frogweiser
Server: Najena
Posts: 919
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Re: Fixes for Berserker, that would be AMAZING! --Moar Rantz--
Just throw ToS in there, and combine both guard/zerk and call it a day.
*edit* And yes i have a level 80 zerk, so back off!!!
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80 Guardian (R.I.P. Berserker) (R.I.P. Frogweiser)
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07-24-2008, 04:50 PM
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get off my ass!
Character: Lyger
Guild: Trinitas
Server: Mistmoore
Posts: 721
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Re: Fixes for Berserker, that would be AMAZING! --Moar Rantz--
Quote:
Originally Posted by Frogweiser
combine both guard/zerk and call it a day.
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i was totally thinking the same thing
we really don't need anymore AE damage and we really don't need anymore defensive abilities being zerks. pretty much we just needed the snap aggro issue addressed.
the only thing that is tough to fix is how high guard DPS has come in this expansion without making a bunch of people cry like babies.
the direction of this class should remain the same as it always was, the best damage dealing plate tank with the least survivability, i would just like to see the actual tank balance reflect this among the other tanks in the middle of the DPS ranges to keep all things equal. in fact, for guardian survivability they should be trailing all in DPS but there is hardly an easy fix for that. as it sits zerk is exactly where it should be, guard is not, SK needs some love and pally probably could as well since neither crusader really has much flexibility to go very offensive and be effective.
Last edited by Lyger; 07-24-2008 at 04:59 PM.
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07-24-2008, 05:35 PM
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Visitor
Character: cuthillindil
Server: Unrest
Posts: 27
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Re: Fixes for Berserker, that would be AMAZING! --Moar Rantz--
Quote:
Originally Posted by Lyger
the direction of this class should remain the same as it always was, the best damage dealing plate tank with the least survivability, i would just like to see the actual tank balance reflect this among the other tanks in the middle of the DPS ranges to keep all things equal. in fact, for guardian survivability they should be trailing all in DPS but there is hardly an easy fix for that. as it sits zerk is exactly where it should be, guard is not, SK needs some love and pally probably could as well since neither crusader really has much flexibility to go very offensive and be effective.
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Holy god Amen and Amen some more.
We are beserkers we deal out damage and try and kill the mob as fast as possible. For spike damage, we have adrenaline and it really is up a ton of the fight for raids. If your in a well designed off tank group power should not be a problem. OUR CLASS NEEDS SNAP AGRO.
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07-24-2008, 05:48 PM
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Nub Zerker
Server: Nagafen
Posts: 46
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Re: Fixes for Berserker, that would be AMAZING! --Moar Rantz--
well since adrenaline was brought up. I had a thought about it considering it seems SOE wants zerks to be AOE tanks. I was thinking adrenaline should scale to the number of mobs beating on us. So like reduce the time some (maybe 25s M1??) but dont have the berserk requirement.
Instead have it be say
reduces damage by 40% + 5% per target (up to 4 targets)
-if berserk
reduces damage by 20% + 5% per target (up to 4 targets)
-if not berserk
just my 2cp. i think it fits our class well.
and on a seperate note, if we are supposed to be the ultimate damage dealing plate tank. which means to me master of all melee combat, then i think i should be able to put anyway weapon/shield combination i want together and still be able to be the top plate tank dps. (small rant my bad)
Last edited by grandmasterub; 07-24-2008 at 05:52 PM.
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07-24-2008, 06:01 PM
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get off my ass!
Character: Lyger
Guild: Trinitas
Server: Mistmoore
Posts: 721
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Re: Fixes for Berserker, that would be AMAZING! --Moar Rantz--
Quote:
Originally Posted by grandmasterub
well since adrenaline was brought up. I had a thought about it considering it seems SOE wants zerks to be AOE tanks. I was thinking adrenaline should scale to the number of mobs beating on us. So like reduce the time some (maybe 25s M1??) but dont have the berserk requirement.
Instead have it be say
reduces damage by 40% + 5% per target (up to 4 targets)
-if berserk
reduces damage by 20% + 5% per target (up to 4 targets)
-if not berserk
just my 2cp. i think it fits our class well.
and on a seperate note, if we are supposed to be the ultimate damage dealing plate tank. which means to me master of all melee combat, then i think i should be able to put anyway weapon/shield combination i want together and still be able to be the top plate tank dps. (small rant my bad)
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there still has to be limitations on what we can do, currently there is no encounter where adds overwhelm us to the point we need more survivability, what you would be referring to is a suicide run to venril sathirs lair and then trying to tank everything at the door. we already can round up a ton of mobs and keep ourselves alive efficiently, much more efficiently than block/ToS helps guardians. i doubt even a guardian can grab up 10 yellow con ^^^ and have power to spare by the end of the fight.
also, for the last part, we still can wield any combination of weapons AND we still are the top DPS plate tank. *shrug*
Last edited by Lyger; 07-24-2008 at 06:06 PM.
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07-24-2008, 06:20 PM
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Baconator
Character: Aias
Guild: Legacy(RIP)
Server: Crushbone
Posts: 41
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Re: Fixes for Berserker, that would be AMAZING! --Moar Rantz--
Has the issue of adrenaline working for it's full duration been addressed?
My thoughts:
1. snap aggro
2. adrenaline for full duration
3. decrease casting times of ae CAs
4. address the HP regen buffs
5. rework the warrior & berserker aa trees to make them relevant to the game content. They're have been changes in game mechanics which made certain trees obsolete.
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07-24-2008, 07:03 PM
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get off my ass!
Character: Lyger
Guild: Trinitas
Server: Mistmoore
Posts: 721
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Re: Fixes for Berserker, that would be AMAZING! --Moar Rantz--
Quote:
Originally Posted by Aias
Has the issue of adrenaline working for it's full duration been addressed?
My thoughts:
1. nerf
2. Guardian's
3. damage
4. per
5. second
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nope
well ok, jokes aside, we are getting a snap aggro which is resulting in mixed feelings. +5 hate positional taunt buff attached to insolent gibe via our mythical first buff on the weapon.
hp regen is still in place but our blood rage line is now perma buff instead of 15 min recast.
adrenaline is fine, if you know how to work it now that you know how it works exactly.
Last edited by Lyger; 07-24-2008 at 07:08 PM.
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