Berserkers getting revamped, mentoring system, and

Outl4wXGP Profile Options #21

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0
Neutral
Midori Lvl.60
Mount Tyrannas (PVP)
Castanic Berserker
At 60, there should be no excuse to loose charge. Evasive Smash replaces block skill at 60. If the boss tells you he is going to hit, dodge. That DPS is stored, and you can run to any mobile boss before unleashing it. Seen too many zerks block to cancel, just cause that was protocol from lvl1-59. Also, I think 50%hp crystals are made for zerks, considering the overcharging consuming hp.

People need to think through this game a little bit more. Stacked 50% crystals would put zerks above any class in DPS. Healers just need to be skilled enough to keep them at the 50% mark.

This would also make the term "Berzerker" make more sense, seeing as the dmg would increase based on how bloodied up they are.

If they balance the zerk, I hope they simply up the DPS, instead of giving them tanking ore more abilities. I love the class as is. I honestly think I just need to experiment more with builds and crystals. Even without the 50% crystals, Zerks DPS fine, as long as they are skilled. I can't believe how many zerks in my guild think evasive smash is a waste of skill, and don't even have it binded.

Next hurdle is trying to convince healers to leave us at 50%. With a dodge and block, we should be able to survive below 50.
Keyral Profile Options #22

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0
Neutral
Kiros Lvl.60
Mount Tyrannas (PVP)
Popori Sorcerer
Outl4wXGP on 05/29/2012, 10:39 AM - view
At 60, there should be no excuse to loose charge. Evasive Smash replaces block skill at 60. If the boss tells you he is going to hit, dodge. That DPS is stored, and you can run to any mobile boss before unleashing it. Seen too many zerks block to cancel, just cause that was protocol from lvl1-59. Also, I think 50%hp crystals are made for zerks, considering the overcharging consuming hp.

People need to think through this game a little bit more. Stacked 50% crystals would put zerks above any class in DPS. Healers just need to be skilled enough to keep them at the 50% mark.

This would also make the term "Berzerker" make more sense, seeing as the dmg would increase based on how bloodied up they are.

If they balance the zerk, I hope they simply up the DPS, instead of giving them tanking ore more abilities. I love the class as is. I honestly think I just need to experiment more with builds and crystals. Even without the 50% crystals, Zerks DPS fine, as long as they are skilled. I can't believe how many zerks in my guild think evasive smash is a waste of skill, and don't even have it binded.

Next hurdle is trying to convince healers to leave us at 50%. With a dodge and block, we should be able to survive below 50.


Evasive smash to me is sort of useless. I'd go and explain why this isn't the skill everyone said it would be and the end all fix to berserker the Dev's thought it would be... however i'll do what normal berserkers do when they get tired of this class....

Leave it at 60... do another class. Unless they revamp DPS I would rather play a better class. I understand skill does effect berserker but even a really good berserker is getting outdamaged by other classes with wayyyyyyy less gear.
RisenDead Profile Options #23

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Outl4wXGP on 05/29/2012, 10:39 AM - view
At 60, there should be no excuse to loose charge. Evasive Smash replaces block skill at 60. If the boss tells you he is going to hit, dodge. That DPS is stored, and you can run to any mobile boss before unleashing it. Seen too many zerks block to cancel, just cause that was protocol from lvl1-59. Also, I think 50%hp crystals are made for zerks, considering the overcharging consuming hp.

People need to think through this game a little bit more. Stacked 50% crystals would put zerks above any class in DPS. Healers just need to be skilled enough to keep them at the 50% mark.

This would also make the term "Berzerker" make more sense, seeing as the dmg would increase based on how bloodied up they are.

If they balance the zerk, I hope they simply up the DPS, instead of giving them tanking ore more abilities. I love the class as is. I honestly think I just need to experiment more with builds and crystals. Even without the 50% crystals, Zerks DPS fine, as long as they are skilled. I can't believe how many zerks in my guild think evasive smash is a waste of skill, and don't even have it binded.

Next hurdle is trying to convince healers to leave us at 50%. With a dodge and block, we should be able to survive below 50.


There is plenty of excuse to "loose" a charge at 60. Evasive smash is a 15 second cooldown for one. For another, tons of dungeon bosses end game will just back up right into you with no forewarning. Also I'm not feeling the 50% crystal idea.
Amira Profile Options #24

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RisenDead on 05/29/2012, 11:12 AM - view
There is plenty of excuse to "loose" a charge at 60. Evasive smash is a 15 second cooldown for one. For another, tons of dungeon bosses end game will just back up right into you with no forewarning. Also I'm not feeling the 50% crystal idea.



Just wanted to QFT. Nailed it.

I'm a healer and I feel for the Berserkers I run the 60 dungeons with. The class really needs some help and is not working as intended.
Edited by: Amira about 1 year ago
Pikaachu Profile Options #25

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The problem with beserkers is not mobility. i dont know why stupid people keep bringing up the mobility argument.

I have a level 60 slayer, and my zerker is at lvl 34 right now.

The main problem with beserkers is that they are super vulnerable to damage and/or interruptions during their 3 second charge.

If im 1 nano-second away from a full 3 stage charge but then i get touched by the softest basilisk hands, i have just wasted 3 seconds of potential DPS.


Its pretty easy and simple to fix:

1. make it so that beserkers cannot be interrupted when they are charging for an attack by attacks or damage. (stuns and sleeps in PVP for example are exceptions and will still affect them)

2. beserkers take 50% less damage when charging.

3. beserkers gain 30 movement speed when charging.


logic:

1. this makes beserkers invulnerable to DPS loss without making them OP in PVP. they can still be interrupted by actual interruption skills.

2. warriors takes 50% less damage when they do just about everything. they can take a piss and be 50% more resistant to incoming damage. there is no reason why beserkers who basically paint a 3 second bullseye above their heads every time they charge an attack cannot share this mechanic.

3. this will help beserkers close gaps for their charged attacks. beserkers have no gap closers at all in PVP and i feel that they need a little help.

These changes target the root of the problem - the charging mechanic, without changing beserkers into something else in terms of play-style or functionality.

problem solved.
/end
Edited by: Pikaachu about 1 year ago
Blerg Profile Options #26

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Pikaachu on 05/29/2012, 03:27 PM - view
The problem with beserkers is not mobility. i dont know why stupid people keep bringing up the mobility argument.

The main problem with beserkers is that they are super vulnerable to damage and/or interruptions during their 3 second charge.

If im 1 nano-second away from a full 3 stage charge but then i get touched by the softest basilisk hands, i have just wasted 3 seconds of potential DPS.


Its pretty easy and simple to fix:

1. make it so that beserkers cannot be interrupted when they are charging for an attack by attacks or damage. (stuns and sleeps in PVP for example are exceptions and will still affect them)

2. beserkers take 50% less damage when charging.

3. beserkers gain 30 movement speed when charging.


logic:

1. this makes beserkers invulnerable to DPS loss without making them OP in PVP. they can still be interrupted by actual interruption skills.

2. warriors takes 50% less damage when they do just about everything. they can take a piss and be 50% more resistant to incoming damage. there is no reason why beserkers who basically paint a 3 second bullseye above their heads every time they charge an attack cannot share this mechanic.

3. this will help beserkers close gaps for their charged attacks. beserkers have no gap closers at all in PVP and i feel that they need a little help.

These changes target the root of the problem - the charging mechanic, without changing beserkers into something else in terms of play-style or functionality.

problem solved.
/end

It's worth noting that only 4 Warrior abilities have damage reduction, 2 50%, 1 30% and 1 20%, plus invul evasion moves. But your point is well made and I think a pretty sensible solution, especially in accounting for the necessary differences between PvP and PvE. Perhaps you could just change move speed to normal and make Glyph of the Slick do the speed buff so that the glyph doesn't become useless. Granted I've not played a Zerker past 20, so maybe you're full of [filtered], idk.
Catatonic Profile Options #27

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4
Revered
Catatonic Lvl.60
Mount Tyrannas (PVP)
Castanic Priest
Slubber on 05/29/2012, 07:15 AM - view
http://tera-forums.enmasse.com/forums/general-discussion/topics/TERA-a-little-more-info-on-QoA-part-2

I like how everyone just overlooked my thread, too busy posting in troll or QQ threads to notice lol.

Regardless both threads have the same info.


No, no just busy working off infamy and getting ganked.
RustyBlades Profile Options #28

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Mobility between warrior, slayer, and bezerker is notable even at low levels. I can easily dance my low DPS around any mob and rarely get a hit on him. My slayer, unless firing off a power can do so but a tad slower ~10%. My bezerker can't dance around mobs without kiting a bit. I'd say 50% slower at the circle of death than the slayer hence the strategy is hard to do on non-stunned mobs.

On the other hand the bezerker seems to do a higher percentage of damage to large groups, at ~15 underlings seem to get ~75% of a hits full damage to the group while a slayer tops out at 75% damage to a group of ~5 mobs. I got through all the kill xx number of groups of mobs by aggroing 3-4 groups at once and just using knock down and cyclone to destroy them. At most my slayer could handle 2 groups. My warrior doesn't do enough DPS to survive one group. My chars are 7 warrior, 13 slayer and ~15 bezerker.

Aside from the warrior not being what I expected the experience has been better once the game finally downloaded.
Chemikill Profile Options #29

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What ive come across as the biggest problems with my zerker is that the DPS is just unreliable. Even with consumables and trying to stack my crit i just cant seem to get it to a point where im putting out good to great dps always. If i get an unlucky string of no crits im basically doing nothing which 5+ non crit hits for 30-40k is 20 or so seconds of crap dps which can make a huge difference. On the other hand though if i get lucky and get a string of crits which hit for 180k+ things just melt. This also means that the BEST player can be worthless just because of RNG (i understand getting no crits would hurt any class, but zerkers suffer far more from it)

My suggestion would be to bring up base damage and lower crit multiplier, i dont have problems hitting/evading its just crits are an unreliable source of damage.

and im sure if we could somehow see damage meters/parsers it would be a needs X ammount of crit to be viable and until then your trash while other classes scale would be more linear
ReapRHTB Profile Options #30

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MAKE EM TANKS!!!!!!

i'm 100% for this.

Haters gunna hate.