Imrys's Post History

Thank you Karyudo!
Thank you Kryptlin, can you do further tests at all to determine what it actually does? Is there a cap on damage reduction? Or is it just the order they get applied?

Thanks for anyone who can actually test this.
I would like to see a test:

30% reflect on gear
30% damage reduction vs players via 3pc PVP gears
~8% - from 1x Resolute (? name - the crystal for ~ -8% damage when under 50% for chest)

All that adds up to ~68% damage reduction when under 50% hps.... with 30% being reflected to the attacker... if its straight additive.

Can anyone test this or similar?
I would like to see a test:

30% reflect on gear
30% damage reduction vs players via 3pc PVP gears
~30% - from 4x Resolute (? name - the crystal for ~ -7% damage when under 50% for chest)

All that adds up to ~90% damage reduction when under 50% hps.... with 30% being reflected to the attacker... if its straight additive.

Can anyone test this or similar?
Welch on 05/06/2012, 11:58 AM - view
I see the warrior missing as much as the zerker in that video, actually. What ppl don't realize is that zerkers dont NEED to get to a boss fast. Once the boss jumps away, all the zerker needs to do is dash, then start his TS charge. By the time he reaches the boss, it's an easy full TS hit which makes his travel time a non-issue. Yes, zerkers are doing dps even when not @ the boss because they are CHARGING during that walk-time.

I see the warrior critting @ 60 for about as much as my zerker is critting for at lvl 40.


THIS THIS THIS!!

So much fail in here. On the plus side, Zerkers might get a buff if everyone keeps complaining, that would be awesome!!
"I played a zerker and a sorc up to 20 so far and I have to say the sorc is way better (and supposedly gets even better as it goes).


i have a 32 sorc and zerker quit zerker at 31 to make a sorc, boy did i find out plate makes a difference i take 3-4 hits on sorc and i die (if i dont dodge) all classes are neither op or [filtered] its more ever class is a complete different playstyle which is what i love about the game. Zerker is fun in its own way, once u glyph thunderstrike to have no movement speed restrictions and then u get dash(sprint) u can dash after ppl swinging that mf'n huge axe of yours ( also had a 22 slayer and archer)


I was soloing ballisks today on my 22 sorc, something I wasn't able to do with my zerker. I got hit a few times but only when I wasn't paying attention."

Ok, this is just simply too retarded to pass up.

First, playing anythign to level 20 and then weighing is completely useless to any discussion. You dont know anything.

Second, if you couldnt solo Basilisks on your Zerker at level 20, again, you dont know anything and should just stop talking. Block is awesome.


The problems with the Berserker as thus:

1. With mobility being important and Zerkers relying almost exclusively on two chargeup moves for their damage throughout their career, low levels are static and even annoying due to lack of glyphs and lack of skill rank that allows movement while charging. At the very least, all zerker chargeups need to allow movement from rank 1.

This is why you shouldnt be talking if you havent leveled one up. Lvl 20 doesnt matter, neither does 40, get to cap, then compare "mobility"

3. Berserkers can become mana starved quickly, requiring them to use the slow and unwieldy combo attack.


Not if you cancel block mid swing to get ~50% attack speed increase to Combo Attack


As well, in PvP, mana starvation is a major factor, as our mana skills are on longish cooldowns (one costing HP) considering the cost of some skills. Dash, in particular, should be completely free, and it would help dramatically if Axe Block didn't cost a full 100 (or was maybe free) if used to charge-cancel. Between the Mindspark glyph and mana crystals, these aren't too serious as you level (especially with higher mana pools), but mana starvation is an issue.

Sounds like you dont understand Charms, why Infused Charms from the Vanarch Vendor are TOTALLY worth the 1g, as well as various Scrolls etc if you wanted them. Also sounds like you are spamming "useless" abilities in PvP for no reason, wasting mana.

4. We lack any true CC until level 40. By now, all classes have a handful and much of it is more consistent, as well as more mobility. Mostly, we could use at least Staggering Strike to be moved to level 20 or so to remain competitive in PvP and to be more than just a damage bot in PvE groups.


What do you need CC for? Dodge bait mobile classes with a mouse twitch and nail them. GG. CC is a gamebreaker for Zerkers, you team up with someone with CC and it gets rediculous

5. Because we're melee and rely heavily on chargeups, aside from the obvious issue of enemies moving or jumping just out of range (thus exacerbating the mobility and mana starvation issues), flinches and knockdowns are very constant and we have no real protection from these things. This hurts our DPS significantly because we're a slow melee burst class as opposed to a slayer's/warrior's consistent burst/DPS. We could use at least one consistent way to buff our balance without requiring a glyph in long cooldown skills. Fiery Rage should increase balance at the very least, perhaps we could even get some naturally increased balance as we charge up attacks and it gets higher the higher the charge?


This is the only thing that has made sense so far, and its only really for PvE. It hurts DPS a ton when a Boss does some BS 360 move that does light damage, but it interupts your charge. I would tend to agree with this. On the other hand, plate has the highest balance rating of all armor, so it remains to be seen what our balance sits at at Cap. I am waiting for that for the final verdict.

I think that these are our four real problems. Mobility, lack of CC until late game, mana starvation, and rollercoasting DPS."



The amount of retard in this thread so far is simply astounding...
Edited by: Imrys about 1 year ago - Reason: Cant get quotes to work for some reason... Used Italics for my comments, quotes are all from previous posts in this thread.
Minea or any other Mod, why not just have en masse add 5 days onto all currently active accounts, then when they sub in or you guys fix your stuff or whatever, give them 25 of the 30 "included" days so it evens out.

Players get to play without worrying about your billing problems, you guys get time to fix it, works good for everyone.

Also happens to appease all the people who are stuck on "Trial Account expired" because their boxed version hasnt arrived for some reason or other.
Minea or any other Mod, why not just have en masse add 5 days onto all currently active accounts, then when they sub in or you guys fix your stuff or whatever, give them 25 of the 30 "included" days so it evens out.

Players get to play without worrying about your billing problems, you guys get time to fix it, works good for everyone.

Also happens to appease all the people who are stuck on "Trial Account expired" because their boxed version hasnt arrived for some reason or other.
Really great guide, thanks for the work you put into it.

I have a couple questions:

As asked earlier, does glyphing Flurry of Blows for duration also increase duration of a procc'd flurry from Unchained Anger?

Also, with the above said, does training only to rank 2 or 3 of Unchained Anger make a viable way to keep Flurry up nearly 100% of the time at minimal health cost?

Lastly, the efficiency of Unchained Anger really goes to [filtered] on a straight HP per Mana gained scale. Something like from 3 hp/mana to 16 or something like that. What is HP level at around 60, and what is the cost of Unchained Anger in % of HP? Is it less HP% than at lower levels? Why should I train UC past rank 2 or 3?

Thanks again!
Wow!!

Hi Oreo's!

See ya in game...