Oxidys's Post History

In pve, zerks are exactly where every zerk wanted to be when they rolled the class. they are a super heavy hitting truck of a dps. and they have a few combos now, so it is far more then simply TS>Flatten>TS>repeat.

in pvp, they do not quite live up to their namesake. play style is too strategic, too reliant on teammates, and less . . . berserkery? kinda have to hang back and wait for an opportunity. if you fight head on, you will simply get interrupted out of all your charge attacks. unless your opponents are bad, then you can have fun one shotting them.
I would personally like to see a punchy/magic hybrid class. something like an earth bender. or some kind of elemental strike type.

ie, punch the ground and a trail of earth shoots up in spikes,

or stomp the ground and ice spikes or magma flies up in aoe attack.
or stomp the ground and make temporary LOS barriers out of stone.(would be [filtered] brilliant in pvp)

a lightning punch that chains with teleporty like animations (Omni slash type)

a Zangif spinning fire pile driver wouldn't be so bad either... suplex a freaking fang spawn...mmmm.
Brascus on 04/21/2013, 06:38 PM - view
Some GM please ban this guy.


wow, someone isn't in the loop.

giving [filtered] to BR's has been the Tera past time since launch. Not saying its right, but its just a joke...
while I do not agree with a some of your proposed idea, I do like the new format. easier to read and the ideas are better understood.

my opinion Is closer to the, just fix what we have crowd. in any case...



now I'm in the mood to reveal more of my wish list, most of it is rubbish fantasies pulled from other genres and games. because I love berserker concepts.

however one other idea that would work well and add to 'zerk' flavor is to redo lethal strike.

it simply does not need to be a charge ability. we already have a charge ability for single target.

I'd like to see lethal strike be a powerful tap move that only unlocks when you GET crit by an opponent. the whole, "ima let you stab me in the chest so I can finish you off" move. It activates for only 2-3 seconds and can cancel ANY attack you are doing.
the cost of the attack?... /evilgrin what ever damage triggered it, you take 25% of it again.

but, sadly, ideas like this will piss off more people then It pleases. plus people on the forums are a bitter bunch, so I try to keep my mouth shut most the time...
if you seriously want to fix zerkers, you just to add the fear a zerker should bring.

as it stands now, when a zerker charges his attacks, opponent just disables him.

zerkers need a class of abilities, either existing or new, that can be casted WHILE charging WITHOUT interrupting the charge. skills that would make sense thematically and practically, and provide a tactical surprise to anyone just planning to "lawl stagger" them.

pretty much any of our non attack skills would be good candidate. as they are all "shouty" in nature, why couldn't he do it while charging a skills? sprinting mid charge? why not? it objectively doesn't do anything that you could do before if you'd just flipped the order, but now the opponent cant just assume that you are completely helpless while charging. (this is the biggest flaw!)

though, specifically, I would like to see a new skill added that you can press ONLY while charging that gives 2 seconds of complete CC protection on a 30ish second(or more) CD. that would really put a "oh [filtered]" face on some people...


another idea to bring back the fear is, give the zerker bonuses if attacked while charging. but at this point I'm just making up random crap, wishing they just renamed the class because they are nothing like a true "Berserker" in any way, shape or form...

tl;dr : I've never EVER seen anything in any fantasy setting called a zerker that could be stopped by anything other then death, and even then sometimes not...Tera Zerks are the opposite of that...
Edited by: Oxidys about 1 month ago
i think you underestimate how [filtered] our infrastructure is...i've hit people who are well off my screen due to it. the opposite can happen.

not 100% saying you are wrong, but the latency can be really bad in spikes.
I am of the opinion that lvl up BAMs (all bams under lvl cap) should be balanced around 3 man, largerly only their HP pools. and any BAM quests have a max of kill 3.

Realistically, if you can solo fight a bam for 5 minutes, then you can fight it for 10 minutes. only to fall asleep somewhere at the end of the fight. and doing that another 4 times is a real chore bordering on insanity. specially in the zones where you are given more BAM quests then you can actually track at any one time...

the end game BAM should still stay 5 mans, IMO.
Mortalkiss on 01/07/2013, 11:59 AM - view
But we have also problems. Flatten often miss. Thunders strike and Evasive Smash miss also VERY often in BG.


this is nit picky stuff that can be fixed with understanding how latency works. it is far less of an issue then say slayers heart thrust missing, or a mystics rubberbanding teleport jaunt.

berserkers are exactly where they should have been at launch. the weeknesses of the zerker feel like a proper gameplay mechanic, instead of a flat handicap.
thunderstrike is for lvl cap. its pretty situational while lvling up. though im sure its alot better when you combo vamp strike now.

flatten + leap attack kills any single mob.

cyclone will kill everything it touches.

thunderstrike is really only useful for bams and pvp, and only after you get slick and crit. honestly, i would glyph thunderstrike as a last priority while lvling up unless you solo all your bam quests.

i honestly didnt see a use for thunderstrike untill after lvl 50 when mob HP inflated so high that i needed more then one attack.
Edited by: Oxidys 5 months ago
Noobs do not need to be running hard modes, they need to be experienced and geared enough to not be considered noobs and get in on their own merit.

the fine print is fine. nobody has any right to hard modes, thats the whole point of them...