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Some advice for berserker


endless melody.5834

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First, i would like to apologize for my bad english.

Berserker is a charming class , but few people playing berserker.

Berserker got some problem on trait and way to berserk mode.

1.Most of the Berserker trait effect only on Berserk mode ,

so When Berserker out of Berserk mode, we are facing enemy with only 2 traits

2.It‘s truth that when in berserk mode , we got some buff on damage.

But berserk mode is not eazy to keep in PvP or WvW romaning , it only got 15 second.

When we out of Berserk mode we need to keep 3 Stack of adrenaline or we can‘t get in berserk mode next time.

It meens we are hard to use Burst skill to do more damage.

Berserker can not get in to berserk mode when ever we want.

Its a uncomfortable limited.

And Berserker is not in berserk mode most of the time in fight , it cause Berserker don‘t have good damage to kill enemy.

So i think it got 2 ways to get berserker more better.

One is to fix the berserker trait more better.

Second is that fix the way to berserk mode.

e.g.Berserker don‘t need to have 3 Stack of adrenaline to get in to berserk mode.it can be1 Stack of adrenaline can apply 15s berserk mode.2 Stack of adrenaline can apply 20s berserk mode.3 Stack of adrenaline can apply 25s berserk mode.and berserk mode still have CD.

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The proposed change to make berserk mode duration longer wouldn't help that much. Condi berserker would be probably overpowered and power wouldn't be fixed at all. The spec was supposed to be bursty because of this relatively short berserk mode.

PBerserker used to be good, but anet decided to nerf it because of planned Spellbreaker release (and also to please casual playerbase as usual). The only justified nerf was Gunflame nerf when it was able to one shot crowds. Everything else was undue and resulted in power berserker to be currently very obsolete. PBerserker could be fixed by simply reverting adrenaline nerf and Arc Divider cast time. Not sure about Skull Grinder 33% damage nerf, if it should be reverted too, or not.

To make it PvE viable power DPS, they can also buff rage skills appropriately so they would be part of rotation, providing nice burst damage (maybe even count as physical skills and provide PP buff).It is only if Anet wants power berserker to be useful in PvE/WvW/PvP, or it is just condi PvE berserker.

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This spec has an identity crisis. It's no longer the unstoppable furious DPS spec it used to be. Spellbreaker should have less dps than berserker due to its overly defensive capabilities and the utility SB has, but it's the other way around. Here are a few suggestions to return Berserker back into the game.

General:

Make it so after activating berserk mode, primal bursts are no longer limited by both adrenaline and cooldown, instead, limit it with only a cooldown. Keep berserk mode's cooldown and 3 bar adrenaline cost. Make smash brawler baseline.Why: Activating berserk mode spends 3 bars of adrenaline but gets nothing in return in terms of procing adrenaline use traits. As a matter of fact, entering berserk mode becomes a liability to the warrior as it's ability to gain and use adrenaline traits gets nerfed.This would be a fair compromise without making berserker bursts count as level 3 bursts.

Skills

  • (GS) Arc Divider: Revert the cast time nerf; Change the cast time to half second.Why: Compare this to holographic shock wave. will also launch you, crit 100% of the time, and has a 600 range. compared to arc divider's 450 range. Also holosmiths can enter photon forge with less restriction than berserk mode. Apples to oranges, but this skill really needs the nerf reverted as it's no longer considered 'op".
  • (Hammer) Rupturing Smash: Change the AOE to a full circle instead of a quarter circle.Why:: The unusual hit box makes this awkward to lead hits with its 3/4 second cast time. Giving it a full AOE circle will make this more usable.
  • (Axe) Decapitate: Reduce cast time to half a second, reduce aftercast. Remove the might gain, and fire the shockwave effect even if the axe doesn't hit a target.Why:: Eviscerate is a better burst attack, the shock wave is a gimmick and awkward to hit other targets out of position. Even skull grinder is better than this.
  • (Mace) Skull Grinder: Undo the splits and normalize it to the PVE specifications.Why:: The nerfs are not justified in this current game build.
  • Outrage: Change it so this uses the charge/ammunition mechanic, increase cooldown.Why:: Because it's more appropriate for what this skill is supposed to accomplish.
  • Wild Blow: Increase the launch to 900, increase damage by a lot.Why:: Gimmick one trick pony skill without a purpose. At least give warriors an option for a high damage, high risk, close range attack.
  • Sundering Leap: Change it from vulnerability and cripple to torment and burning. Reduce cast time to half a second.Why:: Awkward to use because of it's long cast time, serves no purpose because there are other leaps out there that does power damage. Would give this an identity as a condi damage based gap closer.

Traits:

What I want to do here is separate the major traits into 3 distinct categories: Power damage, condi damage, and utility.

  • Smash Brawler: Make current trait baseline, rework this. Critical hit chance and critical damage is increased against burning enemies.Why: If primal bursts are going to be treated as level 1 bursts, smash brawler need to be made baseline because of warrior doesn't gain much after transforming besides hindering their own survivability with the adrenal health nerf.
  • Last Blaze: in addition to its current effects, Primal burst attacks inflict burning. Can only occur once per interval per target for multi hit burst skills.Why: Berserker being a condi oriented spec should have their primal bursts inflict more condi as a trait option. No such option exists.
  • Savage Instinct: In addition to its current effects, primal bursts are now able to break stun.Why: Current trait places too many restrictions to make this beneficial (effectively a stun break on a 30 second cooldown and it requires adrenaline to use). Need 3 bars of adrenaline to enter berserk mode, and limited by a cooldown with a subpar benefit. Making primal bursts capable of breaking stun will breathe new life into this trait.
  • Dead or Alive: Rework this. You are now able to leave berserk mode to put it on cooldown early by pressing F2 while in berserk. Evade and gain super speed for 1 second when entering berserk mode, gain barrier and vigor when leaving berserk mode.Why: Current dead or alive trait is ineffective due to the requirements of being in berserk mode. It's also a passive boring trait. Make this an active trait.
  • Fatal Frenzy: Increase boon duration to 15 secondsWhy: Always angry is a better trait and has a lower tier. can't even do anything with 3 seconds of quickness.
  • Eternal Champion: Rework this. You are no longer able to gain stability if you take this trait, but your primal bursts also become uninterruptible. Any incoming stability you gain is immediately converted to retaliation and resistance. Gain resistance + convert blind/weakness/cripple into fury/might/swiftness when you break a stun.Why: This is to make a frontline berserker more viable in WvW while embracing the specialization's theme around breaking stun.
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