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Make Berserk a burst


Grand Marshal.4098

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5 minutes ago, Kodama.6453 said:

Remove the 10 adrenaline gained from entering berserk then.

It's quite essential for the mode to function since it grants the ability to chain a primal burst immediately after entering Zerk mode, which on its own is not an offensive skill anymore. 

Spec lacks fluidity even if you got CI and MH from defense, other lines barely got any decent adrenal gain, Arms is unusable, Tactics is mid, Discipline is a must, Strength is the highest risk build. 

Tldr: by allowing us to use Berserk with 10 adrenaline, we get the ability to chain a full T3 burst into Berserk via Discipline interactions, with it giving us all the necessary adrenaline, in order to use a primal and get value out of all the zerk mode proc skills. 

Bottom line being, let the berserker always be able to land a first hit and get value out of T3 bursts. 

Edited by Grand Marshal.4098
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Just now, Grand Marshal.4098 said:

It's quite essential for the mode to function since it grants the ability to chain a primal burst immediately after entering Zerk mode, whivh on its own is not an offensive skill anymore. 

Spec lacks fluidity even if you got CI and MH from defense, other lines barely got any decent adrenal gain, Arms is unusable, Tactics is mid, Discipline is a must, Strength is the highest risk build. 

Tldr: by allowing us to use Berserk with 10 adrenaline, we get the ability to chain a full T3 burst into Berserk bia Discipline interactions, with it giving us the necessary adrenaline to use a primal and get balue out of all the zerk mode proc skills. 

Bottom line being, let the berserker always be able to land a first hit and get value out of T3 bursts. 

That's my point. You gain adrenaline from entering berserk mode for a free primal burst right after entering it. That's why it isn't counting as a burst skill itself, because it already gives you a free burst skill.

Looks like you just want to get 3 burst skill procs for traits and such back to back.

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1 minute ago, Kodama.6453 said:

That's my point. You gain adrenaline from entering berserk mode for a free primal burst right after entering it. That's why it isn't counting as a burst skill itself, because it already gives you a free burst skill.

Looks like you just want to get 3 burst skill procs for traits and such back to back.

Yeha it does rn as a non-burst. I say keep the baseline gain for the skill if a Burst type. 

Why? Well right now Berserker suffers from the too high cost of adrenaline required to proc Berserk. Blood Reckoning will never be used by competent players as an opener, since it's part of the burst and our heal. 

So by lowering the entry requirement for Zerk mode and making it a Burst skill this happens:

Warrior uses headbutt: 30 adrenaline

Warrior uses T3 burst for effect: In our case say, T3 Arcing Slice for Fury

Via Discipline warrior has enough adrenaline back to activate Berserk mode immediately

Warrior enters Berserk mode: 1)as a Burst skill with Discipline interactions, it does not grant enough adrenaline to use a Primal instantly, it merely replenishes 33% of the 10 spent. 2)Therefore if it simply gains the 10 adrenaline gain baseline, it allows for an immediate Primal burst to be chained after Berserk procs, while still within the time 'limit' at which a T3 burst benefits the warrior (T3 Skullcrack stun, T3 Arcing Slice Fury etc). 

Considering how Berserk procs Resistance, SS, Quickness and Blood Reckoning for 2 seconds, losing your opener burst (very easy) means losing much of your kill potential. 

Therefore, to remedy this, my proposal is the aformentioned where the warrior is guaranteed to make full use of the whole burst sequence. 

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If Berserk has to have 30 Adrenaline to use then it should count as a T3 burst.

If Berserk has to be a Rage skill, then it should not require 30 Adrenaline to use.

It should be one, or the other. I realize that what they did was just revert the changes back to what it was, but the change during the previous rework that made it count as a burst, with an attack on it, was the right way implement it.

Again, if it is to remain a Rage skill, then there should be no Adrenaline cost, if it continues to have an Adrenaline cost then it should be a Burst skill and count as a T3.

Otherwise, it would be like Mech skills not counting as toolbet skills now, wouldn't it?

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1 hour ago, Lan Deathrider.5910 said:

Otherwise, it would be like Mech skills not counting as toolbet skills now, wouldn't it?

Really bad comparison and I think you know that.

If mech skills don't count as toolbelts, then mechanist has literally 0 means to trigger any toolbelt traits.
With berserk not counting as a burst skill, it still has the base burst and primal burst skills to trigger these effects. So berserker does have even more ways to trigger burst traits than core warrior.

 

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18 minutes ago, Kodama.6453 said:

Really bad comparison and I think you know that.

If mech skills don't count as toolbelts, then mechanist has literally 0 means to trigger any toolbelt traits.
With berserk not counting as a burst skill, it still has the base burst and primal burst skills to trigger these effects. So berserker does have even more ways to trigger burst traits than core warrior.

 

As it should because the traitline gives up the spot for a potential line associated with Bursts, in order to trigger traits around a mode. 

There is no burst related trait on Berserker. And since Discipline is a must, it means it can only access the burst assets of a single line (tct, def, str, arm). 

It's def another trade-off that hinders the spec and Berserk mode becoming a burst would fix this as well as most traits within berserker. 

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On 1/4/2023 at 6:48 AM, Kodama.6453 said:

Remove the 10 adrenaline gained from entering berserk then.

It worked exactly like how OP specified before, and its been changed to a rage skill for little more than theme parity.  Can we not set up arbitrary hurdles?

Quote

With berserk not counting as a burst skill, it still has the base burst and primal burst skills to trigger these effects. So berserker does have even more ways to trigger burst traits than core warrior.

I still want it back the way it was because nobody in their right mind will spend 30 adren on a standard burst on zerk and lock themselves out of the mode for longer unless it is to kill confirm.

Re: comparison to mech and tool belt skills. 

Its close.  Its more like if your mech commsnds only triggered toolbelt traits if you were really close to the mech, but otherwise they count as commands and interact with a single trait.  Sure you have the option to get the toolbelt interaction, but its impractical and youre probably going to be tapping that minor command trait instead.

Edited by Azure The Heartless.3261
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