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New Eternal Champion is pretty good but ...........


Myror.7521

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I tested it on power and condi Version both works pretty decent. How ever Berserker have still a huge problem. It is called access to Adrenalin. You forced to first fill up to full 3 bars to get access to Berserker Mode. How ever most of the time before you get into it the enemy is allready death or your death. This let only be 2 builds ik be variable (full glass Signet Berserker or a condition build with 2 Rage Utility skills to fill the bar as quickly as you could). Please give Berserker a passive effect or something like that ..... just to get faster access to go into Berserker Mode. (Yes headbutt would be a good option but since it is so predictable and ezy to dodge it is pretty mutch useless against half good players)

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Headbutt is a stunbreak so instead using it as obvious engage you can use it as a counter attack. After cc'ing you they're likely to use something heavy hitting to capitalize, which makes it a win for you. They'll either stay invested to maximize damage and you land your headbutt, or if they dodge, they lose their big play move.

Other than that a nice way to set up your headbutt is with tactics line and "Leg Specialist" trait. Cripple turned into 1s immob is all you need to land it. This is great on condizeker, because Blaze Breaker (torch 4) cripples which is probably a fact few of your enemies will be aware of and on a lookout for.

Other than that defense line has some goodies for you. Shield master and Cleansing ire both provide adrenaline gains for taking blows rather than dealing them and merciless hammer gives fat payouts for cc'ing an enemy.

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yea it's stupid, the whole point of bringing back core burst is so that berserker won't have to fight like a 2 trait line warrior without class mechanics for 15 seconds.

but even with core burst back, if you play like normal warrior, you will basically never have max 30 adrenaline, because normal warrior gameplay is based on keep bursting, but if you save adrenaline, that means you are back to the 2 trait warrior without class mechanics again, rendering the change useless.

forcing berserker to lock into the likes of signet of fury and headbutt.

not considering blood reckoning because forcing a heal skill so you can use your class mechanic is bad design, heal skill should be used for healing/sustaining

 

either they need to make new energy for berserk like druid has, or reduce adrenaline costs, or just remove the adrenaline requirement.

or make it so you can activate berserk as long as you have adrenaline and just drain adrenaline overtime

Edited by Lighter.5631
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Adrenal access will depend heavily on what you pair your build with, but I haven't really found that an issue from running zerker in WvW.  Here's what I have been using:

http://gw2skills.net/editor/?PKABc6lflNwaYJsQmJeuWetfA-zVIYR0zfKNqA6UI0rEobRgkPABxbR/zIA-w

 

Axe gives a ton of adrenaline in general, particularly with Axe Mastery trait.  Hydromancy with axe offhand allows you to stick the hits of that attack, which give a lot of adrenal back too.  The only real Achilles heel I've found with Berserker is conditions.  Fortunately you can just pop on Antitoxin runes in WvW and tank them when your heal is on cd. 

 

Blinds still suck and I miss resistance on dodge desperately, but the constant damage negation from Eternal Champ/Savage Instinct and Defense Stances frees up a utility spot.  On most warrior builds, you generally will take Bulls Charge as a good gap closer along with two other skills for stun breaks/stab/cleanse (Endure Pain, Balance Stance, Shake it Off, etc.).  However, since traits will handle that for you, you can take Sundering Leap to offset the loss of Greatsword mobility.

 

It's not perfect, but better than I expected Berserker to be in a competitive build.

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i'm really happy with the cd reduction on shattering blow and sundering leap, also the buff on sundering leap, both are now very much usable.

 

because of these changes, lately i've had sufficient adrenaline by running 2 rage skills on my skill bar, shattering blow and sundering leap, using both in succession off berserk mode grants a full bar easy, more so if you land the hits.

 

by managing the cd's and using them to build adrenaline outside of berserk ensures i have enough fuel to put out both core bursts and still get into berserk mode on availability.

 

sure there are hiccups sometimes but its rare as long as you are able to manage your cd's properly.

 

but shattering blow is a predominantly condi skill, would be nice if wild blow received the same cd reduction treatment. then again warrior really needs that defensive cooldown in that slot, so i don't know if wild blow would make the cut even if it does.

 

and shattering blow can be ran on a power build just as effectively as both a defensive cooldown and adrenaline source.

 

i really loved these changes, again. really good job with these particular berserker changes balance team. 👌💕

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On 2/17/2023 at 10:04 PM, Lighter.5631 said:

yea it's stupid, the whole point of bringing back core burst is so that berserker won't have to fight like a 2 trait line warrior without class mechanics for 15 seconds.

but even with core burst back, if you play like normal warrior, you will basically never have max 30 adrenaline, because normal warrior gameplay is based on keep bursting, but if you save adrenaline, that means you are back to the 2 trait warrior without class mechanics again, rendering the change useless.

forcing berserker to lock into the likes of signet of fury and headbutt.

not considering blood reckoning because forcing a heal skill so you can use your class mechanic is bad design, heal skill should be used for healing/sustaining

 

either they need to make new energy for berserk like druid has, or reduce adrenaline costs, or just remove the adrenaline requirement.

or make it so you can activate berserk as long as you have adrenaline and just drain adrenaline overtime

This. They need to decide whether berserk mode is a burst skill (at which point 30 adrenaline is reasonable but it needs to do damage and trigger traits), or whether it is a rage skill and thus should not have an adrenaline requirement. Currently we have the worst of both worlds.

 

I think the best would be for it to continue as a rage skill and get rid of the adrenaline requirement. As you point out, needing 30 adrenaline for berserk makes it not feasible to use your core bursts outside of Berserk mode and usually requires dedicating one or more utility skills just so you have enough adrenaline to enter. This is the biggest design flaw facing the spec.

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26 minutes ago, CalmTheStorm.2364 said:

This. They need to decide whether berserk mode is a burst skill (at which point 30 adrenaline is reasonable but it needs to do damage and trigger traits), or whether it is a rage skill and thus should not have an adrenaline requirement. Currently we have the worst of both worlds.

 

I think the best would be for it to continue as a rage skill and get rid of the adrenaline requirement. As you point out, needing 30 adrenaline for berserk makes it not feasible to use your core bursts outside of Berserk mode and usually requires dedicating one or more utility skills just so you have enough adrenaline to enter. This is the biggest design flaw facing the spec.

this is very true, for me, the solution is to make it so warriors can generate and hold adrenaline passively instead of having it as a decaying resource. this would eliminate much clunky-ness and make warrior more fluid. one reason warrior is so terrible without discipline is adrenaline drought. adrenaline generating skills, most if not all come with terrible utility and on unreasonably long cooldowns and warrior is punished for running them.

 

thats why i felt the cd reduction to shattering blow and sundering leap felt so significant, pushing both skills to the realm of usability.

 

game's not as slow as it was back then, with the abundance of debilitating conditions, mobility, mitigation to deal with, paired with warrior's melee centered design.

 

where other classes have their resources readily available, warrior doesn't, its a death sentence, basically them starting the fight having their gun drawn while your sword is sheathed, and you still have to run up to them to smacc em with it. 🤣

Edited by eXruina.4956
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