SoD for Berserkers.

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Setsuka
Posts: 65
Joined: Tue Sep 16, 2008 4:25 am

SoD for Berserkers.

Postby Setsuka » Mon Nov 03, 2008 2:27 pm

** Shamelessly Stolen from the Goberserker forums.***

Discs

Level 81 -
Name: Tendon Shear
Cost: 180
Reuse/Duration: Duration 1minute Reuse is 12sec
Reuse Timer(s): Basic stun/snare timer
Description: Aims an axe of the eradicator at your opponent's legs, causing slower movement.
Thoughts/input: Its a snare well ya

Name: Axe of the Eradicator
Cost: 1
Reuse/Duration: 30 Sec Reuse
Reuse Timer(s): Basic Axe Summoning Timer
Description: Forges an Axe of the Eradicator
Thoughts/input: It doesn't currently have any ratio or stats on beta, I'll add when they add.


Level 82 -
Name: Fourth Wind
Cost: 313 Initial cost. (Retarded I know)
Reuse/Duration: Reuse 36min, Duration 2min
Reuse Timer(s): Its on Timer #4, which is basic third wind/2nd wind timer.
Description: Sacrifices endurance to receive a fourth wind, allowing you an increased endurance regeneration of 223 every six thirds for 0:02:00.
Thoughts/input: Well this isn't bad I guess, could use a better naming system though lolol.

Name: Distressing Scream
Cost: 1016
Reuse/Duration: 2:00 reuse, 1:30 duration
Reuse Timer(s): Basic stun/snare timer
Description: Using this high-pitched scream you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
Thoughts/input:Increases Damage Taken from Archery by 13% and Throwing by 26%



Level 83 -
Name: Blood Hatchet
Cost: 146end and 543hp
Reuse/Duration: 12 Reuse, 1minute duration
Reuse Timer(s): This is on Cry Havoc's timer
Description: Hurls an axe of the eradicator to slash the skin of your target, causing 181 damage every six seconds for 0:01:00. The exertion of the blood hatchet attack will injure you.
Thoughts/input: Very poopy dot, it needs a damage increase or it will be pretty useless. Would be one of those things you hit only because its there to hit. I could see the damage part annoying the healers if you aren't using your own heal potions to counter it.

Name: Temple Bash
Cost: 381
Reuse/Duration: 12sec reuse, 4sec duration
Reuse Timer(s): Basic stun/snare timer.
Description: Aims an axe of the eradicator at your opponent's head, briefly stunning them. This affects targets up to level 85.Thoughts/input: Basic stun



Level 84 -
Name: Eradicator's Volley
Cost: 149
Reuse/Duration: 12sec reuse
Reuse Timer(s): Basic volley/jolt timer
Description:Launches a volley of four axes at your target.Thoughts/input:Pretty big increase over decimators volley its "95 base damage" instead of the 75 base damage from Decimators annihilator's volley was 61 base so bigger increase yay?

Name: Jarring Clash
Cost: 305
Reuse/Duration: 12sec reuse
Reuse Timer(s): Basic volley/jolt timer
Description: Throws an axe of the Eradicator wildly, briefly distracting your opponent.
Thoughts/input:this lowers hate 1116 compaired to the last one which is 915, so... not a big increase.




Level 85 -
Name: Combat Frenzy
Cost: 484
Reuse/Duration: 10min reuse, duration varies.
Reuse Timer(s): Basic battle frenzy timer.
Description: Allows your melee attacks to do additional harm in the form of a frenzied strike. This Ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
Thoughts/input: Its actually useable now that its 90% > and the fact that it will refresh the buff when you go above and comeback down and proc it.



AAs



General:
Ranks: 3 more ranks
Name: Pack Rat
AA Cost: 3/3/3
Reuse/Duration: passive
Reuse Timer(s): passive
Description: Each Rank in this ability improves the efficiency with which you store your gear, effectively reducing your overall weight.

Name: Discordiant Defiance
Ranks: 5 more ranks
Cost: 5/5/5/5/5
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This ability raises the maximum that your resistance can be increased to with items and spells by 5 points per rank.

Name: Hastened Origin
Ranks: 3 more ranks
AA Cost: 3/3/3
Reuse/Duration: passive
Reuse Timer(s): passive
Description: Decreases the reuse time of your origin ability by 6minutes per rank.

Name: Delay Death
Ranks: 5 more ranks
AA Cost: 5/5/5/5/5
Reuse/Duration:
Reuse Timer(s):
Description: This ability increases how far below zero your hit points can fall before you die by 50 hit points per rank. You will still fall unconscious when you reach zero hit points.

Name: Planar Power
Ranks: 5 more ranks
AA Cost: 5/5/5/5/5
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank.

Name: General Sturdiness
Ranks: 5 more ranks
AA Cost: 6/6/6/6/6
Reuse/Duration: passive
Reuse Timer(s): passive
Description: Each rank of this ability increases your maximum hit points by 100.

Name: Mental Fortitude
Ranks: 3
AA Cost: 5/5/5
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This passive ability grants you an innate resistance to charm spells. Additional ranks increase your resistance further.

Name: Natural Durability
Ranks: 3 more
AA Cost: 2/4/6
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This ability increases your maximum hitpoints by 2, 5, and 10 percent. (The percentages are based off of your base hitpoints, which include stamina and stamina effects)

Name: Combat Stability
Ranks: 5
AA Cost: 6/7/8/9/10
Reuse/Duration: passive
Reuse Timer(s): passive
Description: The first three ranks of this ability increase melee damage mitigation by 2, 5, and 10 percent. Additional ranks further increase this effect.

Name: Combat Agility
Ranks: 5
AA Cost: 6/7/8/9/10
Reuse/Duration: passive
Reuse Timer(s): passive
Description: The first three ranks of this ability increase your melee damage avoidance by 2, 5 and 10 percent. Additional ranks further increase this effect.

Name: Innate Regeneration
Ranks: 5
AA Cost: 3/3/3/3/3
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This ability increases your regeneration ability by 1 point per ability level

Name: Energetic Attunement
Ranks: 5
AA Cost: 5/5/5/5/5
Reuse/Duration: passive
Reuse Timer(s): passive
Description: Energetic Attunement enhances your receptivity to the potential healing power of your magical gear. Each rank of this ability increases the maximum by which your hit point regeneration can be raised with items by 1 point.

Name: Quick Draw
Ranks: 1
AA Cost: 5
Reuse/Duration: passive
Reuse Timer(s): passive
Description: Quick Draw expands the potion belt by one additional available item slot per rank.

Name: Battle Ready
Ranks: 1
AA Cost: 5
Reuse/Duration: passive
Reuse Timer(s): passive
Description: Battle Ready expands the bandolier by one additional save slot per rank.



Archtype
Name:Armor of Wisdom
Ranks: 5
AA Cost: 6/6/6/6/6
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This passive ability reflects your vast experience and grants you an additional amount of innate protection in the form of boosted armor class. Additional ranks further boost your armor class.

Name: Ingenuity
Ranks: 3
AA Cost: 3/3/3
Reuse/Duration: passive
Reuse Timer(s): passive
Description: Years of experimentation have led to the discovery of how to gain additional performance (in the form of critical spell hits) from weapons and other items. Each rank in this ability will increase your critical hit chance with such items.

Name: Empowered Ingenuity
Ranks: 3
AA Cost: 4/4/4
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This passive ability will allow the critical strike that you do with weapons to deal additional damage in the form of stronger critical hits. Additional ranks increase the power of your critical hits with items.

Name: Enhanced Aggression
Ranks: 5
AA Cost: 7/8/9/10/12
Reuse/Duration: passive
Reuse Timer(s): passive
Description: Each rank of this ability increases the maximum amount of attack you can gain from items.

Name: Extended Ingenuity
Ranks: 3
AA Cost: 4/4/4
Reuse/Duration:
Reuse Timer(s):
Description:This passive ability will allow item effects to last longer for you when you use them additional ranks further increase the duration increase.

Name: Finishing Blow
Ranks: 3 more
AA Cost: 7/9/12
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This ability gives you a chance to finish off an NPC that is below 10 percent health and fleeing with a single blow. Additional ranks increase the maximum level of affected NPC. Rank 1 : level 50, Rank 2: level 52, Rank 3: level 54, Rank 4: level 56, Rank 5: level 58, Rank 6: level 60, Rank 7: level 61, Rank 8: level 63, Rank 9: level 65, Rank 10: level 66, Rank 11: level 68, Rank 12: level 70, Rank 13: level 71, Rank 14: level 73, Rank 15: level 75. (Non-Warriors must first train one level of Combat Fury to use this ability.)

Name: Hardy Endurance
Ranks: 5
AA Cost: 5/5/5/5/5
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This passive ability will add fifty endurance per rank to your endurance total.

Name: Heightened Endurance
Ranks: 2
AA Cost: 5/5
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This ability raises your natural endurance regeneration by 1 point per ability level.

Name: Killing Spree
Ranks: 3
AA Cost: 7/9/12
Reuse/Duration: passive
Reuse Timer(s): passive
Description: After slaying a non-trivial con enemy, you have a 10% chance per rank to enter a battle frenzy that instantly boosts your endurance as well as increases your offensive damage for the next 30 seconds.

Name: Punishing Blade
Ranks: 3
AA Cost: 9/10/12
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This ability increases the chance of scoring an extra hit with all two-handed weapons. Each rank in this ability increases the chance of scoring an extra hit with all two-handed weapons that you wield.

Name: Weapon Affinity
Ranks: 1
AA Cost: 5
Reuse/Duration: passive
Reuse Timer(s): passive
Description: Through years of practice, you develop a close bond with your weapons. This affinity enhances the performance of your weapons by increasing the rate that they trigger effects.


Class
Name:Battle Leap
Ranks: 1
AA Cost: 12
Reuse/Duration: 10sec duration, 1minute reuse
Reuse Timer(s): Its own timer
Description: Battle Leap enables you to spring forward into combat. You momentum will confer a boost to your attacks for a short period of time.

Name: Blood Pact
Ranks: 3
AA Cost: 7/8/9
Reuse/Duration: 2min duration, 15min reuse
Reuse Timer(s): its own timer
Description: While this ability is active, the berserker will push themselves beyond their limits. The berserkers damage output will increase, but they will take a portion of the damage they dole out themselves.

Name: Blur of Axes
Ranks: 5
AA Cost: 5/5/5/5/5
Reuse/Duration: passive
Reuse Timer(s): passive
Description: Each rank of this ability increase the damage that is done by Frenzy.

Name: Distraction Attack
Ranks: 3
AA Cost: 7/7/7
Reuse/Duration: 1:18 duration, 30min reuse
Reuse Timer(s): Its own timer
Description: This ability provides you with a chance to do an attack to your opponent that will leave them confused and less angry with you. Additional ranks incresae the power of the effect
Thoughts/Input: It overwrites bloodpact, it has a normal proc rate and is -700 aggro.

Name: Dying Blow
Ranks: 3
AA Cost: 7/7/7
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This passive ability grants you a chance to do a final attack when you die. Additional ranks increase the power of the attack
Thoughts/Input: This is just as it seems an ability that makes you spit in teh eye of your killer! Its 240 Base Weapon Damage with 10000% Accuracy Modifier, which basically means its 2.5 times stronger then our base volley damage.

Name: Flurry
Ranks: 3
AA Cost: 7/9/12
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This ability will allow you to perform up to 2 additional attacks from your primary hand.

Name: Frenzied Defense
Ranks: 3
AA Cost: 3/6/9
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This ability grants the chance to automatically make a single frenzied attack on a successful riposte
Thoughts/Input: "Frenzied Defense, tells you in Elvish' I'm back biatches!"

Name: Hastened Distraction Attack
Ranks: 5
AA Cost: 6/6/6/6/6
Reuse/Duration: passive
Reuse Timer(s): passive
Description:This ability provides you with a reduction in time between uses of your distraction attack ability by two minutes for each rank purchased.

Name: Hastened Savage Spirit
Ranks: 3
AA Cost: 6/6/6
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This passive ability will reduce the reuse time of your Savage Spirit ability by three minutes per rank.

Name: Juggernaut Surge
Ranks: 1
AA Cost: 12
Reuse/Duration: 32 sec duration, 10min reuse
Reuse Timer(s): Its own timer
Description: This ability will transform you into a living golem and increase your melee damage. As a side effect of the change you will move more slowly.
Thoughts/Input: Well you turn into a crystallos golem model thats dark green with some gold/yellow lined in it. Increases critical hit damage mod, snares you 35% and adds 30 damage to each all skills damage attack

Name: Precision of Axes
Ranks: 3
AA Cost: 5/5/5
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This ability refines your accuracy when you enter a frenzy.
Thoughts/Input: Aka it increases frenzy accuracy /yay

Name: Stomping Leap
Ranks: 1
AA Cost: 12
Reuse/Duration: 1min reuse, unknown stun duration 4 sec prob though.
Reuse Timer(s): Its on the battle leap/furious leap timers.
Description: This ability is similar to your Battle Leap ability but will stun your target as you make contact.

Name: Uncanny Resilience
Ranks: 3 more
AA Cost: 7/9/12
Reuse/Duration: 36 sec duration, 10min reuse
Reuse Timer(s): Its own timer
Description: Uncanny Resilience reduces the amount of damage sustained by incoming melee attacks. All ranks of this ability will slightly increase the total amount of damage that can be absorbed and the first three ranks will increase the duration.

Name: Vehement Rage
Ranks: 3
AA Cost: 9/9/9
Reuse/Duration: 42 sec duration, 10min reuse (it also has a very small vast time like .3 sec I think)
Reuse Timer(s): Its own timer
Description: This ability, when active, will increase the damage you do at the cost of having heals that hit you be less effective. Additional ranks increase your damage dealing capabilities.
Thoughts/Input: Lowers heals by 25% that hit you, gives you a 15% damage mod and increases minimum damage mod by 30%. This earlier in beta has was parsed at a very... very low dps increase with JUST the minimum damage mod. So only thing this is good for is a 5% damage mod if you have champion.

Name: Veteran's Wraith
Ranks: 3
AA Cost: 7/9/12
Reuse/Duration: passive
Reuse Timer(s): passive
Description: Each rank in this ability increase the damage you cause when you land a critical hit on a melee attack. This ability does not affect special attacks.

Name: Furious Rampage
Ranks: 3
AA Cost: 2/2/2
Reuse/Duration: passive
Reuse Timer(s): passive
Description: This ability decreases the amount of time required between uses of Rampage by ten percent per rank. You may train in this ability three times at level 63 but only once per level there after. Additional ranks begin at level 68.

Name: Fundament of Combat
Ranks: 9
AA Cost: 1/1/1/1/1/1/1/1/1
Reuse/Duration: passive
Reuse Timer(s): passive
Description: After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of combat you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Combat you will be able to train in the First SPire of the Savage Lord. After you master the First Spire and the next three ranks of Fundament of Combat you can then train in the Second Spire of the Savage Lord. After completing your training with the Second Spire and completing the final three ranks of Fundament of Combat you will be able to train the Third Spire of the Savage Lord and complete your mastery.
Fundament of Combat itself will grant you 10 hit points per rank and increase the cap on your Strength by 1 point per rank.

Name: Fundament: First Spire of Savagery
Ranks: 3
AA Cost: 5/5/5
Reuse/Duration: 1min 30sec duration, 10min reuse
Reuse Timer(s): All 3 Spires share a timer.
Description: You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
Thoughts/Input: It decreases a mobs chance to hit with all skills (accuracy debuff basically), lowers there ac and lowers there atk. Its currently not procing on beta.

Name: Fundament: Second Spire of Savagery
Ranks: 3
AA Cost: 5/5/5
Reuse/Duration: 10min reuse
Reuse Timer(s): Its on the 3 spire timers.
Description: You gather your strength and focus your mind which grants additional accuracy and damage with thrown axes. Additional ranks icnrease the effectiveness with these weapons.
Thoughts/Input: Its just as it sounds a ranged damage disc ~Adds 80 damage to each Throwing attack, 40% chance to hit and minimum damage mod.

Name: Fundament: Third Spire of Savagery
Ranks: 3
AA Cost: 5/5/5
Reuse/Duration: 10min reuse
Reuse Timer(s): Spire timers
Description: You gather your strength and focus your mind which grants you additional damage with all your attacks. Additional ranks increase your damage bonus.
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Last edited by tonzofo : 10-14-2008 at 02:35 AM.


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#6 10-13-2008, 11:46 PM
Kirzan
Killer Extraordinaire / Player Mod Join Date: Apr 2007
Age: 32
Posts: 215



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Oh yes sorry, my original post didn't cover the cut n paste usual upgrades to existing discs we get. Nor did it cover our new Battle Frenzy which works on mobs below 90% and will reproc on a mob at 100%. Basically we got this upto where it is usable, even though circumstantial.


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#7 10-14-2008, 12:18 AM
Sonof
Rabid Join Date: Sep 2005
Posts: 147



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I was in Beta from the start so i thought i would add a post i had written, some of it is repeat of some of the other posts.

DISCS
81 - Tendon Shear: C
Standard upgrade that I will really only get because it uses same axe as stun so will probably purchase at level 83 when i get stun.

82 - Distressing Scream: B
Standard upgrade to a skill only really used on burns due to end cost and on same timer as snare/stun. Would be nice if it was fixed to work with archery like it is supposed to. Same debuff as Rk. 3 version of previous version(which is understandable) so i won't be getting new one till Rk. 2.

82 - Fourth Wind: B
Standard upgrade and does what it is supposed to

83 - Temple Bash: B+
Standard upgrade that i will get as soon as i can but it does lose alot of its power once you get to max level, but still overal useful.

83 - Blood Hatchet: D-
New disc that nukes the berserker for 480/543/588 and DoTs the mob for 160/181/196 per tick for 1 minute. As you can see it really sucks, it is a flat 30dps ability(at rk2) that cannot be enhanced in any way. Don't think anyone has really figured out the purpose of this new disc.

84 - Eradicator's Volley: A
Standard upgrade that is boost to sustained damage with the "coolness" factor of battle/crit spam. Solid upgrade and will get ASAP.

84 - Jarring Clash: D
Standard upgrade to almost never used ability due to it being on Volley timer and not removing enough aggro to be worth it.

85 - Combat Frenzy: B
Standard upgrade to an ability that has gone through quite a few changes. It has been changed to 90% for initial use and can proc it at 100% so is decent again. Have not had a chance to test it as far as overwriting with shaman panther line.


AAs
Precision of Axes(3 ranks) - increases accuracy of frenzy

Blur of Axes(3 new ranks) - Same as before just more ranks. More frenzy damage

Hastened Savage Spirit(3 ranks) - reduces Savage timer by 3min per rank, yes that is not a typo 9 minute reduction total.

Frenzied Defense(3 ranks) - Gives us the chance to frenzy a mob on a succesful riposte

Dying Blow(3 ranks) - Gives us chance to launch an attack on mob when we die

Vehement Rage(3 ranks) - 15% damage mod, lowers healing effectiveness, 10min reuse, shared with warriors

Uncanny Resilience(3 new ranks) - same idea as before just new ranks

Distraction Attacks(3 ranks) - adds buff proc(0% proc mod) that reduces aggro by 500/600/700 per proc. 1min duration/30min reuse.

Hastened Distraction Attacks(5 ranks) - Reduces Distraction Attacks timer by 2min per rank

Juggernaut Surge(1 rank) - Turns you into an green ice golem. Adds 0.1 crit damage multiplier, 30dmg to each attack and also snares you. 10min reuse/30 second duration.

Fundament of Combat(9 ranks) - First 3 ranks open up First Spire, next 3 ranks open up 2nd Spire, last 3 ranks open up 3rd Spire.

First Spire of Savagery(3 ranks) - Defensive Proc buff that gives a chance of procing an accuracy debuff. Ranks increase power of debuff. 1:30 duration/10min reuse.

Second Spire of Savagery(3 ranks) - Throwing discipline that increases the minimum damage of our thrown axes, adds damage done each throwing attack, and increases throw accuracy. Increases by rank. 1:30 duration/10min reuse.

Third spire of Savagery(3 ranks) - Adds damage to all attacks, increases by rank. 1:30 duration/10 minute reuse.


Synopsis
I didn't list the other AAs we get that are shared by all other melee or all other classes. We have just about completely been stagnated in every area of the game. I am a little interested in Juggernaut Surge(we had to battle to even get that to a useable form) just because it is kinda cool and will definetly get the new volley but other than that there isn't much. This stagnation was completely intentional and was extended to rogues as well(though they did get a pretty cool pulling tool).

We should still be able to do pretty decently at the 1 area we were really good in(burning a single mob down) but we will have trouble beating wizards(but i will sure try ) on burns and we still will be comparably weak in the group dps game. Caster and Hybrids did get some serious power boosts so it will be interesting to see how things pan out. Hopefully the content itself will work out well.
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#8 10-14-2008, 03:05 AM
Gwerlum
Fury Join Date: Apr 2004
Age: 28
Posts: 1,235



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My thanks to all those in beta and all those with a devs ear. But I feel devs really dropped the ball with this expansion, Sony payroll should be able to hire some rather bright programmers. I am dissapointed and I dont feel there is even a carrot on a stick this time. Only time will tell though.
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#9 10-14-2008, 03:08 AM
abaumbach
Berserker Join Date: Feb 2007
Age: 27
Posts: 422



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Quote:
Originally Posted by Sonof
82 - Distressing Scream: B
Standard upgrade to a skill only really used on burns due to end cost and on same timer as snare/stun. Would be nice if it was fixed to work with archery like it is supposed to. Same debuff as Rk. 3 version of previous version(which is understandable) so i won't be getting new one till Rk. 2.

83 - Blood Hatchet: D-
New disc that nukes the berserker for 480/543/588 and DoTs the mob for 160/181/196 per tick for 1 minute. As you can see it really sucks, it is a flat 30dps ability(at rk2) that cannot be enhanced in any way. Don't think anyone has really figured out the purpose of this new disc.

I don't want to go overboard considering none of this is actually Live yet but just an observation or two.....

Could someone (a mod, Hamu, Lilb, Swamp, Kirzan, Tonz, whomever) please start a sticky page at the beginning of one of the sections for us to keep an updated list of gear, weapons, discs, abilities, AA's that we feel need tuned, fixed, made to work correctly. Lilb and Tonz, you guys both usually do a good job with these types of stickied 'list' posts that remain updated. The reason I ask is that I would really like to see our 'scream' line of skills corrected so that they work as we all believe they should. It should make mobs vulnerable to thrown AND archery attacks (i.e. any sort of distance attack) from us or anyone else who's attacking the mob from a distance with either of those two types of skills. Maybe this new 'screm' will be fixed when it goes Live but I highly doubt it. I would venture a guess the coding was merely copy/pasted. We could keep a running thread to add/subtract things as well that give the community leaders something to maintain open dialog on.

Secondly, that DoT sounds awful. On the same timer as Cry Havoc, 30 DPS AND it harms us too? I'm not complaining about the extra DPS, I'll take any little upgrade but come on, maybe up the damage a little for something we're going to take damage for using. If that's the case I'll simply keep using my Ring of Ill Touch if I feel in the DoT'ing mood.
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#10 10-14-2008, 03:36 AM
tonzofo
Is teh win! Join Date: Jan 2005
Age: 19
Posts: 955



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Quote:
Originally Posted by abaumbach
I don't want to go overboard considering none of this is actually Live yet but just an observation or two.....

Could someone (a mod, Hamu, Lilb, Swamp, Kirzan, Tonz, whomever) please start a sticky page at the beginning of one of the sections for us to keep an updated list of gear, weapons, discs, abilities, AA's that we feel need tuned, fixed, made to work correctly. Lilb and Tonz, you guys both usually do a good job with these types of stickied 'list' posts that remain updated. The reason I ask is that I would really like to see our 'scream' line of skills corrected so that they work as we all believe they should. It should make mobs vulnerable to thrown AND archery attacks (i.e. any sort of distance attack) from us or anyone else who's attacking the mob from a distance with either of those two types of skills. Maybe this new 'screm' will be fixed when it goes Live but I highly doubt it. I would venture a guess the coding was merely copy/pasted. We could keep a running thread to add/subtract things as well that give the community leaders something to maintain open dialog on.

Secondly, that DoT sounds awful. On the same timer as Cry Havoc, 30 DPS AND it harms us too? I'm not complaining about the extra DPS, I'll take any little upgrade but come on, maybe up the damage a little for something we're going to take damage for using. If that's the case I'll simply keep using my Ring of Ill Touch if I feel in the DoT'ing mood.

Well the dot only knocks Cry Havocs down for 12sec so it doesn't actually effect it tbh. I made a post explaining how underpowered the dot is and how it needs to be like 1200 a tick to even be worth it (1200 a tick is 200dps which is inline with what it should be expected maybe even a little low).

I made a post about SoD abilities in general that need looked at/fixed. I mentioned this and a couple other things basically.

I'll look into making a post about these abilities/AA that need fixed/looked at though. I think thats a good idea.
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#11 10-14-2008, 06:29 AM
cheeop
a funny guy Join Date: May 2007
Age: 25
Posts: 389



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axes summon to 100....thats basically all we got.
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#12 10-14-2008, 06:32 AM
cheeop
a funny guy Join Date: May 2007
Age: 25
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Quote:
Originally Posted by abaumbach
I don't want to go overboard considering none of this is actually Live yet but just an observation or two.....

Could someone (a mod, Hamu, Lilb, Swamp, Kirzan, Tonz, whomever) please start a sticky page at the beginning of one of the sections for us to keep an updated list of gear, weapons, discs, abilities, AA's that we feel need tuned, fixed, made to work correctly. Lilb and Tonz, you guys both usually do a good job with these types of stickied 'list' posts that remain updated. The reason I ask is that I would really like to see our 'scream' line of skills corrected so that they work as we all believe they should. It should make mobs vulnerable to thrown AND archery attacks (i.e. any sort of distance attack) from us or anyone else who's attacking the mob from a distance with either of those two types of skills. Maybe this new 'screm' will be fixed when it goes Live but I highly doubt it. I would venture a guess the coding was merely copy/pasted. We could keep a running thread to add/subtract things as well that give the community leaders something to maintain open dialog on.

Secondly, that DoT sounds awful. On the same timer as Cry Havoc, 30 DPS AND it harms us too? I'm not complaining about the extra DPS, I'll take any little upgrade but come on, maybe up the damage a little for something we're going to take damage for using. If that's the case I'll simply keep using my Ring of Ill Touch if I feel in the DoT'ing mood.

scream effects archery by 14%.
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#13 10-14-2008, 08:06 AM
Fovas
Rabid Join Date: Jan 2006
Posts: 115



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Quote:
Originally Posted by Tnarilber
pathetic excuse by SOE. Its pathetic we as a class have to go 3 expansions without an upgrade to berserking. TBS, SOF and now SOD and no upgrade. So what we wait for another year ? Whats that almost 3 years and we will have no upgrade to berserking.

That is so true...

A year ago... We got a nerf/fix from SoF flurry...

This time...Nothing shiny, no real surprise....



Sigh ...it hurt when you know you have to wait for another YEAR for a slime chance of upgrade...
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#14 10-14-2008, 09:05 AM
tonzofo
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Quote:
Originally Posted by Fovas
That is so true...

A year ago... We got a nerf/fix from SoF flurry...

This time...Nothing shiny, no real surprise....



Sigh ...it hurt when you know you have to wait for another YEAR for a slime chance of upgrade...

distracting strike and the others have some major potential I am fairly sure even nodyin will see that blood hatchet needs increased and increase it... maybe.

But really, we aren't do TERRIBLE this expansion. We know that nodyin wants us just under rogue dps (which is where we are now), he knows that our sustained dps needs increased.
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#15 10-14-2008, 09:50 AM
Merrox
Ferocious Join Date: Nov 2006
Posts: 51



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Quote:
Originally Posted by tonzofo
We know that nodyin wants us just under rogue dps (which is where we are now), he knows that our sustained dps needs increased.

Someone tell nodyin that we want EVADE ability too. If our dps is going to be below a rogue's, then we should get additional ways of dropping aggro. Also, they should remove all negative effects from our AA disciplines. Right now, our class's dps is more risk with less reward. They really need to balance that out. Personally, I prefer getting a kiss first, before I get screwed.
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Last edited by Merrox : 10-14-2008 at 11:01 AM.


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#16 10-14-2008, 11:29 AM
Sonof
Rabid Join Date: Sep 2005
Posts: 147



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Quote:
Originally Posted by cheeop
scream effects archery by 14%.

Are you sure Haro? I could not get a ranger to test it in beta but all the other screams do NOT work on archery and i assume this one is the same.
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#17 10-14-2008, 11:36 AM
Kirzan
Killer Extraordinaire / Player Mod Join Date: Apr 2007
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We can probably accomoodate the sticky thread idea, it is a good one. Once the expansion comes out and we see what needs done we can get it going.


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#18 10-14-2008, 12:15 PM
Lilbraen
Patron Zerk of Newbs Join Date: May 2005
Age: 26
Posts: 1,404



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Quote:
Originally Posted by Merrox
Someone tell nodyin that we want EVADE ability too. If our dps is going to be below a rogue's, then we should get additional ways of dropping aggro. Also, they should remove all negative effects from our AA disciplines. Right now, our class's dps is more risk with less reward. They really need to balance that out. Personally, I prefer getting a kiss first, before I get screwed.

This is the way the developers see berserkers:

Comparative DPS (grouping, raid gear): Nothing too special. They stand out because they focus on DPS AAs and DPS foci before anything else and thus top out quickly. Warriors and others have other aspects of their classes to improve before they go "DPS only", but catch up and sometimes surpass the berserker when they have all *their* DPS AAs. Berserkers can burn when needed.

Comparative DPS (grouping, grouping): Same as above, but they want to remedy the lack of standing out with weapon balancing after expansion launch. They planned this in SoF, but it didn't really happen.

SmartZerk Response: Our AA-burn discs are self-destructive, so unless you're using some nice raid gear or have 2 healers in the group, you're better off not using savage spirit, cascading rage, and reckless abandon.

Comparative DPS (raid, burst): Burst DPS, along with rogues, is too far ahead of the pack. They use damage multiplying effects all too well. They will be stagnated in this area.

SmartZerk Response: Ok. We understand. We don't like it nor are we used to it... but we understand.

"Attributable DPS" (group): Berserkers provide a great deal of damage modifications for their groups. 100% crit chance modifier, +crit damage modifier, and war cry. Some people argue that this is more than shaman or bard can offer. Either way, it's too much for the amount of personal DPS the berserker brings to the table.

SmartZerk Response: Warcry is powerful, yes, but that's why we don't use it too frequently in groups. We often prefer to save it for an emergency burn. Thus, it's not a consistent benefit to the group. Cry Havoc is great for groups. No one can argue that. So is aura. Of course, all 3 of our group DPS mods effect melee *only*, so its power is not universally great in all groups. Lastly, we modify melee DPS for short amounts of time and at major cost to endurance or recast timers. The bard/shaman comparison is just silly for that reason.

"Attributable DPS" (raid): Same as above, but MGB Warcry is seen as a major "overpowering" crux. It has the chance at modifying DPS of an entire raid.

SmartZerk response: ... all the *melee" in a raid. And the effect of that depends on the individual performance of those melee. And only for 2 minutes (with all AAs). Once every 1 hour and 12 minutes. Thus, it's only used with Savage Spirit. So, like warcry in the group arena, it's only used on super important burns.
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#19 10-14-2008, 12:37 PM
Azza
The Unspellable Join Date: Nov 2005
Age: 31
Posts: 163



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Quote:
Originally Posted by cheeop
axes summon to 100....thats basically all we got.

Which was mainly just a pet peeve, atleast for me. The 20/cast that is.

I can only say that Warhammer Online was released just at the right time.
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#20 10-14-2008, 01:04 PM
Krazeiee
Frenzied Join Date: Feb 2004
Age: 31
Posts: 298



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well, it is going to be a tough decision on which aa's to get first there is some nice ones for dps that we will want to get hands on first

Btw 825 new AA's with SOD
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