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Grand Marshal.4098

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Posts posted by Grand Marshal.4098

  1. As a warrior main, I got my Marauder gear, with Berserker amulets and weapons, running Greatsword and Axe/Shield for all 3 of my roaming power specs of Spellbreaker, Core and Berserker.

     

    In order to save my utilities for an gap closing, offensive and stun break capabilties, I found out that Rune of the Warrior (kinda expensive I know), can be a better option. Overall increase in vitality and toughness, with a decrease on weapon swapping, which is how you manage conditions in this condition meta. 2 sigils of cleansing, discipline traits 2, 3 , 3 and you have a very potent warrior. Weapon swapping can be used defensively since you can utilize it per 4 seconds, removing 1 condition in edfault and another 3 with your rune.

     

    Of course this setup still needs resistance and mass cleanses, since condi rev and scourgesimply reapply the conditions, however it makes your gameplay far more viable. I also enjoy using energy sigils for my endurance, or stun duration sigils for my shields. All this to help with the condi management and evading condi fields.

     

    Finally, I propose for this rune because it is not only focused in condition (more vitality means more chances to survive the bomb) but it provides necessary toughness which can be a game changer for when fighting power S/D Daredevils or Rangers.

  2. For some reason I can't find anything about it in the wiki history log, but choosing this trait allowed your banner to pulse regenaration as well didn't it? I specifically remember this being the case, so please correct me if I am wrong. I was a rather new player at the time (Spring/Summer 2019). Thank you for answering in advance!

  3. > @"SpellOfIniquity.1780" said:

    > I'm just sick of them because they're getting more and more popular and it is complete ape tier build. I feel pretty well the same about it as I do Signet core Necro and Condi Spellbreaker- it's only a problem in 1v1's so I doubt if it will be receiving nerfs any time soon.

    >

    > Said build(s) are of very little presence in team fights other than having enough durability to be good revive bots for their downed teammates. But they are so horrendously tanky and sustainable that they can kill the majority of builds in 1v1's just due to sheer attrition and nothing else.

    >

    > I'm not as annoyed by Immob Druid as OP, but I do agree that they're obnoxious, and Immobilize as a Condition needs to have some balancing reviews.

    > For Druid specifically, I think Ancient Seeds needs to be reworked in to something more valuable and less annoying. Either completely rework it or change it such that the Immobilize _only procs when the Ranger player delivers the CC._ Right now, Ancient Seeds will proc as long as the Ranger is hitting someone(s) that is CC'd regardless of whether they or their pet delivered that CC. That's why Barrage on a group can be such a pain when coming from a Druid.

    >

    > Also, I recommend having some Rune of the Revenant on hand for fighting this build. Use heal -> gain Resistance -> lol Immob. Can't Immob you again after you cleanse it if you're immune to it.

     

    Warrior main here. What is a condi spellbreaker? Pls enlighten me. I've heard of condi berserker but spb? Some new build?

  4. Frankly for me a demon-hunter (like wow) warrior would do it. More magically inclined, dedicated individuals battling the Oni and Kanaxai's remaining demons that are now probably outside of the Jade Sea. Focus could work and scepter maybe as well, but Im still trying to figure out the perfect spot between a warrior and necro/mallyx-like abilities.

     

    So awarrior that can counter basically stealthy enemies, fast targets, whereas berserker counters high health pools/high defense enemies (overwhelming dps) and spellbreaker is meant to be the anti-scholar class. So a warrior that will counter rangers/engis/thiefs could work out well.

     

    As for the name a clishe **DEMONSLAYER**

     

    anet pls Greataxe weapon :p

    Something random but the Abyss Stalker outfit rly reminds me of the Kanaxai concept art huh.

  5. > @"Lan Deathrider.5910" said:

    > Protection on Outrage + RR would be great physical damage reduction, but it would be very short lived and Berserker's big issue is staying power. This is the kind of think that it needs for the kind of role we want it to have @"Vancho.8750". If 2s base 3s in Berserk Mode is too high for you why not just keep it 2s. Maybe add in if you are in Berserk Mode gain Resistance for 1s. Short durations for obvious reasons.

    >

    > **Outrage:** In addition to its current effects grant Protection for 2s if you break a stun. If you are in Berserk Mode gain Resistance for 1s when you break a stun in addition to 2s of Protection.

    >

    > That said it may be better to shove the Protection and Resistance into Eternal Champion in place of the stability and might. Thoughts on that? It would create a very durable option for the spec, but would be contingent on breaking stuns and not be something that you preemptively cast.

    >

    > FNP on each rage skill for 1s each may or may not be too much. I can see someone pulling mace/shield + X/sword for an extra 7s of block uptime. It may be enough to perma block+physical invulnerability. So, bad idea.

    >

    > Why not gain Feel No Pain from Savage Instinct when you leave Berserk Mode as well? That would mesh rather well with Dead or Alive. I can see it added to when you use a heal skill or elite skill. You know, I don't think we have any traits that key off of when you use an elite skill specifically.

    >

    > **Savage Instinct:** Gain Feel No Pain for 2s when entering or leaving Berserk Mode or when you use an elite skill. Berserk Mode now breaks Stuns.

    >

    > Savage Instinct gives the stunbreak now btw @"Grand Marshal.4098". I think Berserker is the only class that can have 5 stunbreaks on the bar, one of which being an ammo skill with three more via traits though two of those have 300s CDs now.

    >

    > Retaliation certainly fits the theme of Shattering Blow... Lets say a 1s block since 2s seems too long but 1/2s is too short. Flip over to end it early, if it lasts its full duration it does the current effects and grants Retaliation for 2s, if you end it early it deals more damage and bleed and grants 3s of retaliation. Double damage and bleed on activate may be too much though. That would be 8 stacks of bleeding. How about 50% more?

    >

    > **Shattering Blow:** As it is now, but with a 1s Rock Guard. Option to activate the attack early for 1.5 scaling instead of 1.0 scaling and 6 stacks of bleed instead of 4. Grants Retaliation for 2s if the block lasts its full duration, 3s if it is activated early.

    >

    > Dead or Alive... Let me see if I am getting what you want right @"Vancho.8750".

    >

    > **Dead or Alive:** If you take a fatal blow while in Berserk Mode, leave Berserk Mode and heal for 5220 (0.04). While in Berserk Mode gain 2% of you HP as barrier when hit, While out of Berserk Mode gain 1% of you HP as barrier when hit.

    >

    > I'm removing the gaining 10% more healing from that version. 2% of HP when struck as barrier would be at most 900 barrier realistically in WvW. Far less in PvP. A glass cannon build taking the trait would get 390 barrier in Berserk Mode. This would probably need an ICD of some sort to be honest Vancho, something like a 1s ICD, But does that capture your idea?

     

    **Outrage** : I don't mind it if it simply retains a protection effect. But a source of resistance would be cool as well! Which boils down to Eternal Champion. I don't think they will ever change the trait as a whole, but if they replaced stab and might for protection and resistance it would be far more sustainable. Then again we are left with a subpar Outrage yet again. Assuming we don't change the trait, Protection + adrenaline sounds good enough. Durations as mentioned. CD as well.

     

    **Shattering Blow** : I just played a custom build with this skill. We were forcing the enemy back at their spawn in EB (red side). I noticed that most of the times the block didn't proc. Like at all. The only succesful blocks were against Rangers who pressed longbow 2 or 5 and thus give me enough time to activate the skill and get something out of it. But in this instance it provides no ranged advantage. So I used it defensively most of the time. Therefore I still feel that 1.5 sec if not 2 sec fits it better. But that's me. I simply believe that as a skill it needs to make me wanna equip it even if I don't use it's active effect on my own. Furthermore your block stays there, so you can run off behind, with it's active procing anyway, but if you dont remain near, you sole the possibly high dmg output. Agree on Retal duration and yes, 50% dmg increase for the skill if used early is more balanced.

     

    **Savage Instinct** : How about refreshing it upon manually refreshing our primal burst? So enter berserk, leaver berserk (f2), Blood reckoning and head butt. Head Butt will not grant FNP if berserk is on CD or not activated.

     

    **Dead or Alive** : Maybe instead of getting hit for barrier, leaving Berserk mode manually grants some barrier? like half what warhorn 5 provides (basically a traited vigorous shout heal, but barrier). Basically your defense mechanism for not when using Berserk and have access to FNP. Ending Berserk mode manually grants 940 Barrier, but when receiving a lethal blow and forced out of berserk heal (the heal you mentioned) and gain 1,240 barrier. CD of 12 seconds? It is not much barrier to cleave through anyway.

     

  6. I believe that Retal on Outrage would bear too many similarities with Spellbreaker skills. Maybe you are correct on Protection being too much, but one would not always pick Rousing Resilience just for the sake of a single skill, right? The idea was 2 sec Protection in default and 3 sec Protection while in Berserk. There is no real way to maintain an upkeep on Protection, so it doesn't neccessarily make you invnincible. Not as much as Feel Not Pain per Rage skill activation (although we still need to find a way to refresh Savage Instinct, probably only via Blood Reckoning and/or Head Butt).

     

    As for Eternal Champion, first the tooltip for Rage skills needs to update whenever the trait is pickued and mention that stab and might proc in stunbreaks. With no stun breaks other than **Outrage** and **Head Butt**, the potential this grandmaster wields is arguably subpar. Which was the whole reason **Outrage** should offer something more. You can ignore Eternal Champion all together and go for a classic stance build and be over with (**Defy Pain**, **Berserker's Stance** and **Balanced Stance**) which is 2 stunbreaks as utilities, pulsing stability, pulsing resistance, pulsing adrenaline and damage mitigation! Granted you can always pick outrage and something else, but it is just too unusable and even if I would love for it to give back a % of adrenalin, I better sacrifice a stun break that needs to be traited (assuming I am not already covered with Might from Forceful Greatsword) for Resistance + Adrenalin.

     

    Retal would work with **Shattering Blow** though. 1/2 sec is not enough to proc it rn (and genuinely I am not even sure if it counts as blocking or a counter), but a flip skill that can function as both will allow for a drastic insrease in gameplay potential! Retaliation can proc only when traited with Defense, but it will be there.

     

    My view on these 2 skills, is that they need to contrast **Featherfoot Grace** , a major source of Resistance + Superspeed + Stunbreak on a class with innate counter to both power and condi gameplay, and **Imminent Threat** , Retaliation + Taunt + Adrenaline. So **Outrage** contrasts Featherfoot and **Shattering Blow** Imminent. The block can always be lower, but I believe 2.25 sec is a good bargain for Berserker who has no full counter.

     

    And of course addressing the elephant in the room, Full Counter is leagues superior and more effective than Feel No Pain. It Even pulses Protection if traited, so I see no issue with Berserker having 2 abilities at least on par with Spellbreaker as a defense (if we say that core skills count as Core Warrior skills).

  7. I understand what you mean about Shattering Blow, but honestly 2 seconds of block from a specific angle doesnt seem too big of an issue, when current riposte lasts 3 seconds. What I had in mind with the flippable skill is mostly affiliated with minor team support and a skill for Berserker which can get you out of trouble without utilizing either movement or other blocking skills. And if you want you cancel the block and have that 'reaction' you speak off! So a defensive skill which can get the ground ready for your burst, but can also allow you to escape a deathblow.

     

    This skill could give you just enough time to reactivate Berserk or kite away. Current Shattering Blow barely blocks anything. And if you lag (I do a lot) you may end up not blocking anything. So given it's range as a skill, I personally believe that it should function more defensively.

     

     

  8. People seriously treating open world mobs like Raid Bosses...ok

     

    I am a solo player and I do not share the same issues on 'difficulty'. No mob is as unpredictable as an enemy player and when swarmed it is usually up on you for staying somewhere for too long. Learn to dissengage.

     

    All opinions matter, but this topic is kinda stupid to begin with (discussing about mob difficulty in PvE that is)...

  9. > @"Sobx.1758" said:

    > > @"Vancho.8750" said:

    > > The idea is to bring Berserker as a Bruiser Roamer for pvp instead of just sidenoder we already have Spellbreaker for that. So it is in line with Soulbeast roamer build or holo where it can do little bit of everything but generally not as good as full blown teamfighter or sidenoder( decap shenanigans and all of that).

    >

    > I have pretty much a single, but a rather major (from my point of view) issue with that and that's the fact that berserker -both thematically and mechanically- seems to be literally the least fitting spec for a warrior "bruiser" build. Isn't this what core/spb aim for much more than the berk espec? It's basically trying to change berserker into something that warrior already has, isn't it?

     

    TBH I always saw Berserker as a warrior toned up to 11. And I believe many more do so as well. So unlike Spellbreaker, I think Berserker has no issue imitating Core Warrior in that aspect. Which would ultimately be the tradeoff.

     

    Berserker as a spec with it's skills being more vulnerable to condi > But Warrior (core traits and skills) cannot reach that level of power Berserker wields

     

    Which ultimately would not underwhelm Core Warrior, even if the case usually is that Especs are always superior to their core variant.

  10. > @"Lan Deathrider.5910" said:

    > > @"Grand Marshal.4098" said:

    > > If I were to advocate for some minor changes, it would affect Rage skills, since they are not being used by anyone is WvW (can't speak for PvP currently), as their utilities are rather subpar when compared to other warrior skills.

    > First of all thanks for commenting!

    > > * Outrage: A 20 sec CD on a stunbreak is a rather tempting choice. However it's just that. No one would prefer to use this skill instead of our other stun breaks which offer at least 1 more utility, be it dmg ignorance, stability, quickness, might, swiftness. I would propose for Outrage to function as the defensive skill it is meant to be and offer Protection for 3 seconds on activation, with an increased CD of 23 seconds to compensate. Warrior has no other means of granting themselves with Protection and it thematically ties into the Berserker for the toughness loss (unless traited).

    > I see no reason to increase the CD to be honest. It can be traited to provide Stability and Might on a successful stunbreak. I like the protection idea. Why not a 2s buff outside of Berserk Mode and 4s if within Berserk Mode?

    > > * Shattering Blow: The skill's effects may remain the same, as well as its CD, however, again with Outrage, I believe it needs a rework on it's defensive capabilities. Namely, a 'flippable' skill. Summon Rock Guard blocking/deflecting (if traited with Shield Master in the defense line, or maybe passively not sure) all inc attacks for 2.25 seconds in front of you (a 180 degree guard) and have the option to shatter the Rock Guard immediately for double dmg values (4 stacks of bleed, double dmg). Upon the end of the blocking period, the active effect triggers, with it's normal values. The player has 2 stability while using the Rock Guard, with the boon being applied for 3 seconds instead of 2 and it's also a stun break.

    > I like this concept as well. Why not a frontal guard, not 180 as that would be too wide but something like a 120 degree cone, that blocks for 2.25s at the end it does its normal values as you say, but can be ended early as you suggest for double the effects? I would say that the stab would have to come with the attack not the channel, putting stab on the channel period would be too strong.

    > > * Wild Blow: An increase in range is required for this one. Meele combat can be extremely challenging to pull when enemies can surround themselves with fields of death. Therefore Wild Blow would get a 25 sec CD in exchange for 5 stacks of Might on top of Fury, while changing the original animation into a 400 range Leap. The might can synergize nicely with the 2nd Grandmaster of the strength traitline. Finally it's 100% Critical Chance Increase should last for the next 3 seconds as some form of unique boon, which could synergize well with the Rage Heal (see below).

    > I agree on a small leap. Not sure the extra might helps it at all. Forceful Greatsword will be generating the might for you with the 100% critical chance, no need to add more.

    > > * Sundering Leap: I can certainly see why the didn't choose to follow the Blast Finisher idea, when Stomp is already a skill. Even so stun would be a good addition to this skill since we are locked into an animation after performing said skill, which can cost the character their life. Increase CD to 30 sec and remove the Cripple effect in exchange for 2 sec of stun/daze. And unlike stomp which launches the enemies away, the warrior is in position to carry out follow up attacks before the enemy recovers from the stun.

    > Change it to a 2s daze so the original damage can stay. Making it into a stun would mean it loses its damage. Other than that it could use a longer distance leap in my opinion.

    > > * Head Butt: Increase range to 450 and attack speed by 25%. Increase CD to 25sec. A very difficult skill to land since a simple blind cancels it, and the animation is well known by experienced players who evade in time. Another possible change would be the refresh of Berserk CD without granting adrenaline (So when Berserk is ready you can attck immediately, but when it recharges you can sacrifice the elite to end the cooldown more quickly).

    > I think increasing the speed of the leap would be enough. Keep the Adrenaline gain as it helps pump out more bursts. Add in the Berserk Mode CD reduction for reasons mentioned ad nauseam by all warriors since the Berserker rework.

    > > * Blood Reckoning: This is a doubled edged knife heal in roaming situations. The Base Heal is too low for sustain and as a skill it is used only to deliver damage bursts. With the character not being able to do so all the time, I believe that Savage Instinct should apply 'Feel No Pain' on the heal for 1 second upon activation, to ensure that it at least provides the Base heal, which should be increased to 4,000, which is still less than 20% off most warriors' health.

    > I'd prefer that Savage Instinct apply again when you hit with a Primal Burst, but that would be too much. That said Savage Instinct could also apply to when using Rage skills in general.

    >

    > So:

    > Savage Instinct:

    > Gain Feel No Pain for 2s when entering Berserk Mode. Berserk Mode now breaks stuns.

    > Gain Feel No Pain for 1s when using a Rage skill.

    > This effect does not stack.

    >

    > This way you get what you want, but we also address the issue of Berserker's inherent, and very unfair and imbalanced squishiness. This effect would not stack, it would simply apply the new duration over the old one.

    > > I don't believe that what i have described counts a a major buff, rather a better utilization of what the class can already offer, so I stand to be corrected.

    >

    > The Rock Guard, Sundering Leap, and Savage Instinct changes would all be major buffs, but they may actually make Berserker more viable in the long run.

    >

    >

     

    1) I like the Outrage idea for more protection uptime while in Berserk! Perhaps we can maintain the current CD.

    2) I agree again. Since it would be a stunbreak, Stability after casting would be more beneficial since we dont block anymore and more fair since we can get interrupted while Blocking (outside the cone).

    3)Good point. I tried to make it more usable, but I guess there are more ways. How about inflicting weakness to make it go with Cull of the Weak, or Retaliation since we go on the offensive after using it? Or a burst of Superspeed? I just think it needs something more.

    4)Agreed! I had in mind this skill as Berserker's "Bull's Charge" in offering mobility and stun without dispotitioning the target. Maybe 900 Range accordingly? And a 1/4 sec evade frame? But we gotta maintain the damage yes.

    5)Agreed again. I just think that some extra range makes it easier to land. I guess it is situational.

    6)So similarly to Gyros providing Superspeed? As in all skills offer it, but each new cast cancels the previous Superspeed apply, but with Feel No Pain this time.

     

    Of course i can work without Savage Instinct in all Rage skills if it is going to be regarded as a buff, but Rock Guard and the Leap would be too minor changes to call this an OP class after the 'hypothetical' changes. Mind that we didnt talk about condi removal at all, only flat and total damage negates/modifiers. Introducing resistance and or cleanse upon going Berserk would end up a bit more op than intended.

     

    Although i dance with the idea of cleansing 3 conditions upon entering and leaving Berserk mode (no need for discipline, and more use out of an F2 skill that drops berserk).

     

    Thanks for replying to me :)

  11. I can only speak for warrior tbh. Without going into details on mechanics and before saying what i would want. I'll say what I don't want:

     

    * Staff on warrior. Revenant already a heavy class which uses staff for melee and what people describe most of the times is Daredevil.

    * Pistols are used as they are meant to be, from Thieves and Engineers. We already have the Rifle and although it is not THE 'amazing ranged' weapon, it fits. Warriors are brutes not pew pew pistols guys.

    * In overall no existing weapon does it for me.

     

    What I would want to see:

     

    * New weapon. Yes I know we won't have one, but the idea of a warrior with a Greataxe amazes me.

    * A very cool mechanic with adrenalie. What I have thought off so far is a 'Potency" mechanic, where adrenaline is created by the instensity of a weapon's attck. So in our bars we would see adrenaline going gradually up and down depending on how hard we hit. Each time we reach a 'burst' threshold we can press F1, F2 or F3 for a specilized burst. We basically have 3 different burst skills per weapon and activating them in order (as a combo) offers some for of advantage over to having full adrenaline and click F2 then F1 and etc. Each specialized Burst consumes it's own bar of adrenaline, instead of reducing the total adrenaline. so you can charge t3 bursts (while in combat ofc), and use t1 bursts without losing the t3 one.

     

    I genuinely doubt spear on warrior will be a thing since the spellbreaker lore states that the spears became daggers, so doing something for EoD tahts reminiscent of that would feel out of place.

  12. If I were to advocate for some minor changes, it would affect Rage skills, since they are not being used by anyone is WvW (can't speak for PvP currently), as their utilities are rather subpar when compared to other warrior skills.

     

    * Outrage: A 20 sec CD on a stunbreak is a rather tempting choice. However it's just that. No one would prefer to use this skill instead of our other stun breaks which offer at least 1 more utility, be it dmg ignorance, stability, quickness, might, swiftness. I would propose for Outrage to function as the defensive skill it is meant to be and offer Protection for 3 seconds on activation, with an increased CD of 23 seconds to compensate. Warrior has no other means of granting themselves with Protection and it thematically ties into the Berserker for the toughness loss (unless traited).

     

    * Shattering Blow: The skill's effects may remain the same, as well as its CD, however, again with Outrage, I believe it needs a rework on it's defensive capabilities. Namely, a 'flippable' skill. Summon Rock Guard blocking/deflecting (if traited with Shield Master in the defense line, or maybe passively not sure) all inc attacks for 2.25 seconds in front of you (a 180 degree guard) and have the option to shatter the Rock Guard immediately for double dmg values (4 stacks of bleed, double dmg). Upon the end of the blocking period, the active effect triggers, with it's normal values. The player has 2 stability while using the Rock Guard, with the boon being applied for 3 seconds instead of 2 and it's also a stun break.

     

    * Wild Blow: An increase in range is required for this one. Meele combat can be extremely challenging to pull when enemies can surround themselves with fields of death. Therefore Wild Blow would get a 25 sec CD in exchange for 5 stacks of Might on top of Fury, while changing the original animation into a 400 range Leap. The might can synergize nicely with the 2nd Grandmaster of the strength traitline. Finally it's 100% Critical Chance Increase should last for the next 3 seconds as some form of unique boon, which could synergize well with the Rage Heal (see below).

     

    * Sundering Leap: I can certainly see why the didn't choose to follow the Blast Finisher idea, when Stomp is already a skill. Even so stun would be a good addition to this skill since we are locked into an animation after performing said skill, which can cost the character their life. Increase CD to 30 sec and remove the Cripple effect in exchange for 2 sec of stun/daze. And unlike stomp which launches the enemies away, the warrior is in position to carry out follow up attacks before the enemy recovers from the stun.

     

    * Head Butt: Increase range to 450 and attack speed by 25%. Increase CD to 25sec. A very difficult skill to land since a simple blind cancels it, and the animation is well known by experienced players who evade in time. Another possible change would be the refresh of Berserk CD without granting adrenaline (So when Berserk is ready you can attck immediately, but when it recharges you can sacrifice the elite to end the cooldown more quickly).

     

    * Blood Reckoning: This is a doubled edged knife heal in roaming situations. The Base Heal is too low for sustain and as a skill it is used only to deliver damage bursts. With the character not being able to do so all the time, I believe that Savage Instinct should apply 'Feel No Pain' on the heal for 1 second upon activation, to ensure that it at least provides the Base heal, which should be increased to 4,000, which is still less than 20% off most warriors' health.

     

    I don't believe that what i have described counts a a major buff, rather a better utilization of what the class can already offer, so I stand to be corrected.

  13. > @"Vancho.8750" said:

    > > @"Lan Deathrider.5910" said:

    > > > @"Vancho.8750" said:

    > > > > @"Grand Marshal.4098" said:

    > > > > > @"Lan Deathrider.5910" said:

    > > > > > > @"Vancho.8750" said:

    > > > > > > > @"Lan Deathrider.5910" said:

    > > > > > > > > @"KIIIL.1860" said:

    > > > > > > > > > @"artharon.9276" said:

    > > > > > > > > > It's the beauty of making this class your main. It slowly turns you into warriors in real life.

    > > > > > > > >

    > > > > > > > > i don't want to suffer in real life xD

    > > > > > > >

    > > > > > > > "Life is pain"

    > > > > > >

    > > > > > >

    > > > > >

    > > > > > Princess Bride reference, but I will accept Berserk.

    > > > > >

    > > > > > Also, Guts is GOAT warrior.

    > > > >

    > > > > Guts spec for EoD!!!!! Give him greataxe dunno, and he cuts enemies in half!!!

    > > > Well we already have Berserker it just doesn't feel like it much.

    > > >

    > >

    > > Need 50% damage reduction in Berserk Mode not -300 toughness * *glares in Necro alt*. Need to refresh quickness and superspeed on Primal Burst hits and upon killing a foe (inside or outside of berserk mode) * *glares even harder in Reaper quickness pulses*.

    > >

    > > Shoot, killing something should extend Berserk Mode by 5s... * *glares even harder in Necro alt*

    > Better look at Holo the thing is running the full HoT Berserker build in one traitline + it can be mister magic and disappear + invuln.

    > Quickness is not an issue for zerker it doesn't need it that much, they put the quickness in to band aid it since their slow juggernaut thing didn't pan out cause they kept nerfing the damage, log in and run it without the trait and notice that with quickness it is running at the same speed as everything else, also there is added counterplay with that corrupt the quickness and the casts become forever Executioner becomes almost 3 second cast. Don't ask for quickness, it generally comes with hard damage nerfs that is why Reaper is not really benching well in PVE.

    > Berserker doesn't need more damage it lacks condition management, Health management, and has general mobility issues.

    > The -300 toughness doesn't make a lick of sense, who ever redesigned it wasn't thinking at all, it doesn't even fit role play man, in PVP you have to constantly kite but also melee which doesn't work, the role play of berserker is going inside the place with most danger and the design should promote you to go for that gameplay.

    > Slap some supperspeed somewhere like holo, some condi and HP management to be able to play slugfests with all the kitten AoE around, gain barrier on something like spectral armor.

    > I wrote some suggestions in a thread if you want to add something they might read it and in about a year they might implement some stuff.

    >

     

    other than picking the entire 3rd traitline for berserker, which is not only a major dmg loss but also a very squishy sustain, pairing it up with defense for adrenal health and rousing resilience and maybe strenght for the 'improved' mmr, this type of heals get overhwelmed by enemy dmg. Not to mention how rage utility skills are pretty useless. in any case, you got a link on that thread of yours? im interested!

     

  14. > @"Lan Deathrider.5910" said:

    > > @"Vancho.8750" said:

    > > > @"Lan Deathrider.5910" said:

    > > > > @"KIIIL.1860" said:

    > > > > > @"artharon.9276" said:

    > > > > > It's the beauty of making this class your main. It slowly turns you into warriors in real life.

    > > > >

    > > > > i don't want to suffer in real life xD

    > > >

    > > > "Life is pain"

    > >

    > >

    >

    > Princess Bride reference, but I will accept Berserk.

    >

    > Also, Guts is GOAT warrior.

     

    Guts spec for EoD!!!!! Give him greataxe dunno, and he cuts enemies in half!!!

  15. I welcomed the changes, but from a roaming perspective warrior has only 2 viable builds and they are meta (whether thas good of bad). zerging is different from roaming as everyone knows and despite the changes, no i cant see a warrior being able to easily counter 1)perma stealth SD thief, 2)Condi Rev, 3)Stun Reaper, 4)Boonbeast, 5)Burn Guard (if ambushed), 6)Meele Holo etc. Core is squishy to play due to the lack of a 'mechanic' if i may say, Berserker only needs to get blinded consistently and run total jokes of builds (100% dmg) which Spellbreaker survives (same build as core) due to the innate defensive mechanic of the spec.

     

    i have played through all the classes in the past 3 months while roaming. warrior ive been playing for 2 years and only at high effort to i finish fights. reapers needs some good positioning, guard can have a lot of defense, and almost any other class has more range. and gunflame or condi longbow are not the answer to that.

     

    perhaps it is that i despise condi builds, but power warrior with 1 cleanse, stab, stun and some mobility (the whole package needed for roaming) cannot simply survive against the other enemies.

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