> @"Lan Deathrider.5910" said:
> Berserker would greatly benefit from the following:
>
> F1: Enter Berserk Mode. While in Berserk Mode becomes the Primal Burst of the equipped weapon.
> F2: Strikes around the Berserker, gains 1 Strike of adrenaline per foe struck (10 total strikes if you hit 5 people), and gains 1 stack of might per foe struck. If you are in Berserk Mode this skill causes you to exit Berserk Mode. Does not cost adrenaline, does not count towards burst related traits, 6s CD. This skill is available while in or out of Berserk Mode.
>
> Berserk Mode can be entered at 0, 10, 20, or 30 adrenaline. Base duration is 12s, with an extra 6s of duration gained per 10 adrenaline spent. Adrenaline spent triggers burst related traits as normal per adrenaline spent, but if entered with 0 adrenaline these traits are not triggered. The base CD of Berserk Mode is unchanged.
I kinda like where you're going with this, but I'd go a tiny step further.
Non-berserking and berserk retains three adrenaline bars.
F1: Spend all adrenaline. Enter berserk for 6 seconds, plus 6 seconds per adrenaline bar spent. This, at 3 bars, lasts longer than the current one, but at the shortest allows for a quick pop-in, and execution of one burst (two with certain skills and traits).
F1 (in berserk): Execute the rage burst. All rage bursts are T1, spend one bar. Otherwise unchanged.
F2 (in berserk only): Ends berserk instantly, perform a medium (comparable to GS1-1) strike around you, expend all adrenaline, gain health (my brane farted, wrote in might here originally, always meant health, as it is to be a defensive or resource-saving measure) based on adrenaline spent.
F3 (in berserk only): Increases current berserk by 5 seconds, regains ~33 Endurance, spends one bar of adrenaline. 10s cooldown.
This would allow the warrior more control over their berserk duration. They could pop in and out based more on their build, and less on the clunky, slow-to-build, locked-in style they have right now.