[Warrior] Berserker's Might

[Warrior] Berserker's Might

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

since adrenaline will be unnecessarily nerfed due to minority unreasonable warrior haters whines, it is only fair to balance some weak adrenaline gaining options.

Berserker’s Might
Trait line: Warrior – Strength
Tier: Grandmaster
Type: Major

“Gain adrenaline while in combat.”
Adrenaline: 2
Interval: 3 s

too weak.
and you call this a grandmaster trait?
please.

“Gain adrenaline while in combat.”
Adrenaline: 1
Interval: 1 s

now this will be better.

(edited by Deimos Tel Arin.7391)

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Posted by: Aelfaeth.6512

Aelfaeth.6512

i dun use these 2 grandmaster traits, are there other warriors who use these traits to great success? are these 2 traits normal? overpowered? underpowered? balanced? weak? working as intended?

what if we gave these 2 grandmaster traits some conditional buffs?
_______________________________________________________

Berserker’s Power
Trait line: Warrior – Strength
Tier: Grandmaster
Type: Major

Increased damage based how much adrenaline you have built and while below the health threshold.

Adrenaline stage 1: 5%
Adrenaline stage 2: 10%
Adrenaline stage 3: 15%

Health threshold: 75% Damage Increased 5%
Health threshold: 50% Damage Increased 15%
Health threshold: 25% Damage Increased 35%

^ health < 75% adrenaline stage 2, do extra 10% + 5% = 15% extra damage
^ health < 50% adrenaline stage 3, do extra 15% + 15% = 30% extra damage.
^ health < 25% adrenaline stage 1, do extra 5% + 35% = 40% extra damage.
^ health < 25% adrenaline stage 3, do extra 15% + 35% = 50% extra damage
_______________________________________________________

Berserker’s Might
Trait line: Warrior – Strength
Tier: Grandmaster
Type: Major

Gain might when health is below the threshold and adrenaline while in combat.

Adrenaline: 2
Health threshold: 75% Might 10 s
Health threshold: 50% 2 Might 10 s
Health threshold: 25% 3 Might 10 s
Interval: 3 s

^ health < 75% warrior gains 1 might 10 s and 2 adrenaline every 3 seconds.
^ health < 50% warrior gains 2 might 10 s and 2 adrenaline every 3 seconds.
^ health < 25% warrior gains 3 might 10 s and 2 adrenaline every 3 seconds.
_______________________________________________________

so … overpowered? what do you think? conditional buffs. makes the warrior stronger when the warrior is closer to death.

if this is implement, would people combo this with “defy pain” for the built in endure pain activation at 25% health and use another endure pain for 8 seconds of extra 50% damage if the adrenaline is level 3 as well?

however, healing signet is always ticking and may cause the warrior to only benefit from health < 50% damage increase instead.

If the initial was removed and just have the conditional one it would be more balanced, but why do you want this changed? The trait is freaking strong as it is

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

i dun use these 2 grandmaster traits, are there other warriors who use these traits to great success? are these 2 traits normal? overpowered? underpowered? balanced? weak? working as intended?

what if we gave these 2 grandmaster traits some conditional buffs?
_______________________________________________________

Berserker’s Power
Trait line: Warrior – Strength
Tier: Grandmaster
Type: Major

Increased damage based how much adrenaline you have built and while below the health threshold.

Adrenaline stage 1: 5%
Adrenaline stage 2: 10%
Adrenaline stage 3: 15%

Health threshold: 75% Damage Increased 5%
Health threshold: 50% Damage Increased 15%
Health threshold: 25% Damage Increased 35%

^ health < 75% adrenaline stage 2, do extra 10% + 5% = 15% extra damage
^ health < 50% adrenaline stage 3, do extra 15% + 15% = 30% extra damage.
^ health < 25% adrenaline stage 1, do extra 5% + 35% = 40% extra damage.
^ health < 25% adrenaline stage 3, do extra 15% + 35% = 50% extra damage
_______________________________________________________

Berserker’s Might
Trait line: Warrior – Strength
Tier: Grandmaster
Type: Major

Gain might when health is below the threshold and adrenaline while in combat.

Adrenaline: 2
Health threshold: 75% Might 10 s
Health threshold: 50% 2 Might 10 s
Health threshold: 25% 3 Might 10 s
Interval: 3 s

^ health < 75% warrior gains 1 might 10 s and 2 adrenaline every 3 seconds.
^ health < 50% warrior gains 2 might 10 s and 2 adrenaline every 3 seconds.
^ health < 25% warrior gains 3 might 10 s and 2 adrenaline every 3 seconds.
_______________________________________________________

so … overpowered? what do you think? conditional buffs. makes the warrior stronger when the warrior is closer to death.

if this is implement, would people combo this with “defy pain” for the built in endure pain activation at 25% health and use another endure pain for 8 seconds of extra 50% damage if the adrenaline is level 3 as well?

however, healing signet is always ticking and may cause the warrior to only benefit from health < 50% damage increase instead.

If the initial was removed and just have the conditional one it would be more balanced, but why do you want this changed? The trait is freaking strong as it is

well, maybe because i do not really use them often so i do not know how powerful +15% extra damage is.

if these 2 traits are okay then there is no need to change them i guess.

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Posted by: Cygnus.6903

Cygnus.6903

If the initial was removed and just have the conditional one it would be more balanced, but why do you want this changed? The trait is freaking strong as it is

Freaking strong? In PvE, I bet.

Outside of PvE, BP is not really worth taking unless going for some ganking spec. Even so, you would have to roll with weapons with weak burst skills (thus not using your burst) for the 15% damage increase to really kick in. And generally, weapons with bad burst skills are bad for your health.

Berserker’s Might is even less useful, as there are way more effective traits to build up adrenaline.

I only state my opinion unless stated otherwise.
Hulk Roaming Montages/Build Vids
I always rage but never quit.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Cygnus,
so basically berserker’s power is an okay PvE grandmaster trait, while berserker’s might is not that useful? O_O

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Posted by: Cygnus.6903

Cygnus.6903

Cygnus,
so basically berserker’s power is an okay PvE grandmaster trait, while berserker’s might is not that useful? O_O

That’s it, yes. I don’t PvE at all, but if you look up max DPS specs, they include 30 in Strength for BP.

BM is never used, as far as I know. It should also never be used as it is now.

I only state my opinion unless stated otherwise.
Hulk Roaming Montages/Build Vids
I always rage but never quit.

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Posted by: Deniara Devious.3948

Deniara Devious.3948

Extremely overpowered suggestion.

Compare this with similar GM trait: “deal 20% more damage against foes <50% health”
http://wiki.guildwars2.com/wiki/Executioner

Deniara / Ayna – I want the original WvWvW maps back – Desolation [EU]

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Posted by: eleshazar.6902

eleshazar.6902

I laughed so hard at this post. This guy seriously thinks that a grandmaster that can situationally give you 50% damage buff is ok? (So a warrior that crits for 10k would then crit for 15k [more than the base health of a guard, thief, or ele]).

I think that this warrior meant to put:

soz, i thinking that war UP.

these be the new trait sugest tht i come up with

while war hp above 100hp: 100% buff to dmg AND enmy lose all armr bonus and suffers from bleed, poison, torment, cripple, chilled, and revealed and moa form.

wht u guys think? thts not OP?

All professions level 80| Champion Paragon, Phantom, Genius
Phoenix Ascendant [ASH] | Rank 80

(edited by eleshazar.6902)

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Posted by: bobomb.5209

bobomb.5209

I laughed so hard at this post. This guy seriously thinks that a grandmaster that can situationally give you 50% damage buff is ok? (So a warrior that crits for 10k would then crit for 15k [more than the base health of a guard, thief, or ele]).

I think that this warrior meant to put:

soz, i thinking that war UP.

these be the new trait sugest tht i come up with

while war hp above 100hp: 100% buff to dmg AND enmy lose all armr bonus and suffers from bleed, poison, torment, cripple, chilled, and revealed and moa form.

wht u guys think? thts not OP?

I don’t think he suggested any conditions being applied to the enemy while having this trait taken? I also didn’t see him mentioning having over 100 health as a requirement for the buff. And is there even a trait/skill that ignores enemy armor? I think that would be pretty cool if implemented correctly. Anyways if you take another look at his post he suggested that it would be BELOW 25% health, for the extra damage increase to take place. That would not benefit healing signet warriors so I find that quite funny. He also did not say that warriors were underpowered in any way whatsoever. He simply suggested that these traits were lackluster and, compared to other classes, they are. Though in my opinion I would not care if either of those traits were buffed, as I always have and will use Berserkers power and have never used berserkers might. I would hope that in the future you will take the time to read the post, and re read if you must so that you understand all that is being said before you comment.

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Posted by: eleshazar.6902

eleshazar.6902

I laughed so hard at this post. This guy seriously thinks that a grandmaster that can situationally give you 50% damage buff is ok? (So a warrior that crits for 10k would then crit for 15k [more than the base health of a guard, thief, or ele]).

I think that this warrior meant to put:

soz, i thinking that war UP.

these be the new trait sugest tht i come up with

while war hp above 100hp: 100% buff to dmg AND enmy lose all armr bonus and suffers from bleed, poison, torment, cripple, chilled, and revealed and moa form.

wht u guys think? thts not OP?

I don’t think he suggested any conditions being applied to the enemy while having this trait taken? I also didn’t see him mentioning having over 100 health as a requirement for the buff. And is there even a trait/skill that ignores enemy armor? I think that would be pretty cool if implemented correctly. Anyways if you take another look at his post he suggested that it would be BELOW 25% health, for the extra damage increase to take place. That would not benefit healing signet warriors so I find that quite funny. He also did not say that warriors were underpowered in any way whatsoever. He simply suggested that these traits were lackluster and, compared to other classes, they are. Though in my opinion I would not care if either of those traits were buffed, as I always have and will use Berserkers power and have never used berserkers might. I would hope that in the future you will take the time to read the post, and re read if you must so that you understand all that is being said before you comment.

Oh I understood his post perfectly. I’m just mocking it because the suggestion of 50% damage increase even if it is barred behind being under 25% health (which for some warriors is as high as 7,000) and having full adrenaline is ridiculous. It would make warriors even more broken and overpowered than they are now.

I can just imagine the fight between a warrior and a an ele/thief/guard:

1) Warrior stands still while a thief comes up and back stabs the warrior.
2) The warrior slowly turns around as the thief continues to unload all of his initiative into this warrior trying to down him.
3) Warrior yawns as his health slowly goes down to 7,000.
4) Warrior does a quick hundred blades and downs the thief with a 15K hit (1 hit KO).
5) Warrior resumes his mindless state.

All professions level 80| Champion Paragon, Phantom, Genius
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Posted by: bobomb.5209

bobomb.5209

I laughed so hard at this post. This guy seriously thinks that a grandmaster that can situationally give you 50% damage buff is ok? (So a warrior that crits for 10k would then crit for 15k [more than the base health of a guard, thief, or ele]).

I think that this warrior meant to put:

soz, i thinking that war UP.

these be the new trait sugest tht i come up with

while war hp above 100hp: 100% buff to dmg AND enmy lose all armr bonus and suffers from bleed, poison, torment, cripple, chilled, and revealed and moa form.

wht u guys think? thts not OP?

I don’t think he suggested any conditions being applied to the enemy while having this trait taken? I also didn’t see him mentioning having over 100 health as a requirement for the buff. And is there even a trait/skill that ignores enemy armor? I think that would be pretty cool if implemented correctly. Anyways if you take another look at his post he suggested that it would be BELOW 25% health, for the extra damage increase to take place. That would not benefit healing signet warriors so I find that quite funny. He also did not say that warriors were underpowered in any way whatsoever. He simply suggested that these traits were lackluster and, compared to other classes, they are. Though in my opinion I would not care if either of those traits were buffed, as I always have and will use Berserkers power and have never used berserkers might. I would hope that in the future you will take the time to read the post, and re read if you must so that you understand all that is being said before you comment.

Oh I understood his post perfectly. I’m just mocking it because the suggestion of 50% damage increase even if it is barred behind being under 25% health (which for some warriors is as high as 7,000) and having full adrenaline is ridiculous. It would make warriors even more broken and overpowered than they are now.

I can just imagine the fight between a warrior and a an ele/thief/guard:

1) Warrior stands still while a thief comes up and back stabs the warrior.
2) The warrior slowly turns around as the thief continues to unload all of his initiative into this warrior trying to down him.
3) Warrior yawns as his health slowly goes down to 7,000.
4) Warrior does a quick hundred blades and downs the thief with a 15K hit (1 hit KO).
5) Warrior resumes his mindless state.

Something tells me you are a thief. And you are letting your biased fights with warriors dictate your comments.
1.) you backstabbed a warrior
2.) Thief unloads all initiative. This is a poor strategy for a thief and therefor he will most likely die.
3.)Any warrior with 7K health as 25% are either tanks that have stacked vitality, or are using barbarians amulet and have gone into the Tactics tree which has no power based traits (Besides burning arrows for longbow) and does not help damage output anyways. And with the Barbarians amulet you have no defense, making quick death inevitable.
4.) If you stand in 100 blades that is entirely your fault, and the thief is as “mindless” as the warrior in this scenario. Also I don’t know if you are familiar with this skill, but it is not a one hit KO as it is a channeled skill that does multiple hits, and roots the user while being channeled.
5.) Resumes mindless state.

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Posted by: eleshazar.6902

eleshazar.6902

Nope, I actually have 6 classes at 80 (main guard, but have thief and warrior at 80 as well and play them all a lot [r60+ in wvw on all of them]). And I don’t run a back stab build on my thief.

I know I can kill a warrior, and they don’t scare me (regardless of the class I’m playing). The problem is that with equal skill between a warrior and another class, the warrior will ALWAYS win. They can be super tanky, and still deal heavy damage and leverage condition supplements. Plus it is designed by Anet to be a starter easy class. So while I have to do keyboard acrobatics on my ele in order to deal damage and stay alive, the warrior literally can button mash and make about 10 mistakes before I kill him. If I mess up once I die.

Something tells me you are main/only a warrior. Try playing a different class, that requires skill, against a warrior and you will understand why something like this suggestion is so ridiculous that it is laughable.

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Posted by: bobomb.5209

bobomb.5209

Nope, I actually have 6 classes at 80 (main guard, but have thief and warrior at 80 as well and play them all a lot [r60+ in wvw on all of them]). And I don’t run a back stab build on my thief.

I know I can kill a warrior, and they don’t scare me (regardless of the class I’m playing). The problem is that with equal skill between a warrior and another class, the warrior will ALWAYS win. They can be super tanky, and still deal heavy damage and leverage condition supplements. Plus it is designed by Anet to be a starter easy class. So while I have to do keyboard acrobatics on my ele in order to deal damage and stay alive, the warrior literally can button mash and make about 10 mistakes before I kill him. If I mess up once I die.

Something tells me you are main/only a warrior. Try playing a different class, that requires skill, against a warrior and you will understand why something like this suggestion is so ridiculous that it is laughable.

You do not address the points I brought up that proved you wrong. So I will assume that you have admitted to me being right (Thank you very much good sir well fought arguement). Having level 80’s does not = skill but I am not here to insult you. Arena Net have not stated, to my knowledge, that Warriors were designed to be the starter class. Provide proof that they have and I will concede to this point. Rank 60 is nothing in WvW (most of my guildies are over rank 300-400 if I remember correctly, we are a WvW guild). Though you don’t run a backstab build on your thief, I find this insight of little signifigance, as it has nothing to do with any of our, and the posts, discussions.

You can kill a warrior. So they are not OP thank you for finishing my arguement. This super tanky warrior with heavy damage and condition cleanses? Is stability in that mix? If so please send me the build I would enjoy reviewing it. Everyone has to do keyboard acrobatics on their Ele. They are (in my opinion) the hardest class to play effectively. If a player is skilled enough they can emphasize on mistakes made by the enemy and swiftly dispatch them.

I do main a warrior and that is why I am giving input on the warrior. I also play Necromancer, Guardian, Thief, and more recently Elementalist, and Mesmer. I have fought and killed warriors as well on all classes, not always winning. I lose from time to time and I do not blame the other class for winning, simply because they are playing that class. And as I said. I do not think this is a good suggestion. But I respect the right, and the opinion of the forum poster to make his ideas known. And rather than bash on him and make unhelpful comments. I like to put forth my own opinion.

(edited by bobomb.5209)

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Posted by: eleshazar.6902

eleshazar.6902

First off refer to panel discussion by the development team on warriors pre-launch: “we intend the warrior to be a simple class to play.” If you want to find the exact minute in the video when they say that, be my guest. You seem to be one of the few people on this forums who doesn’t know that they publicaly said that….

Second, if you were competent in math you can caluclate that 6 80s x r60 + (there are some significantly higher than 60, but I didn’t point that out clearly, so we will assume you thought they were all just 60) 6×60 = r360. So saying that your guildies are between 300-400 is relevant why?

Third: Saying that a warrior can be killed does not mean that they are balanced and not OP. You can be logically overpowered and not be invulnerable. As I pointed out, when it comes to equal skill between a warrior and someone of another profession, the warrior will win. If I face a warrior on my guard who is just as skilled as me (in a wvw situation since the stat balance is different in pve) I will lose. Plain and simple.

I’m not saying that you can’t be skilled on a warrior. I have met some warriors that are far better at this game than me. They do have an easier time, but you can tell the difference between a good player that times their interrupts, bursts, condis, cleanses, and heals perfectly, and someone that relies on the broken mechanics of their class.

And lastly, since it seems you need help with your warrior build here is OP WvW build #1:

http://gw2skills.net/editor/?fIEQNBhYD7kzhogzdwFCmIDAmH/AURqCwlegGbpB-jUCBofCyEEAkIQUCwpmFRjtyqIasKkYaXER12bFRrGA-w

With this you have almost 30k health, and if you keep you don’t spend your adrenaline your HB will deal a total of 9833.65 over a channel (15% +8551 base). And if you use “On my mark” first on your target add 10% dmg to that (over ~10.4k). And that’s assuming you don’t crit a single time in the channeling of that skill. And I’m assuming you will complain about the no stability…. In which case you can flip out the stun breaker for balanced stance instead. Although personally I think endure pain in WvW is better.

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Posted by: eleshazar.6902

eleshazar.6902

But regardless, I’m kind of done discussing this with you. You clearly won’t concede your point and I won’t concede mine. True I was slightly rude to the OP, but a lot of us are sick of warriors in this game, and unless they balance them out to not be so OP they are going to see their population drop drastically when ESO comes out.

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Posted by: wildfang.9670

wildfang.9670

i dun use these 2 grandmaster traits, are there other warriors who use these traits to great success? are these 2 traits normal? overpowered? underpowered? balanced? weak? working as intended?

what if we gave these 2 grandmaster traits some conditional buffs?
_______________________________________________________

Berserker’s Power
Trait line: Warrior – Strength
Tier: Grandmaster
Type: Major

Increased damage based how much adrenaline you have built and while below the health threshold.

Adrenaline stage 1: 5%
Adrenaline stage 2: 10%
Adrenaline stage 3: 15%

Health threshold: 75% Damage Increased 5%
Health threshold: 50% Damage Increased 15%
Health threshold: 25% Damage Increased 35%

^ health < 75% adrenaline stage 2, do extra 10% + 5% = 15% extra damage
^ health < 50% adrenaline stage 3, do extra 15% + 15% = 30% extra damage.
^ health < 25% adrenaline stage 1, do extra 5% + 35% = 40% extra damage.
^ health < 25% adrenaline stage 3, do extra 15% + 35% = 50% extra damage
_______________________________________________________

Berserker’s Might
Trait line: Warrior – Strength
Tier: Grandmaster
Type: Major

Gain might when health is below the threshold and adrenaline while in combat.

Adrenaline: 2
Health threshold: 75% Might 10 s
Health threshold: 50% 2 Might 10 s
Health threshold: 25% 3 Might 10 s
Interval: 3 s

^ health < 75% warrior gains 1 might 10 s and 2 adrenaline every 3 seconds.
^ health < 50% warrior gains 2 might 10 s and 2 adrenaline every 3 seconds.
^ health < 25% warrior gains 3 might 10 s and 2 adrenaline every 3 seconds.
_______________________________________________________

so … overpowered? what do you think? conditional buffs. makes the warrior stronger when the warrior is closer to death.

if this is implement, would people combo this with “defy pain” for the built in endure pain activation at 25% health and use another endure pain for 8 seconds of extra 50% damage if the adrenaline is level 3 as well?

however, healing signet is always ticking and may cause the warrior to only benefit from health < 50% damage increase instead.

If the initial was removed and just have the conditional one it would be more balanced, but why do you want this changed? The trait is freaking strong as it is

well, maybe because i do not really use them often so i do not know how powerful +15% extra damage is.

if these 2 traits are okay then there is no need to change them i guess.

works excellent with gs forceful greatsword in pve.

keep in mind if you use you adrenaline you start over (you main tain the 15% bonus for that single attack though) so situations where you use your burst it would be very unfavorable to have.

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Posted by: wildfang.9670

wildfang.9670

But regardless, I’m kind of done discussing this with you. You clearly won’t concede your point and I won’t concede mine. True I was slightly rude to the OP, but a lot of us are sick of warriors in this game, and unless they balance them out to not be so OP they are going to see their population drop drastically when ESO comes out.

that’s how things work 99% of the time btw and a great deal will return when gw2 releases it’s expansion.

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Posted by: wildfang.9670

wildfang.9670

Nope, I actually have 6 classes at 80 (main guard, but have thief and warrior at 80 as well and play them all a lot [r60+ in wvw on all of them]). And I don’t run a back stab build on my thief.

I know I can kill a warrior, and they don’t scare me (regardless of the class I’m playing). The problem is that with equal skill between a warrior and another class, the warrior will ALWAYS win. They can be super tanky, and still deal heavy damage and leverage condition supplements. Plus it is designed by Anet to be a starter easy class. So while I have to do keyboard acrobatics on my ele in order to deal damage and stay alive, the warrior literally can button mash and make about 10 mistakes before I kill him. If I mess up once I die.

Something tells me you are main/only a warrior. Try playing a different class, that requires skill, against a warrior and you will understand why something like this suggestion is so ridiculous that it is laughable.

You do not address the points I brought up that proved you wrong. So I will assume that you have admitted to me being right (Thank you very much good sir well fought arguement). Having level 80’s does not = skill but I am not here to insult you. Arena Net have not stated, to my knowledge, that Warriors were designed to be the starter class. Provide proof that they have and I will concede to this point. Rank 60 is nothing in WvW (most of my guildies are over rank 300-400 if I remember correctly, we are a WvW guild). Though you don’t run a backstab build on your thief, I find this insight of little signifigance, as it has nothing to do with any of our, and the posts, discussions.

You can kill a warrior. So they are not OP thank you for finishing my arguement. This super tanky warrior with heavy damage and condition cleanses? Is stability in that mix? If so please send me the build I would enjoy reviewing it. Everyone has to do keyboard acrobatics on their Ele. They are (in my opinion) the hardest class to play effectively. If a player is skilled enough they can emphasize on mistakes made by the enemy and swiftly dispatch them.

I do main a warrior and that is why I am giving input on the warrior. I also play Necromancer, Guardian, Thief, and more recently Elementalist, and Mesmer. I have fought and killed warriors as well on all classes, not always winning. I lose from time to time and I do not blame the other class for winning, simply because they are playing that class. And as I said. I do not think this is a good suggestion. But I respect the right, and the opinion of the forum poster to make his ideas known. And rather than bash on him and make unhelpful comments. I like to put forth my own opinion.

eles are easily the hardest class to play

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Posted by: Liewec.2896

Liewec.2896

i’d stopped using berserker’s power since they moved it to grand master trait,
but i’ve recently tried incorporating it into an all out glasscannon axe build and it’s like playing as a blender, the last hit of triple chop does 4-6k lol (in pvp)
incase you’re interested http://intothemists.com/calc/?build=-s77FwBFOKkO0o-ZL-60M4oL;1Y4kG;4T9;0T49A0;628B5Jk6N;1sV2DsV2D5Bs
hellishly fun for hotjoins and having fun, probably not for tournaments where its “meta or die.”

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Cygnus,
ah, i see. thanks! but what do you think about doing a little bit more damage if own health threshold is lower? i understand my initial numbers are a bit high, but those can be tweaked. the idea is to have a little something more when the health is lower. because to me, berserker kinda means to go all out, deal ridiculous damage without regards to one’s own safety and health etc.

Deniara Devious,
but that one is target’s health threshold, not own.
if the damage increase % are too high then the numbers can be tweaked.

the reason for the high number are due to comparison with desperate power.

Desperate Power
Trait line Tactics
Tier Adept
Type Major

You deal additional damage while below the health threshold.
Damage increase: 20%
Health threshold: 25%

for an adept tier major trait, it already does extra 20% damage when health is lower than 25% so i figured for a grandmaster tier major trait the damage should be higher if not the same.

base on the feedback received so far, i think the numbers % are a bit too high so i shall revise the numbers.

http://wiki.guildwars2.com/wiki/Desperate_Power

wildfang,
aye, i understand some skills are powerfully useful in PvE but not so in WvW and sPvP. for example, thrill of victory is useful in PvE and WvW zerging while in sPvP i think less useful.

but what do you think about adding a bit more damage boost to this trait?

Liewec,
i see. thanks for sharing! but personally i find it hard to land melee hits in sPvP though due to players always moving around.

all right i have adjusted the numbers a bit.

and what about the proposed addition for berserker’s might?

thanks again everyone!

[Warrior] Berserker's Might

in Profession Balance

Posted by: wildfang.9670

wildfang.9670

zerker might is useful all around actually as long as your willing to save that adrenaline instead of essientally wasting it. in other words because of how easy it is to gain adrenaline if you don’t waste it or use it to constantly in your build it adds nice bonus damage.

over all I’d say it’s balanced it not going to be a end all answer but it’s sure as hell not something to forget about. I do think that depending on your weapon they are better traits. i.e. merciless hammer but they require a certain weapon to use and as such are good but situational

keep in mind that unlike traits like this it’s a good all around trait you will do true 15% damage to a foe as long as you use a power based skill.

yes your right they are other traits that do give more raw damage but one should also remember to keep in mind the side effects.

desperate power will give you more dps 20% but you will only be able to use it at 25% health so you actually have a shot of not getting use of it at all and if you do you’ll have little to no survivability although endure pain could slow down this but not by much.

merciless hammer has the major draw back of relying soley on the hammer if you switch weapon you lose that bonus not to mention because the hammer has some of the largest cds the warrior has (if not the ) you’ll be extremely limited and forced to change.

while the number on zerkers power is yes lower it’s also out plays those rather heavy cons which is it’s biggest strength.

(edited by wildfang.9670)

[Warrior] Berserker's Might

in Profession Balance

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

wildfang,
i see. thanks for the detailed feedback!

zerker might is useful all around actually as long as your willing to save that adrenaline instead of essientally wasting it. in other words because of how easy it is to gain adrenaline if you don’t waste it or use it to constantly in your build it adds nice bonus damage.

eh, do you mean zerker power instead?

because zerker might gives 2 adrenaline every 3 seconds while in combat.



hmmm. all right. i guess it is safe to say that berserker power is working as intended, and the extra 15% is just about right, adding any more damage % would break things. so best just to leave berserker power as it is then.

but what about berserker’s might?

as you have mentioned before, it is not that hard to build adrenaline, and there are other more effective ways to build adrenaline, how does berserker’s might fare as a grandmaster tier major trait?

[Warrior] Berserker's Might

in Profession Balance

Posted by: wildfang.9670

wildfang.9670

wildfang,
i see. thanks for the detailed feedback!

zerker might is useful all around actually as long as your willing to save that adrenaline instead of essientally wasting it. in other words because of how easy it is to gain adrenaline if you don’t waste it or use it to constantly in your build it adds nice bonus damage.

eh, do you mean zerker power instead?

because zerker might gives 2 adrenaline every 3 seconds while in combat.



hmmm. all right. i guess it is safe to say that berserker power is working as intended, and the extra 15% is just about right, adding any more damage % would break things. so best just to leave berserker power as it is then.

but what about berserker’s might?

as you have mentioned before, it is not that hard to build adrenaline, and there are other more effective ways to build adrenaline, how does berserker’s might fare as a grandmaster tier major trait?

yes sorry it’s late where I’m at and honestly I was working on rewording that a few times didn’t expect to see you here just yet.

well one thing is for sure I’m embarrassed as hell X D

(edited by wildfang.9670)

[Warrior] Berserker's Might

in Profession Balance

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

wildfang,
ah no worries!
thanks again for the detailed explanation yah!

so by the way, do you think berserker’s might should see some changes?

[Warrior] Berserker's Might

in Profession Balance

Posted by: wildfang.9670

wildfang.9670

zerkers might well I can see running this to a point actually. I run furious which grants ad based on crits. a condtion warrior may consider it but because of how easy ad is to gen i can’t see many wars not running power instead.

with that said 2 ad for 3 seconds

vs 1 ad for ever crit assuming your using your sword which is a .5 attack spee you can get off six attacks. now at 50% (my set is closer to 70 i believe so very safe assumption)

that gives me a possible 6 ad with a likely 3. in other words i think that for condtion warriors furious is the better option. i think power warriors will slide more toward power.

i can see a condtion warrior considering it because it is guaranteed ad over time but at a slower rate.

it would take either a buff or a reworking of this trait to change that after all.

i can however see slower weapon making use of it vs furious.

rifle fires at roughly 1 second each assuming you don’t rely on the trait that allow pirecing i think might would give a better reward then furious. I’d say longbow is in that but remember 2 shots so i think it would be in favor of furious.

i think the issue is that furious outshines it on ad regen for the most part while furious isn’t certain the above math shows you a general idea why furious likely exceeds or ties power warriors will go for berskers power.

idk if a buff would do much but maybe rework the trait maybe might on use 10 sec might based on ad level spent with a icd. 2 might for 1 ad level 3 might for 2 ad lvl 4 might for 3 ad lvl. with a icd of 30 seconds. maybe something along those lines.

so at the end of the day the only reason i can see this being used would be for a condtion warrior to gen safe ad if he felt he didn’t get enough crits to make furious worth it other hten that furious seems to outshine it.

adding to this issue is the way both traits are located in the str and arms trait which are usually used together. meaning it’s very possibly a 10 point split decision.

(edited by wildfang.9670)

[Warrior] Berserker's Might

in Profession Balance

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

3 months bump!

okay, now i find myself using berserker’s might grandmaster trait and i feel that it should be better, since it is a grandmaster trait after all.

make it tick every second instead of every 3 seconds.
it is currently 2 adrenaline / 3 seconds
make it 1 adrenaline / 1 second

so, warrior haters, what say you?

Berserker’s Might
Trait line: Warrior – Strength
Tier: Grandmaster
Type: Major

Gain adrenaline while in combat.

Adrenaline: 1
Interval: 1 s

[Warrior] Berserker's Might

in Profession Balance

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

as adrenaline is going to be unnecessarily nerfed due to complaints of minority warrior haters, it is only fair to balance weak adrenaline generating grandmaster traits.