I’m back with more feedback, ArenaNet! I will try to be as thorough as I was with my feedback for the previous beta. And I’ll use spoilers this time because last time my feedback was just a huge wall of text with some formatting for easier reading. Sorry about that.
Berserker: This will be the lengthiest of the specializations because warrior is my main profession. I rarely PvP. I mainly do PvE with some W3. Keep that in mind.
- Torch: The abilities were fun to use. Mobile fire fields are awesome, not much else needs to be said about that. I definitely see myself using sword/torch instead of sword/sword on my condi warrior. Torch skill 4 is a great follow-up to savage leap.
- Rage utilities: These are far too useful on the berserker (I mean that in a good way). That extra adrenaline has proven to be a godsend for the berserker given my playstyle (more on that in a sec). Sundering leap has proven to be the most useful of the bunch. Wild blow also helped me remind other players that “Hey, stacking them up makes them easier to kill since all melee is a cleave.” Outrage has such great synergy with headbutt that it’s perfect. Shattering blow is also great for the reflect, but it was a little hard to get the timing right (maybe I just wasn’t very good with it). Headbutt is awesome! Instant full adrenaline is the best opener for this spec! Blood reckoning was surprisingly not as effective as I would have liked, but that is probably because of the difficulty getting creatures grouped up that I will mention below. I can see how it would work great as long as the player is able to maximize the number of targets they are hitting.
- Traits: Unfortunately for me, the berserker spec is not very conducive to my playstyle (I know I know, it’s not all about me). I don’t play the meta so I doubt many will be able to relate. My playstyle has me swapping between GS and axe/shield every 5 seconds and spamming burst skills to upkeep the 20% damage boost from the Berserker’s Power grandmaster trait. This combined with the might on GS crit, adrenaline in combat, adrenaline from the passive of Signet of Rage (never activate it!), bonus adrenaline on crit, and run faster while wielding melee has me nicely set up on three exclusive trait lines. My utilities (on my regular character, not beta) are two more signets for the passives, FGJ, and I use Defiant Stance for a heal. It’s not the meta, but it’s the way I have fun playing warrior. Changing out any one of these trait lines severely hinders my play style, and the berserker doesn’t lend itself to that very well. Maybe I just played myself into a corner. It makes for some VERY hard choices. Do I want to gain adrenaline faster or do I want to be able to swap weapons fast enough? I can’t have both without sacrificing might on crit and Berserker’s Power. Without fast hands I reach full adrenaline before I can use the burst again, wasting precious seconds unless I weapon swap. Headbutt is a must for that adrenaline gain. Signet of Rage’s passive adrenaline gain feels too slow to be able to enter berserk fast enough.
Throughout my time in Verdant Brink, players have proven that things either stay spread out too much or things get killed too quickly. Everyone has been ganging up on one creature at a time since each creature has like a billion health and requires everyone’s effort to bring it down in a timely manner before it downs too many of us. Their break bars make it REALLY hard to coordinate bunching up creatures. When I wasn’t in a zerg taking on a hearty foe, I found myself entering berserk when the target’s health is too low to really use berserk efficiently. When it’s me against one creature, I kill it before I can reach full adrenaline. In the event I don’t, I get full adrenaline, enter berserk, kill it with a burst, and then I just glow red for a few seconds while I let berserk die off unless I immediately run to engage another target (wasting precious seconds in berserk).
I might have just been unfortunate, but the majority of my targets ended up being isolated. Obviously Berserker was made to take on multiple foes at once, but with other players either failing to group up foes nicely (I tried to do it myself with wild blow but I can only do so much) or just killing things too fast as zergs tend to do. I found myself spamming burst skills on a single target, making the awesomeness that is the new primal bursts skills a lot less fun. Decapitate deserves more foes.
- Burst: Some of these skills got me really excited. Decapitate in particular is one I really liked (on the rare occasion foes were bunched up nicely). Some didn’t make much sense to me.
GS’s burst is the main one I didn’t get. Replacing fury gain with 2 stacks of burning feels like a nerf. Condi warriors would not use a greatsword, so why give them such a paltry amount of burning? Sure, an expanding fire field is nice and all, but there are already numerous ways to make a fire field. It kind of feels like berserker is trying to replace ele for creating fire fields. I would have preferred something like “swing so hard that you ignite the air, creating an explosion that damages nearby foes”. I want to like it, but can’t.
Axe and rifle bursts are fine as they are. The trick is getting foes bunched up to use it efficiently (player positioning and strategy, it’s a good thing).
Longbow’s wasn’t bad. Multiple fire fields are neat, I suppose, but I feel ele already has it covered. The only real way I see this being useful is in W3 when trying to buff zergs with might. Several smaller fire fields has the potential to buff more players (5 players per field, 5 fields per burst) than one huge fire field. I see the potential but it would require some player coordination.
Mace’s is a very nice alternative to the long stun. Long stuns are great, but the added versatility with the 4 conditions (plus 1 second daze) is like a breath of fresh air for condi warriors. Options are nice.
Sword has great synergy for condi warriors that use longbow as second weapon. The more burning the better since moderate burning stacks do more damage than high stacks of bleeding. Definitely going to need a way to have longer burn duration, though, because I couldn’t seem to get to 8 stacks of burning with the skill. It stayed at 4 stacks even though the skill says 8. Maybe it’s a bug.
Hammer is also great. It’s just plain an extra (and viable) option. Do I want to stun my foes, or do I want to play a little more defensive and knock everything back while I heal or revive an ally? Options are good
Spear was also a little underwhelming like GS. The pull is too short of a range to really be as useful as it can be. When I think of a berserking brute with the spear underwater, I imagine creating a burning maelstrom that pulls things in every second while you lay waste to it, not a sad 300 range pull with some mild burning. I’ll stick to the aoe stun of non-primal, especially since NONE of the rage skills can be used underwater. Adrenaline gain feels even slower in underwater combat because of this.
Harpoon Gun’s immobilize is useful, but the burning is negligible. How about an explosion that blinds or has a host of other conditions in addition to burning? Considering the primal bursts are the only real way for a warrior to actually apply burning underwater, it would make sense that they were to cause a more substantial burn. Maybe it’s just me, but I say increase the burning or scrap it in favor of more damage options or control options.
Might I make the suggestion that the berserker trait line allow warriors to keep their adrenaline while out of combat like warriors used to be able to all those years ago?