Berserker BWE3 Feedback
-Arc Divider is great! i am so glad they made it power focused again, i am aware berserker is in a way ment to be condi based, but not all of us like that, so happy they made arc divider scale with power..so very glad..did i mention i am glad?, so far it is really fun to play.
-The healing skill is much better with the crit chance increase, i MIGHT actually take this over healing signet now.
will edit post as i keep playing.
One little suggestion, is it possible to bind the berserk key and our f1 key to the same key? so that berserk activates first when we press the key and when we press it again while in berserk state we activate the berserk burst?
(edited by Omega Zoa.3859)
Game Designer
Hello, Warriors of Tyria.
As the OP indicates, let’s use this thread to gather constructive Berserker feedback for BWE 3. Looking forward to hearing from ya!
-Karl
From the small amounts I’ve played so far, the only reason to take Berserker right now is for a condi Sword/Torch, Longbow build (which admittedly is AMAZING right now due to the strength of burns in the current state of the game).
However, most mainstream Power builds are probably not going to make use of Berserker. It destroys too much synergy. Remove Arms? No more Signet Mastery. Remove Strength? No more 20% damage buff or Greatsword. Remove Discipline? No more Fast Hands and 25% melee movement speed/immob breakers. Rage utilities are still underwhelming for Power builds, though loving them for Condi.
I realise the aim of this WAS to make Condi Warrior viable – and it has done that amazingly. I’m loving the amount of condi damage I can dish out while still being fairly sustainable. It just feels like an outright nerf for other specs though, and that’s why people are not that excited for it, especially considering that the majority of players in all Professions are Power builds.
EDIT: One suggestion I’d make is to revamp Bloody Roar. King of Fires already functions as a condi damage trait in this tier, so I’d like to see King of Fires become a Power based trait instead. A taunt also feels very out of place, thematically. Who attacks an intimidating avatar of rage? This should really be a Fear instead because when you see a dude go berserk, you run. Make the 1.5s Taunt a 1.5s Fear and make the Bleed into an explosion that deals direct, power based damage, and it’d be worth picking up.
(edited by Phantom.7903)
I’m not a fan of the GM trait options.
I think that the GM traits should offer an option relevant for both direct and condition damage builds as well as self-defense. Right now it has a taunt when you activate the transformation (Bloody Roar), an asset that improves burning duration and application (King of Fires), and the option to gain stability when breaking out of a stun and when in the transformation (Eternal Champion).
The problem that I have with this in addition to the trait changes in general since the specializations update this summer is that formerly we didn’t really encounter the problem of having nothing relevant to choose from, but now that problem comes up quite often.
Berserker as a whole has the potential to be a really good addition to warriors running direct damage builds but it’s just right now to me that the grandmaster traits seem kind of disappointing. I really like a lot of things about it so far, but this is currently my biggest gripe that I have with it.
As for the heal Blood Reckoning, I like it. It requires some actual thought to be put into it in order to make proper use of and is situationally useful. The only thing I think I’d change about this would be to make it instant cast maybe, because it’d make it more practical to make the best use of it during a rotation/skill combo instead of needing to activate it early on, since a lot of warrior’s damage tends to be backloaded (axe’s triple chop for example). However having this instant cast would make it seem like a stance rather than a rage skill.
As for the utilities, I’m not particularly fond of them other than the leap. I’m honesty not really sure what to make use of them overall since they seem to be kind of irrelevant outside of PvP. The concept of them itself is nice, but since I’m giving feedback with the perspective of somebody that wants to try to make use of this spec in raids/fractals/dungeons I can’t acknowledge these utilities as options worthy of considering.
(edited by Purple Miku.7032)
From the small amounts I’ve played so far, the only reason to take Berserker right now is for a condi Sword/Torch, Longbow build (which admittedly is AMAZING right now due to the strength of burns in the current state of the game).
However, most mainstream Power builds are probably not going to make use of Berserker. It destroys too much synergy. Remove Arms? No more Signet Mastery. Remove Strength? No more 20% damage buff or Greatsword. Remove Discipline? No more Fast Hands and 25% melee movement speed/immob breakers. Rage utilities are still underwhelming for Power builds, though loving them for Condi.
I realise the aim of this WAS to make Condi Warrior viable – and it has done that amazingly. I’m loving the amount of condi damage I can dish out while still being fairly sustainable. It just feels like an outright nerf for other specs though, and that’s why people are not that excited for it, especially considering that the majority of players in all Professions are Power builds.
EDIT: One suggestion I’d make is to revamp Bloody Roar. King of Fires already functions as a condi damage trait in this tier, so I’d like to see King of Fires become a Power based trait instead. A taunt also feels very out of place, thematically. Who attacks an intimidating avatar of rage? This should really be a Fear instead because when you see a dude go berserk, you run. Make the 1.5s Taunt a 1.5s Fear and make the Bleed into an explosion that deals direct, power based damage, and it’d be worth picking up.
I havent tried condi yet, althought last BWE all I used was condi. this time Im starting off power (this is for PVE) and I dropped Arms for Berserker, which i didnt want to do I might add, but I feel its a big dps increase. GS and Axe in berserker are devastating. Yes, axe is technically weaker than its original counterpart, but due to the AOE it has, im loving it. Attack speed in zerker seems more noticeable now also
Azure it’s definitely a DPS increase while actually in the transformation, but the problem is when you’re out of it. You don’t gain adrenaline fast enough without furious to maintain 100% berserker’s power uptime and without the Signet Mastery trait from the Arms specialization you’re not able to activate your Signet of Fury during the downtime for longer fights.
My current opinion is that it’s definitely best to use for fights that don’t last very long particularly due to that one really strong trait at the master level that gives the additional ferocity, but for long fights (raids I guess?) I’m not really sure. It will need a lot of testing to fully decide.
completely off topic, im in VB and ive seen close to no one playing Berserker. really weird.
PvP perspective: (power based) The entire line does not offer anything worthwhile to be worth sacrificing any of the 3 main power specs (Str/Def/Disc). All 3 meld and synergize so well with Berserker, but are better than berserker when combined with eachother.
I’ll go into more detail.
The main draws of Berserker(power) : Stability, adrenaline initiation, burst recharge potential, Crit damage, minor taunt.
Sacrificing Strength: Strength currently adds enough utility and damage to power specs that the Elite spec cannot in any way shape or form overtake it in terms of usage. Damage on dodge, several damage% modifiers, endurance recovery and physical boosts. Berserker’s Power ’nuff said.
Sacrificing Defense: This is the main form of condition cleanse and management with a power spec, Cleansing Ire and Dogged March (unless running shield) are vital to this playstyle, especially with the additional adrenaline gain with CI. If you are running shield then the extra defense is crazy good, reflects, stuns and might on demand. This is the second spec I can see being replaced by Berserker, but gives up so much defense (i know…) + Defy Pain ’nuff said.
Sacrificing Discipline: This is the primary spec I can see being replaced by Berserker, but what do you lose? Quite a bit of quick burst potential, the combination of Berserker + Versatile Rage + Burst Mastery means you can get 4-5 Primal Bursts off within a decent time frame with added damage. So replacing this means you have to play a playstyle that sits on one weapon set for a while, without Fast Hands, Versatile Rage and HF/Burst Mastery it drops that potential greatly.
So what would you give up to have what Berserker can give you? I say nothing really…
TL;DR: Berserker is super fun to play, but offers nothing worthwhile to help you.
[BUG] Gun flame is hitting twice on a single target.
I’ll share my thoughts on the new berserker later.
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I haven’t played much with it but I do feel that the effect and or animations feel rushed or not polished.
ive been testing the berserk and it seems fun. But i feel that the berserk is like forcing you into becoming condi or a hybrid between power/sinister or something like that.
Tryng diferent combinations of trait, i end up feeling that i did more damage to enemies with fire damage and condi traits ( with berserker gear) than power focused.
Its fun, im shure that sinister warrior will be very strong, but thats not the way i play it, so im a little dissapointed about it.
My biggest problem with the Berserker is an indirect problem. The issue is that Discipline STILL feels way too mandatory! I can’t come up with any fun Berserker builds where I am able to mix up trait lines because every build consists of Berserker – Discipline – Something Else.
To help with this, Fast Hands NEEDS to become a baseline, acknowledged warrior mechanic. The class is designed to be played with a short weapon swap in mind, and every warrior build in the game wants to take fast hands. Essentially every single pvp and solo pve build takes Discipline. This is bad design that severely limits creativity.
There is one other trait problem I would like addressed – I strongly believe Phalanx Strength should be moved to the Strength line.
Currently, if you want to play a warrior in group pve content, you are required to take Strength and Tactics for your might stacking utility. Beyond that, you have a choice of Discipline or Arms. Berserker is unlikely to beat out arms for dps, or discipline for quality of life. So if this doesn’t change, I really feel like we will NEVER see Berserker warriors in dungeons or raids.
Yes, if Phalanx Strength is moved to Strength you will have to take it over Berserker’s Power in raids. I view this as a GOOD trait choice – personal dps vs group utility. However, keep in mind that you will no longer be shoehorned into the mostly useless Tactics tree, and you will actually be able to run builds like Arms – Strength – Berserker, or Arms – Strength – Discipline. You will gain back some of the lost DPS there, and more importantly you will actually have a bit more build diversity and personal choice.
TLDR – please ANet, baseline Fast Hands and Phalanx Strength moved to the Strength tree. Those two small changes would open up so many new build options and make Berserker viable in your new raids.
I also think Torch could be included in the Dual Wield trait. It is an offensive offhand, after all (unlike shield and warhorn). It would encourage a bit of lacking traitline synergy with the Berserker.
I will start of with what I like about the warrior in BWE3
-Arc Divider. It’s great you guys changed it.
-Viable condition builds.
-Burst skills are mostly awesome.
But that sums up the good stuff.
Here’s what I think needs work.
-Condition builds being MORE viable than power builds in pvp as it stands.
-sPvP Power warrior damage is laughable if they take Berserker instead of Strength.
(Defense and Discipline being mandatory for survival in the wild mists)
-Hammer burst skill is weak, unfitting of a berserker.
-Warrior survivability without Endure pain is a joke.
-Traits are very straightforward, and while you have admitted that is the intent, not to
make Berserker super complex, this is bad.
Why? Because more complex professions allow for higher performances.
This is the chance to fix this. Before expansion comes out.
-Warrior and Berserker utilities are either mandatory (stances/signets) or completely
bad. Sundering Leap, is a prime example. Similarly Wild Blow could be the worst utility
skill in the game right now, even worse than racial ones.
-Outside Berserker Gear meta, I believe warrior is going to be at a bad place.
If people are forced into longer fights due to requirement for defensive gear, many
fights that tend to be melee unfriendly, will be even unfriendlier due to their increased
duration, and thus warrior will have less time to smack stuff and more time to run
away to lick wounds.
In conclusion, I believe warriors are being forced into a ranged/condi meta, which I do not like and do not play warrior to be a second rate archer or elementalist.
Just a random idea i got while being on my beta warrior.
How would it be if you could activate Berserk already at 20 addrenalin and it will only last for 7-10s (not sure what would be good) so we dont always have to build up full 30 addrenalin.
I have not tested berserker much yet but im a bit impatient to always wait for full addrenalin.
Never let facts interfere with your opinion.
R.I.P. Liquid World Experience
[BUG] Gun flame is hitting twice on a single target.
I’ll share my thoughts on the new berserker later.
Darn, I wasn’t sure if I was the only one noticing this.
I actually thought it was due to the enemy’s pet or friendly minion nearby proccing the explosion before the pierce.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
My thoughts on berserker WvW roaming.
Pros:
- Condition berserker is really good, (it will be nerfed, sadly).
- Synergise really well with Rousing Resilience.
Cons:
- Blood Reckoning is now more terrible, 25 sec cooldown is bad.
- Sundering Leap is really clunky.
- Rupturing Smash was good, now is terrible, 1 sec imob is almost nothing.
- Fatal Frenzy now has a THREE SECONDS SWIFTNESS, why? (maybe buff it to 10 sec).
- For most viable build, warrior still depends on discipline.
Overall berserker is feeling really good, i hope it doesn’t get too many nerfs.
(edited by Mulling.8421)
F1 f2 fixed thanks
Always angry nice buff
Faster rage primal burst recharge nice change
3 seconds quickness nice buff thanks
Cheat death trait 30 seconds icd bad nerf
[BUG] Gun flame is hitting twice on a single target.
I’ll share my thoughts on the new berserker later.
Darn, I wasn’t sure if I was the only one noticing this.
I actually thought it was due to the enemy’s pet or friendly minion nearby proccing the explosion before the pierce.
I actually think its hitting, and then the explosion is acting as a 2nd hit
Btw can we activate primal burst iimmediately now
after spending time on chrono scrapper and reaper, ive come back to berserker and im a bit … well, im not sure how I feel. I think the Berserker is in a much better place than it was last bwe, lets get that out of the way. However, I feel the only reason berserker exists is for an upgrade to dps, you wont take it for anything else. I dont feel stronger taking this traitline. I feel STRONGER in berserker mode, which is awesome, but when im not in berserk mode which is more than 50% of the time, I am without a doubt weaker than if I would of taken something else, and this just isnt cool. Now I cant fully test Berserker how it stands, because its def better for condi, and I dont have sinister gear and a few other things id like.
However as for power, its just not working out. Axe and GS feel amazing as a berserker, but theres no traits to support them. Berserker needs more power/dps in its traits for power builds. the GM traits, 2 are condi and one is stability, and thats just not cool. In Verdant Brink there is close to no one playing Berserker, everyone that tested it for the most part said its “ok” or worse, no one loves it. What bothers me about it is how quick people gave up on this spec, to the point that warrior players are barely giving any feedback on berserker and instead are all playing other specs.
Bottom line is, Berserker is a good idea, but as of right now it feels like a weaker Reaper. Reaper feels more survivable and powerful. Herald is doing more dps than my berserker, and its doing nothing but auto attack. im stacking up to 3 bars of adrenaline, going berserker, and blasting through as many bursts as I can, and a revanent presses 1 and is doing more damage than me. Its not cool… at all.
We just need 1, or two more dps oriented traits and a few utility fixes and we’ll be in a great spot. Until then, expect see Scrapper/Reaper/Chrono/Herald in every party
I’m really not happy about the hammer Burst changed. I rather have the old Rupturing smash that knocks enemies back than the current 1 sec immobilize. However, what I would love to see is Rupturing smash to pull enemies toward the warrior. That would be a better ability. 1 second immobilize with low damage is terrible.
My thoughts on berserker WvW roaming.
Pros:
- Condition berserker is really good, (it will be nerfed, sadly).
- Synergise really well with Rousing Resilience.Cons:
- Blood Reckoning is now more terrible, 25 sec cooldown is bad.
- Sundering Leap is really clunky.
- Rupturing Smash was good, now is terrible, 1 sec imob is almost nothing.
- Fatal Frenzy now has a THREE SECONDS SWIFTNESS, why? (maybe buff it to 10 sec).
- For most viable build, warrior still defends on discipline.Overall berserker is feeling really good, i hope it doesn’t get too many nerfs.
What builds were you running for condi berserker? I was trying defense/disc/bersk with mace+torch / sword+shield with perplexity runes. was quite fun^^
I also want to mention I like the new Greatsword Burst Arch Divider. That is more useful than the previous version. Good job there.
Here are my impressions about berserker in PvP using power builds :
Things I like and makes me want to use the berserker trait line :
- Greatsword primal burst. It is awesome and very good in a power build.
- Outrage. I think it feels pretty good in a berserker build, I like this a lot more than balanced stance. Also, very good synergy with rousing resilience and heabutt.
- Headbutt : I’ve always prefered skills with low cd that makes you stronger overall, than long cd ones that makes you super strong during 1 fight and then it’s on cd for the next 3. Good synergy with Outrage.
Things I dislike and will make me not take berserker :
- Sword primal burst. Sword has always been a weapon that was good in both power, celestial and condi build. Sword F1 is good in any build because it gives CC. Sword primal burst on a power build just feels really really bad.
- Traits are way too F2 centered. It makes you feel REALLY weak when not in berserker mode. And you’re not strong enough while in berserker (barely feel the 15% attack speed) to make up for it.
- Since discipline is mandatory in any warrior build, taking berserker means you have to give up either strength or defense, and both those trait lines are just straight up better than berserker.
- Utilities are very bad beside of outrage.
- Beside the greatsword one, I feel like primal burst are either too weak, or too similar to the normal burst.
Might add more things in the future but that’s all I have on the top of my head. Overall I feel stronger using my old build than when taking berserker.
BWE3 Feedback.
Great synergy between Headbutt → Outrage with Rousing Resiliance traited.
Full adren instantly and 1k Toughness with 12sec or 2sec downtime depending on foes met.
Although, Headbutt could do with a minor range increase, maybe like 250 instead of 180.
I feel the Hammer Rageburst is lacking in damage and secondary power, either increase the Immob to 2secs or add cripple for 3-5sec after the Immob since the aftercast, atleast to my experience makes the 1sec Immob virtually useless.
Or change it to a AoE pull with the effects going in the opposite direction (all impact crater like) and only target 3.
I don’t know if this has been suggested before, but why not give Warriors a unique condition: Deep Wound, from Gw1. cut 10% max hp (not 20% as in Gw1) away from target as long as they are under the condition. Non stackable ofc.
And please make Fast Hands baseline for Warriors.
GM trait Furious, why does it grant bonus condi dmg, I know that the devs love condi dmg, but a more fitting for the warrior, since we are more of direct dmg type of class would be pure dmg, maybe change it to 10power instead of condi dmg.
BWE3 Feedback.
Great synergy between Headbutt -> Outrage with Rousing Resiliance traited.
Full adren instantly and 1k Toughness with 12sec or 2sec downtime depending on foes met.
Although, Headbutt could do with a minor range increase, maybe like 250 instead of 180.I feel the Hammer Rageburst is lacking in damage and secondary power, either increase the Immob to 2secs or add cripple for 3-5sec after the Immob since the aftercast, atleast to my experience makes the 1sec Immob virtually useless.
Or change it to a AoE pull with the effects going in the opposite direction (all impact crater like) and only target 3.I don’t know if this has been suggested before, but why not give Warriors a unique condition: Deep Wound, from Gw1. cut 10% max hp (not 20% as in Gw1) away from target as long as they are under the condition. Non stackable ofc.
And please make Fast Hands baseline for Warriors.
GM trait Furious, why does it grant bonus condi dmg, I know that the devs love condi dmg, but a more fitting for the warrior, since we are more of direct dmg type of class would be pure dmg, maybe change it to 10power instead of condi dmg.
yea until theres a GM trait for more power, berserker will just be cool, but viable for power builds
Among the reaper, chrono and berserker. The berserker feels the weakest and the more gimmicky of the 3. I tried it and the normal warrior is a lot stronger than any non condi zerker. I deeply hate the animations of the new primal burst and the berserker form does not look great.
I agree with head butt/outrage and rousing resilience. This is great.
I’m sad that both reaper and chrono expand on their class and seems to feel equal or more powerful in many gear set when berserker is a condition build. (while using as the full offensive stats name)
(edited by yanoch.7051)
King of Fires BUG:
The King of Fires trait is supposed to increase burning duration by 20% but there is no increase to be found on Fan of Fire on Bow or the auto attack when traited with Burning Arrows.
Currently playing in [dT] with members from the old [dF]
All weak all weak, except the when you entering berserker mode, every thing comes with it are weakkkkk
you should be able to freely enter or leave berserker mode, or else it’s nothing
I really hate the Berserker mode cooldown…it shouldn’t be there imo…Having to build 30 Adrenaline is fine…but having that AND the cooldown is pretty harsh.
There is this awkward period of time after Berserker mode ends where:
1. You HAVE to use NON primal bursts just to fill up the rotation.
2. You have enough Adrenaline but Berserker mode isn’t ready yet.
3. Berserker mode is ready but you dont have enough Adrenaline.
Now if you remove the cooldown of Berserker mode:
1. You use NON primal bursts by choise (when you want them, not just to fill in the rotation)
2. Removed
3. There is still play here, since you can use abilities to fill up your Adrenaline fast (Rage Skills, Signet of Fury, Shout Heal etc). Concept wise it also makes sense to require max Adrenaline to go Berserk. What doesnt make sense is an invisible wall that prevents me from going Berserk….when im ready to go Berserk.
Scorched Earth (longbow’s primal burst) – would be great if this becomes skillshot.
Blaze Breaker (torch #4) – feels weak/can’t feel the impact of the skill. It’s the same animation (raising your off-hand weapon and smashing the ground with it) as mace’s Tremor (mace #5) and basically the same idea, but comparing the two Blaze Breaker feels incredibly weak, despite the rest of the visual effects of the skill. If it won’t have its own special camera shake effects, then please just copy the ones used in Tremor so that it would start feeling powerful.
I think in order to make Berserker viable for pvp, allow Berserker to have access to both F1 and F2 burst. That way players can use the burst that suits the situation.
still no use in pvp because you can not drop other traitlines.
discipline+ defense is a must have.
if you go support, tactic is better than berserk.
if you go powerbuilds, strength is better than berserk.
berserker hammer burst feels underwhelming and barely slows anything.
Suggestion: create a field at point of impact that lasts 3-4 seconds that pulses 1 seconds immobolize ever 1.5 seconds or 1.25 seconds
Theme Reason:smashing the ground turns the area into rubble making it difficult to traverse
For what i have tested berserker is good,more than last BW. But it need talents adjust coz, for now, he isn’t good enough for taking it over discipline, defense or even arms. Maybe Fast hand baseline? Moreover the Berserker state is, sure powerfull, but the time needed for having 30 adrenaline is really too long, during that time you can’t burst attack and really be more harmeless. Maybe a death shroud system with more or less duration with one, two or three bars of adrenaline?
Rupturing Smash is way too weak too.
Please Mr gee, make Berserker as good as the amazing reaper or Chronomancer!
(edited by gannondorf.7628)
In terms of PvP balance perspective, I would say:
Overpowered List:
1. Moveable Killshot – Gun Flame (There is not even big noticeable sign & mark like pin down when casting)
2. Outrage (Too frequent break stun. 20~25sec is good just like shake it off. Rather, increases gained adrenaline at use but also increase CD time)
3. Greatsword trait still too OP
Weak List :
2. Skull Crack (Still very bad, hard to land, long cast time, no leap)
3. Rupturing Smash (very bad, this needs at least stun)
4. Flurry (dmg as compared to Flaming Flurry’s damage. Flaming Flurry damages fine)
My Stream : http://www.twitch.tv/eSportsKorea see me vs Tarcis, Chaith, Crysis and etc!
(edited by online.1278)
What builds were you running for condi berserker? I was trying defense/disc/bersk with mace+torch / sword+shield with perplexity runes. was quite fun^^
I’m using mace/torch sword/shield Berserker, Discipline and Strength. Full dire with krait runes and i was able to melt people really fast.
I’m using mace/torch sword/shield Berserker, Discipline and Strength. Full dire with krait runes and i was able to melt people really fast.
ah ok gotta try that aswell
did you run healing sig/3 stances/headbutt or did you use other utilities? and what berserker traits did you use?
Overall its amazingly better than last beta. Though there are still some weak spots that need help. However some of these are also base warrior issues.
Zerker
- Rupturing Smash: very weak and I actually preferred the old version
- Scorched Earth: Fails so much when at close range that it gets really annoying
- Rage heal and utility skills are still undesirable in all game modes
Warrior
- Fast hands pls … prettty pls
- Still reliant on stances to survive in pvp.
On a side note, Distracting strikes with Mace/Shield + longbow is suuuper fun in pvp.
Ok so, gun flame (rifle berserker burst) NEEDS to be nerfed big time. Playing sPVP as a rifle warrior I can 2 shot pretty much everyone with it.
It is currently doing about 8k+ damage, its near instant case, very hard to dodge, I can use it while moving, it can be cast very often and sometimes it bugs out and hits the same enemy twice (meaning 16k damage).
I enjoy warrior for how much damage it can put out but this is simply not fair and not balanced at all. I win literally every fight I get into, I don’t even need to bother stomping people because its faster to shoot them with gun flame. The only threat to me in sPVP right now is another warrior doing the same thing.
Inner Monkey [IM]
(edited by Remus.7312)
Wondering if [Gun Flame] has a bounce or an AOE that would cause it to hit twice.
Tell me this skill isn’t hitting twice “as intended” for these numbers on such a short CD.
Ok so, gun flame (rifle berserker burst) NEEDS to be nerfed big time. Playing sPVP as a rifle warrior I can 2 shot pretty much everyone with it.
You also acknowledged that its bugged so why call for nerfs on something that hasnt been properly tested?
Back on topic, I tested a sword/torch LB carrion build with def/disc/berserker and found it very underwhelming. While I had great sustain, the rate of condi application outside of berserker mode was too low to be effective. Maybe if flames of war had a lower cd I could keep more burns up, but then what happens when I exhaust my skills and switch weapons? I have the LB, oh boy! So there’s fan of fire which is great up close and kind of useless from a distance and then there’s pin down which has a huge tell. Now I could trait for burning on LB auto but my berserker GM isn’t even effecting that so why drop fast hands? (it’d be great if I didn’t have to)!
While going berserk I loved the build. I could put a lot of pressure on points and do great damage with LB burst. Flaming flurry is a decent burst of burn at best, but effective when coupled with flames of war. The problem is berserker uptime is pretty low. Definitely less than 50%, and the introduction of the torch doesn’t make condi war viable, even with the new traits. So most of the time you’ll be ineffective. Condi war was silly pre HoT, right? Well it still is! (except when breserk(which isn’t as often as I’d like(no cd would be nice, which wouldnt be broken now that theres a cd on DoA))).
Oh and this condi berserker had no place in a team fight. It was kind of like a burn guard only less burns and no suppport. In summary – condi berserker was good when berserk, but due to core warrior mechanics, was near-useless outside of it. Torch is a bandaid on a bullet wound in terms of warrior condi application.
OK I’m looking forward to testing power! The traits aren’t really there, and gun flame is bugged, but rapid fire bursts and tons of ferocity gives me hope. Will post feedback.
EDIT: This is from a PvP perspective.
(edited by Spurrlock.3219)
You also acknowledged that its bugged so why call for nerfs on something that hasnt been properly tested?
Because even if it doesn’t bug out it can still kill people with 1 shot or at least take off 80% of their HP. With all the other factors it is considerably better than kill shot, which I thought was not the intent of these skills as they only need 10 adrenalin to activate.
Inner Monkey [IM]
(edited by Remus.7312)
I’m not impressed with using Berserker for a power build. It does less damage than Reaper and is not as tanky as Reaper. With Berserker traits, I find myself feeling overall slower and weaker than my normal power build. I have to keep strength for power and defense to stay alive with endure pain, but without discipline I have no fast hands.. I need fast hands and warrior’s sprint. I agree that fast hands should be a baseline.
Berserker traits don’t offer enough incentive to use. If I have to give up discipline for berserker, then berserker should have a trait that negates adrenaline decay. Since I can’t run to the next fight fast enough, I shouldn’t be punished by having my adrenaline reduced to zero.
The rage skills are all about gaining adrenaline, but what good are they when berserk mode is on a 10 second cool down? Necro shrouds are on a 10 second cooldown, but I can stay in shroud form for far far longer than I can stay berserk. Adrenaline gained while in berserk mode should extend berserk mode. Why should a berserker only go berserk for 15 seconds while a battle in still in progress? A berserker should be getting more enraged the longer the fight goes on.. keep the berserk mode on continuously while adrenaline is being gained.
Every time I enter berserk mode, I’m hitting F2, then immediately hitting F1. Please make that F2 tap do the initial burst attack for QoL.
Blood Reckoning still isn’t as good as healing signet. If berserker hit for as good of damage as Necro’s gravedigger attack, then it would be a good heal, but Berserker cannot hit with that much reliable dps.
My regular power warrior build is still more enjoyable than berserker and as it is now I don’t see any benefit in using berserker outside of a condi build.
On a side note, my reaper’s gravedigger skill can do more damage every 1.25 seconds to an entire group of enemies (as long as just 1 enemy in the mob is below 50% health) than my berserker’s primal bursts. And my reaper can maintain that damage until the mob is completely dead, while my berserker goes on cool down after 15 seconds. And this is just the reaper’s greatsword attack.. not counting the reaper shroud that can do even more damage. Oh, and life force doesn’t decay out of combat, so I can save all that life force for the next mob, while my berserker decays all adrenaline by the time he reaches that next mob.
Berserker does not feel like an “elite spec” at all to me at this point.
Has anyone hit moving targets with the sword burst skill? The projectil speed feels like you can just outrun it being infight with swiftness and strafing removes any chance to hit someone.
Ok si I’ve been trying a lot today (still in PvP) and I actually have pretty good success on a marauder build : http://gw2skills.net/editor/?vJAQNAseRnMdAdhgVhAmkCElilrATJH06aBIBgEQq79zWaXtA-TpBGABeXGIhDBACHBAAeAAHcCASZ/BA
It has pretty good survivability and overall good damage, even without the strength line.
Berserker mode feels really good and I really wreck kitten when I pop it, it’s a reliable access to quickness, I love it.
I would still remove the cooldown on it like someone said earlier, it just feels awkward to be at max adrenaline and having berserker mode on cd. Maybe reduce its duration to 10s to compensate, 15s feels too much anyway imo.
I would also change sword primal burst to give it a bit more utility like its normal burst counterpart. Maybe add cripple so you have a way to cripple someone from range ?
Besides that I think the spec it’s pretty good, it gives a faster paced gameplay and I like it, and it doesn’t feel so strong that I’m forced to take it.
(edited by chibbi.3706)
You also acknowledged that its bugged so why call for nerfs on something that hasnt been properly tested?
Because even if it doesn’t bug out it can still kill people with 1 shot or at least take off 80% of their HP. With all the other factors it is considerably better than kill shot, which I thought was not the intent of these skills as they only need 10 adrenalin to activate.
…Outside of its current bugged status where it is literally hitting it’s target twice over (I think it is involved with on Crit Sigils like Sigil of Fire, would have to test) Primal Bursts provide either an altered variant or better version of the regular burst skill. Gunflame has a splashed explosion tied to its impact on the first target plus a pierce however Killshot does a bit more damage in the pierced line for instance.
The entire design behind going berserk is using it in a manner that is productive, as popping Berserk at a bad time such as wanting to use the immobilize on Sword Burst but you are currently enraged, is a trade-off.
That said, to ask for a nerf to Gunflame when it has brought back Rifle Builds, is ludicrous. If you want to nerf Gunflame appropriately, I would suggest making a much more apparent animation when Gunflame is activated, as right now to fight against it one has to save either an evade or a blind. I don’t say block as true Gunflame users like myself are running Signet of Might to make our shots unblockable to devastating results.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
There’s still a problem that’s been bugging me for so long with the warrior/zerk. It’s that its so easy to kite, to me, its the biggest profession flaw. It’s too easy to kite a warrior when every class has nearly perma swiftness + their class abilities (blink, shadowstep, chill etc). Playing any build I always feel like they control the battle with movement and we’re just chasing them. This is just made worse by the fact that our gap closers are made smaller by quickness and are generally buggy and miss the majority of the time anyways.
I feel the Zerker is in an okay place as a spec, but testing out something new really makes it clear that some of the problems that the Zerker has are problems because of the warrior. Because we’re forced into taking stances, all new utility skills need to be ridiculous to warrant being used. Therefore when you see rage skills you’re left with a choice of survive or have a fancy skill.
Also fast hands … it just needs to be baseline, having the trait vs not having it completely, entirely, absolutely, unequivocally changes the class and being forced into discipline, in some cases just for FH is so limiting to builds. I know its been asked for about a million times (and that’s just by me… sorry), but could we have some insight on if its been tested as baseline?
Summary: Zerker is in a good spot, Warrior needs help.