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Okay, so. I’ve been playing Berserker ever since I did kind of manage to finish the talent tree and used it for the rest of the HoT story line. And even after that, I’m just wanting to lay a bit of feedback on some good and (mostly) bad aspects on what I perceived on the spec. So, take my opinions with a grain of salt but I would love to see certain improvements on this supposed Hybrid Condi/damage spec
I. Minor Talents
There really isn’t much to be said here, I just have a bit of beef with how underwhelming the first minor turned out to be.
1st Minor
- Primal Rage
Obtain the ability to go berserk, changing your bursts into improved versions of themselves
Honestly. While it is unique due to it’s ability to alter all of the bursts when Berserk is activated, the issue here is that about more and a third of the primal bursts are just Worthless.
-Arc Divider has no actual present combo field and it’s just a larger yet weaker version of Arcing Slice
-Rupturing Smash has a misleading targeting reticle and is less useful than it’s original counterpart
-Scorched Earth cannot be targeted unlike it’s Original counterpart
-Decapitate is just a weak cone AoE that’s hard to aim
-And Skull Grinder is just plain bad and slow to use.
Though Gunflame and Flaming Flurry are alright to use because of one of the major talents that put it in the spotlight
2nd Minor
- Always Angry
Activating Berserk increases Raw and Condi damage by 7%
A flat damage increase in both Raw and Condi damage. Not bad. Could be a little better.
3rd Minor
- Fatal Frenzy
Gain Fury, Quickness, and Swiftness when activating Berserk
One of the weaker minor talents in this tree but it’s better than nothing I guess.
II. Major Talents
Honestly, from what I know. The three top talents in this tree are the only good ones. With the exception of Eternal Champion for PvP. Everything else is either really situational or just Eugh.
First Tier
- Smash Brawler
Reduces Recharge on Berserk and Primal Bursts by 33%
Honestly, this is why Gunflame and Flaming Flurry are good in my opinion. Arc Divider is also made a tad better with this inclusion but it’s still practically garbage and not worth grabbing a greatsword or any other weapon besides the Torch or Rifle for this elite spec.
- Last Blaze
Set nearby foes on fire when you use a rage skill
This considerably has some pretty low damage, a small radius and no CDR on rage skills. Why would anyone want to pick this up?
- Savage Instinct
Break out of stun and remove a condition when using berserk
While it does Synergize with Headbutt, Outrage already does a better job than this talent. So why take it?
Second Tier
- Blood Reaction
7% of your precision is converted into ferocity, this conversion doubles while in Berserk
The holy grail of all things damage, who wouldn’t want to run with this talent?
- Heat The Soul
Reduces recharge and adds condition damage when you have a Torch equipped
I won’t lie. I’m a bit of a sucker for faster usages of my skill. But Blood Reaction is far more better than the added condi.
- Dead or Alive
When fatally struck while in Berserk, You’ll be healed for a set amount
This provides okay survivability for the Berserker. But it’s bad against Conditions or flurry attacks. Plus the 30 second ICD is no bueno.
Third Tier
- Bloody Roar
Taunt enemies in a radius around you while dealing 10% increased damage
The radius is small for this one, but Taunt? Why? I’m pretty sure if I saw someone come at me roaring in my face and weapons about. I would flee instead! Overall the extra damage is fine, but adding taunt doesn’t really do much good for the charging Berserker.
- King of Fires
33% Increase in burning duration, critical hits spread burning
Ew.
Isn’t this just a slightly better version of Permeating Wrath for Guardians? Even so. This hardly has any other usage other than building full condi.
- Eternal Champion
Gain stability when you activate Berserk, gain might when you break out of a stun
This is pretty alright for PvP, makes Outrage much more worth it if it’s on your Utility set for the free might. But Berserker in PvP never survives unless they run a Gunflame build.
IV. Utilities
I’ll be honest, at this point, it’s been over an hour now since I’ve started this post. I’ve been checking what I’ve said about each talent for a while and wondered what I should add or rewrite. So I’ll keep it a little brief here.
Healing Skill
- Blood Reckoning.
Heal for a small amount, then gain a 25% increase in Critical Strike Chance, heal for 35% of each Critical strike and gain bonus Adrenaline
This is basically an offensive version of Defiant stance, but it’s pretty bad for a healing skill.
Utility Skills
- Shattering Blow
Summon a rock, shatter it, anyone caught will receive 4 stacks of bleed. And the shock reflects projectiles, gain 5 Adrenaline if this hits.
It’s really hard to time the reflection property of this skill. But it’s short CD and Bleed is okay.
- Wild Blow
Strike the target so hard that you launch it and others behind it, this skill always critically strikes, gain 5 Adrenaline if this hits
Another hard to aim skill. But it’s fun throwing people around with it.
- Sundering Leap
Leap into the air and gain 5 Adrenaline when you land, enemies caught near your landing is crippled and gains 10 stacks of vulnerability.
It’s okay for a Gap closer. The Vulnerability is nice but you’re probably already dead when you jumped in anyway.
- Outrage
Break out of stun, gain 3 adrenaline for every enemy near you
This is kind of a good talent to keep when you’re running with Headbutt. As it prevents you from being caught out if they break their stun early.
Elite Skill
- Headbutt
Step forward and headbutt your target, if it hits, deal damage and become stunned for one second, as they’re stunned for three. You also gain 30 Adrenaline.
Alone, this is kind of a bad talent to use as it’s pretty much free aim and can often miss, even if you hit it. It’s kind of a bad situation if they either break out of stun early or you forget to even do something when you’re out of stun.
V. Suggested Improvements
You guys are probably wondering what I would suggest (Or just came here to talk about how inexperienced I really am. In which case, I don’t blame you.) to improve this specialization.
Well..
-Rework Arc Divider or fix the issue with the nonexistent combo field. It’s really not worth using it while in berserk if it’s just bigger circle of damage
-Update Rupturing smash’s ground target reticle and add better condition effects such as bleed or burning. If you broke the ground that hard, I’m pretty sure you would have caused a gushing wound or caused lava to flow
-Provide the ability to aim Scorched Earth.
-Make Decapitate swing around the player instead of sending a shock wave. Heads must roll!
-Provide a better damage increase or an actual stun for Skull grinder.
-Improve lack luster talents such as Dead or Alive, King of Fires, Last Blaze, Savage Instinct, etc.
-Remove the stun from Headbutt and have them suffer minor damage for landing the skill instead.
I won’t lie. I understand that Berserker spec is pretty much go hard or go home. But the reward for doing so is just so little. This is the first long post I’ve made about anything on this forum and probably my last. Though I might make another but I had to provide some sort of input in hopes of contributing to a better Elite spec.
(edited by Kanek.5472)
This video is the only thing that came to mind when I read the title.
Lately I’ve been seeing a lot of people wanting to nerf celestial amulet so that the game can go back to the Zerker meta. They claim that in a meta like that, it would take high skill and be very quick paced. People want to believe that’ll be the case but, in actuality it’ll be awful. Full zerker team comps basically NEED Thief/Mesmer to be viable because they provide team defense in the form of stealth. What teamfights will come down to is whole teams camping in stealth and then whoever leaves stealth first gets instagibbed. That’ll lead into a snowball and then a fast and easy 3 cap, and then they’ll spawn camp, just like any cele comp, but much faster. 3 people spamming random crap on someone and killing them doesnt take skill. The reason why this doesn’t work right now is because of the synergy of the celestial classes. Take that away and we get this.
Do you guys really want a zerker meta?
Dude you’re literally crazy.
Do u know what happens when people go down in this meta ?
Nothing.
U just poison it and spam damage, most timesin a teamfight u can’t even try to ress without getting your whole team obliterated ( and we saw it in wtd finals too).
Cele comps make outnumbering very hard, since they’re all capable to sustain themselves, while in old bunker guard meta the guard had to properly rotate wherever the big fight was otherwise they had no chance.
Cele meta is totally brainless rotation wise, u even said it yourself on the abjured thread: just take 2 points and snowball with roamers.
Orng won vs them cuz nec is not viable vs EU comps.
If this game wants to be competitive it needs to remove this “jack of all trades hero builds” and bring back some sort of defining, like it was when Phanta team paradigm used to play.
Celestials technically serves the purpose of ‘Good at everything but excels at nothing.’ But the problem is that it’s really strong for certain professions and those professions would need some fine tuning just to be balanced. Though Elementalist itself is actually one of those ‘Jack of all trades’ Professions. The issue with it lies within where the traits are.
Technically speaking, all the good traits are in Water magic and Arcana, in which some should be shifted out of the tree or removed for new ones.
Engineers follow a similar philosophy as to having the ‘right tools for the job’, but the issue is that some tools are better than others. In which those skills should be nerfed and the others should receive a minor buff to be balanced.
Warriors should Rely on being a more tanky front-liner than to have some good healing. I suggest that Vigorous shouts to be removed and for Cleansing Ire to have a 60 second CD. In which should make Mending more appealing than healing signet.
If u nerf baseline professions skill then all other builds for that profession become subpar.
We had no problem till they buffed cele and might stacking.
The issue is cele builds are easily stackable and have multiple heals so they peel and support for each other, making fights endless.
Cele ammu needs to disappear.
If we nerf some baseline profession skills and switch traits for those professions, this’ll give incentive to people to try something else out with those professions and watch and observe from there.
Celestial amulet doesn’t need to disappear, it’s just that the professions benefiting greatly from it need to be balanced out.
I wouldn’t mind more amulets.
And rune of perplexity doesn’t seem too bad.
Lately I’ve been seeing a lot of people wanting to nerf celestial amulet so that the game can go back to the Zerker meta. They claim that in a meta like that, it would take high skill and be very quick paced. People want to believe that’ll be the case but, in actuality it’ll be awful. Full zerker team comps basically NEED Thief/Mesmer to be viable because they provide team defense in the form of stealth. What teamfights will come down to is whole teams camping in stealth and then whoever leaves stealth first gets instagibbed. That’ll lead into a snowball and then a fast and easy 3 cap, and then they’ll spawn camp, just like any cele comp, but much faster. 3 people spamming random crap on someone and killing them doesnt take skill. The reason why this doesn’t work right now is because of the synergy of the celestial classes. Take that away and we get this.
Do you guys really want a zerker meta?
Dude you’re literally crazy.
Do u know what happens when people go down in this meta ?
Nothing.
U just poison it and spam damage, most timesin a teamfight u can’t even try to ress without getting your whole team obliterated ( and we saw it in wtd finals too).
Cele comps make outnumbering very hard, since they’re all capable to sustain themselves, while in old bunker guard meta the guard had to properly rotate wherever the big fight was otherwise they had no chance.
Cele meta is totally brainless rotation wise, u even said it yourself on the abjured thread: just take 2 points and snowball with roamers.
Orng won vs them cuz nec is not viable vs EU comps.
If this game wants to be competitive it needs to remove this “jack of all trades hero builds” and bring back some sort of defining, like it was when Phanta team paradigm used to play.
Celestials technically serves the purpose of ‘Good at everything but excels at nothing.’ But the problem is that it’s really strong for certain professions and those professions would need some fine tuning just to be balanced. Though Elementalist itself is actually one of those ‘Jack of all trades’ Professions. The issue with it lies within where the traits are.
Technically speaking, all the good traits are in Water magic and Arcana, in which some should be shifted out of the tree or removed for new ones.
Engineers follow a similar philosophy as to having the ‘right tools for the job’, but the issue is that some tools are better than others. In which those skills should be nerfed and the others should receive a minor buff to be balanced.
Warriors should Rely on being a more tanky front-liner than to have some good healing. I suggest that Vigorous shouts to be removed and for Cleansing Ire to have a 60 second CD. In which should make Mending more appealing than healing signet.
I like my rifle like a rifle. I’d be willing to accept a shotgun as a new weapon type though.
Tell that to Engineers.
Eitherway. The rifle does feel really lackluster. I wouldn’t mind a skillset that allows us to interact with it as a Shotgun.
>Beyblade guardian Pvp
>No Beyblade music
I’m severely disappointed in you OP.
^ kitten dude, are there builds you do like?
Well…
Celestial Rifle- Probably the only meta build I can tolerate. Seeing as it does involve effective placement and proper timing to maximize damage. Then again the whole profession is all about utility.
Shatter mesmer- Pretty much the trait build seems well put and does address what to use and what you should be using.
Power Necro builds- Axes are fun
Oh boy here we go.
D/D eles- I’m fine for all-around builds. But the fact that the traits are simply stupidly defensive yet the build itself is able to do stupid amounts of damage with high sustain really irks me.
It looks like a bunker/party build. But refuses to act like one.
D/P thieves- This one’s a no brainer. The stupid amounts of burst coming from Shadow Shot + Steal along with the chances of sigils proccing is enough to down almost every class. They’re beyond absurd and should be wiped off the face of the earth completely.
DPS Medi Guards- Something else that shouldn’t ever see the light of day either. TV and 2 immediately crushes someone if they’re caught unaware. And still crushes people anyway if they were aware in the first place.
Shoutbow-Atrocious trait build with immense amount of sustainability and CC.
Hammers- Not even fun to deal with on Warriors or Guards ever.
LB rangers- Press 2 to win, regardless if the player is skilled or not. Target closing in on you? Press 3 and skip away to another spot and repeat.
the momment i hit lvl2 i can enter it soooo Bug ? gonna get a Screenshot
so i created a new caracter a few mins ago
it 100% works for me the momment i hit lvl2
it seems like you need at least ONE lvl22 char and there on all of the new chars can enter at lvl2 you need atleast 1 lvl22+ char on the account
Are you guys just literally figuring this stuff out right now?
On topic: No, it’s not a bug.
Alot of the builds are usable actually, it just depends on the situation.
Then those builds are situational, rather than viable.
In which case they’re still not usable.
Gear=/= Skill, No matter what. The Structured PvP in this game caters to this ideal (except for WvW. You’ll get squished if you tried roaming while Uplevel) This is why I like the PvP in this game.
OP. I don’t know why you’re flustered over the fact that you can’t use your own gear in PvP. It only matters as long as you PvE. If it really matters to you. Go do WvW.
I’ll be honest. I’ve been playing GW2 for a while now and I absolutely love the diversity and skills sets of each weapons every class can use. Specifically the warrior. However the damage I do specifically with the rifle is kind of lack luster. I can hit big with 100b and do some destructive crits back to back with axes.
But rifle warriors don’t really feel very strong at all. I was kind of expecting the weapon to be sub-par with Longbow Rangers and GS Mesmers. But it’s far from it apparently. Am I just using the weapon wrong? Is there any good build that can help make the rifle not look like BM/Vendor trash on warriors?
Couldn’t you just report him for verbal abuse?
1. Pick a class of your interest.
2. Look up cookie cutter builds. Find the one that more or less piques your interest.
3. Practice with said build
4.????
5. Profit.
I don’t think it gets any easier than that.