3. "Whatever “normal” trait you put in the last slot is “powered up”."
If you don’t use an elite spec the specialization you put in the last slot has better effects.This is a decent idea, but a lot of the places where elite specs aren’t broken aren’t really the numbers… it’s more that they make the class more well-rounded, and give them more utility, and skills. Like, mesmers are tanky now, you can no longer easily kite guardians, who also do more damage… elite specs basically turned most classes into something that has both high offense and high defense. The exceptions are daredevil and berserker – daredevil improved the thief’s defense, but not significantly enough to help the class keep up with the rest in fights, and berserker didn’t do enough for the warrior’s ability to help it survive in teamfights either.
It’s really difficult to balance things when most classes have both high defense and high offense. I think builds should excel at one or another – not both. So, I should be able to have either a tanky elementalist that can hold a 1v1 without being much of an offensive threat (being able to hold a 1v2 indefinitely is broken), but I should also be able to have a squishy elementalist with poor sustain that can burst people down.
What this comes down to is… elite specs should be an alternative. Herald should turn rev into a lower-dps tanky class, whereas it should be a moderate-dps bruiser class otherwise. Herald becomes not an obvious improvement, but something that changes the way the class is played – it offers benefit at a cost. Dragonhunter should turn guardian into a high-dps squishy class, whereas it should be a lower-dps, tanky class otherwise. I feel like dragonhunter is relatively close, but it should be squishier than it is.
So that’s just my thought. I’d like to see Berserker as a class that gives the warrior even greater offense while making it a bit squishier (maybe applying some damage to self for some insane burst capabilities), but this would only be decent if the other elite specs weren’t giving classes ridiculous amounts of everything.
Berserkers are objectively bad, this coming from a warrior. I also have alot of exp with other classes too but got bored of them since HoT cause they are too ez.
Berserkers sort of add to warrior damage if you use GS or Rifle or Mace. Any other weapon and the primal burst skill is just plain inferior to normal burst.
The berserker utilities are also exceptionally bad for pvp, seemingly more geared towards pve. Effects are very marginal such as reflection, launch and kb. Outrage = a bad or mediocre stun break for berserker depending on using melee or range.
Note that the cast time for these utilities have also relatively long cast time and do nothing more than do not alot of damage for their usage. For comparison damage utilities from necro do up to 3k damage rating within respective build or dragon hunter for the same cooldown while being aoe + inflicting controlling effects.
Headbutt is the most usable utility due to instant cast time, and completely filling the adrenaline which is important.
Entering berserker stance is actually a sacrifice because it needs the entire adrenaline bar, which is a hard to pull off unless you go signet of fury or headbutt. I found using either of those utilities to be mandatory when using the trait line and using both for maximum effectiveness. In berserker stance, pulsing stability from eternal champion is only good for down secure for the most part cause it only stop one stun, which in this meta where dh trap daze spam, grav well stun spam, necro fear and stun spam, it serves almost no other purpose.
I can go on but my last point is that berserker damage is also bad. It adds more damage but not to any significant degree that strength trait gives and it removes one of war’s best counter for blind, the rolling.