Berserk - and why this class should be immediately changed [Long] [it seems 2.3 fixes it all]
" You gotta be kidding. Both are beyond broken. Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge. | |
" Yes. It`s a sad joke. Yesterday i calculated and the node translates into: 12% more damage dealt (ex: from 20.000 dps to 22.400 dps) 10% more damage taken |
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this node is - as always - best for crit builds as these take low base and high multiplier. for crit players it might actually be semi-good
how fortunate is that pretty much noone plays crit mara builds (and staff crit build is going to take Jugg for that 1000 accuracy saving 3 item slots) quick test of a class viability: would you pick it for a bow character? because most here do not play melee so they cannot relate. but is there anything even remotely interesting for bow characters? no? thought so. side note: improvement for 2% leech node 100 life on kill 20 life on hit 10 mana on kill 2 mana on hit huge? i do not want to hear that question as long as raiders and pathfinders and deadeyes keep their outrageous bonuses and marauders are fed the residue from the bottom of the barel |
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I 've said it many times during this thread. 100% leech after a savage hit can be amazing with instant leech on boss battles. Even with 200K+ DPS, when you are facing a boss, normal leech(2-5%) can and will betray you. This means instant heal.
The problem IS the fact that you cannot synergise the savage hit effects with the 100% increased damage. If you were able to, this would translate to 120% increased damage and 45% increased speed when you are hit, which is an insane bonus. Definetely 50% increase of your tooltip, if not more. The problem is that you need 8 points for it, and if you are not able to pick both aspect of the carnage and cloacked in savagery(and you cannot as of now), the class does end up being one of the weakest -if not the weakest- of them all. Still, i think it is the best class for a high DPS+instant leech marauder. Pain reaver should be removed, be replaced with something more interesting, and added in one of the more defensive tree lines(war bringer or rite of ruin). The more ofensive ones (aspect of the carnage line+cloacked in savagery line) should be able to synergise. I agree that it is not a very inspired class, but it can be potentially a very strong one. https://www.pathofexile.com/forum/view-thread/417287 - Poutsos Flicker Nuke Shadow
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" Your math sucks, mate. If you expect 100% increase damage to be good at ~830% increase damage, you're pretty bad at math (fucking terrible, actually). At 830% increased damage you want to take Attack Speed, unless you have shitton already. 1000% increased Damage is beyond fucking broken. On the passive skill tree, you get nodes which are around 12%. This translates into ~80 fucking nodes. Average character has around 100. >_______> 100% MORE Damage is broken as well. Won't even start explaining why. 100% increased damage is FINE. You just don't know how to math. :s Real knowledge is to know the extent of one's ignorance. Ignorance more frequently begets confidence than does knowledge. Last edited by Perq#4049 on Feb 17, 2016, 6:04:23 AM
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100% increased damage would be fine yeah but they need to get rid of the damn 10% increased damage taken that is the dumb part. Why does this node need such a huge drawback?
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" Probably because it's not conditional :D |
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" For what kind of built do you expect: Aspect of Carnage 100% increased Atack Damage 10% increased Damage taken to be good? PS my built has aprox 650% total increased damage and if you read my earlier post you can see that is not a problem with my math or my expectations for this node. |
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" 1. Any builds, that is not spending 3/4 of its points on damage nodes? 2. At 650%, 100% gives you 15%, not 12%. :-v Unless you are using some sort of Less damage modifiers. Still, 650% is retarded-high. And pretty inefficient. Maybe lets look at it in other way: if 100% is low for you at 650%, why aren't you complaining about 12% increased attack damage giving you less than 2% DPS increase? Real knowledge is to know the extent of one's ignorance. Ignorance more frequently begets confidence than does knowledge. Last edited by Perq#4049 on Feb 17, 2016, 6:54:45 AM
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100% increased.. well.
typical non-crit build has around 400% ipd from the tree. 650 i consider overkill but maybe it works with a given build. for typical build it is 25% more. one medium multiplier support. not bad but not stellar and definitely not warranting a harsh drawback. now lets compare that to Raider's two notables. one grants extra frenzy charge, other grants movement and attack speed plus increased damage per charge on top of typical frenzy charge bonuses. do a math for 8 charges. the movement speed bonus alone is worth more than both berserk nodes in terms of clear speed, efficiency and gameplay fluidity ive tested this node (with jewels but still for my facebreaker characters) and it is similar 25% more multiplier. given that most fb builds use identical tree there is little room for optimization 25% more is not bad when rated in void. but there are other classes that we can compare it to. and given that 'dammmagaaa!' is the motto of this class it is rather meh and then there is the drawback pretty high risk asked for pretty meh return.. |
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