Berserk - and why this class should be immediately changed [Long] [it seems 2.3 fixes it all]

"
Perq wrote:

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?


I think i understand now.
650% is retarded-high and inefficient.
100% is FINE.

"
sidtherat wrote:
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.


In that 650% i counted all ipd; tree, skills, items, STR
I use a preety standard built like half off, half def.
Last edited by Argedava#1453 on Feb 17, 2016, 8:10:53 AM
^the whole point of that node is that it requires you to spec very little IPD in the passive tree (or IED for that mater)

This increases the efficiency of getting it to begin with, which in return allows more defensive passive tree speccing.

Not saying that makes it a good ascendancy perk bro's, don't lose your shit.

But there is a place for it if you approach it with this in mind.

Arguably though i would change it to 100% increased/ 15% more/ 10 increased damage taken.

Which makes the whole mathematical trade-off more interesting because of the more multiplier attached.(which would also enhance all damage forms)

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
id change this node to..:

100% attack damage
100% attack damage when on low life (so 200 total on ll)
degens 2%life/second
degens 2%life/second on low life (so 4% total on ll)

that 10% inc damage taken is very harsh drawback for so little.

degen is also a drawback (albeit mitigated with passives etc) that makes stuff like blood rage interesting. makes vuln maps interesting and yet can be powerful risk/reward multiplier that one has to heavily build around. something that maybe might turn a wander to think about selecting a marauder..

something one can build around and not this boring stuff..

currently this class is interesting (lol) only to pong-pong-pong melee players (so all 8 of us) and there is nothing whatsoever that would make non melee player to think about it.

while on the other hand i regret having only so few witches as i have two melee builds that would love to become elementalists..
"
sidtherat wrote:
while on the other hand i regret having only so few witches as i have two melee builds that would love to become elementalists..


You're actually using Wild Strike and Elemental Hit? :)
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Well, I think I figured out why Aspect of Carnage seems mediocre for most Marauders. Not all, most.

1. If you're going Resolute Technique you're probably scaling increased (melee physical) Attack Damage rather hard in SC.
2. AoC is designed to be unappealing to HC players.

So basically, if you're playing typical SC mindset and you're not planning a crit Marauder, you already have tons of IPMD.

Now, AoC isn't bad for, say, a Marauder crit build, because they are getting enough different DPS stats to not have too much IPMD. But Marauder crit builds aren't really good.

Berserker should definitely have love for crit builds somewhere; feels like a design flaw that it doesn't.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
"
raics wrote:
"
sidtherat wrote:
while on the other hand i regret having on
ly so few witches as i have two melee builds that would love to become elementalists..


You're actually using Wild Strike and Elemental Hit? :)


nope. but have an excelent sweep comk detonate dead oro's sacrifice build and tri-ele molten striker using this:

ele prolif with this setup is crazy good
"
Argedava wrote:
"
Perq wrote:

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?


I think i understand now.
650% is retarded-high and inefficient.
100% is FINE.


Errrr, what. I'm not sure what you are trying to say here, again. Try using words and arguments, instead of posting two unrelated sentences, taken out of context.
I said that 100% inc bonus is fine, as in, it is ok to be considered to take as an Ascendancy point. (increased damage taken aside, because it is quite bad).
Your 650% is inefficient use of points - as I said, why won't you complain that 12% Increased Damage nets you less than 2% DPS increase? 650% and 100% aren't connected here, so don't imply I'm making some sort of error here.
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
"
ScrotieMcB wrote:
Well, I think I figured out why Aspect of Carnage seems mediocre for most Marauders. Not all, most.

1. If you're going Resolute Technique you're probably scaling increased (melee physical) Attack Damage rather hard in SC.
2. AoC is designed to be unappealing to HC players.

So basically, if you're playing typical SC mindset and you're not planning a crit Marauder, you already have tons of IPMD.

Now, AoC isn't bad for, say, a Marauder crit build, because they are getting enough different DPS stats to not have too much IPMD. But Marauder crit builds aren't really good.

Berserker should definitely have love for crit builds somewhere; feels like a design flaw that it doesn't.


AoC is bad for melee crit builds. Probably even worse than for RT builds. Crit build need another stats so its always more squishy and this squishy build get 10% inc dmg taken thx AoC...

I can imagine RT Berserker with AoE+RoR or AoC+WB in HC. Maybe it even has potential to be good but Crit Berserker can work only in SC.

Juggernaut is Marauder crit class.
Last edited by pijanapanda#4346 on Feb 17, 2016, 10:15:01 AM
"
sidtherat wrote:
"
raics wrote:
"
sidtherat wrote:
while on the other hand i regret having on
ly so few witches as i have two melee builds that would love to become elementalists..


You're actually using Wild Strike and Elemental Hit? :)


nope. but have an excelent sweep comk detonate dead oro's sacrifice build and tri-ele molten striker using this:

ele prolif with this setup is crazy good


Ah, right, you're after free proliferation, thought you wanted to use Discord.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Feb 17, 2016, 10:20:05 AM
Bah forget zerker. RIP.

Come Ascendancy, is gonna usher in a new age of CI melee Juggernauts baby. No more chil/tempchain/freeze for CI melee is like a dream;

Time to finally pull that Melee dmg on full life gem out of the closet.

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