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

After watching the most recent State of Exile podcast, I have a little more appreciation for the class. Especially Pain Reaver, I kinda get its purpose now.

The main things I think should be changed are:
1. I still don't get why Aspect of Carnage has a prerequisite, and
2. It'd be really nice if Cloaked in Savagery had something like "Your Skills cost no Mana if you've taken a Savage Hit in the past 4 seconds." That'd allow Pain Reaver + CiS to solve mana issues for both trash mobs and hard-hitting bosses, and probably be better design than CiS's damage bonus (the Attack Speed bonus should stay, because it allows you to start leeching fast after taking the Hit).

As an extra, the "no Cost" thing would activate hipster builds which stack Fevered Mind with Scold's Bridle to trigger Savage Hits on demand.
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.
Last edited by ScrotieMcB#2697 on Feb 15, 2016, 9:50:56 AM
guys from state of exile podcasts arent known for playing melee str based characters. i think that they play anything but melee str based melee. that was quite obvious listening to their completely unrealistic use scenarios

anyone who played one knows that mana management for str based melee characters looks like this:
get a ring/gloves/weapon with mana leech
done

it is enough. 2% mana is total overkill. another meaningless number.

but they are used to bow skills and their costs. fully linked melee attack costs like 19? 25? you can cover it with regen alone if you want to skipp no regen maps. .4% mana leech from any item is all that is needed

and you have to have a life leech as a backup for long fighta so this Pain Reaver is pointless.

btw-scolds bridle 'hits' or deals damage?
Scold's hits, Mark confirmed. Finding source links is work though.

Even if fixing melee mana issues is normally trivial, something like this would allow branching out into more expensive skills, routing all mana leech to Mind over Matter (where Savage Hits are the main thing that make MoM suck), etc.
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.
Last edited by ScrotieMcB#2697 on Feb 15, 2016, 10:01:33 AM
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Perq wrote:
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sidtherat wrote:

2.3.2 Aspect of Carnage
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100% increased attack damage
10% increased damage taken


This one is just bad. It is bad node damage wise (details below), it is bad node mechanics-wise, it has a drawback (as one of ~2 total nodes with drawbacks) and it is a white lie that many new players will 'buy' and then be just outraged.

100% attack damage. What does it mean? It means 3 good jewels. It means that character that has 400% combined 'increased' damage sources gains 25% 'more' damage. 25% does not sound that impressive, does it? There will be THRONGS of new players asking why their tooltip damage barely changed after speccing that node. It is a total noob trap in this regard.
Ofc there are builds - albeit most of them are 'niche' to put it mildly - that take little % increased from the tree and for them it might mean 40% 'more' damage or even more but I have troubles imagining such a build. Even Facebreaker that takes ~200%inc phys from the tree would gain little from it.

And there is a drawback. I cannot imagine WHY this bland, weak node has a drawback.

Just why?

Very bad node. Deceiving. Dangerous (drawback). Worth at best 3 jewels. Brings nothing new. This node just doesn't have a substance whatsoever



Only one I (almost) fully disagree with. 3 jewel slots, you say? When did 3 jewels slots, full of godly rolled damage jewels, became bad? Saying that it is bad at 400% increase damage is just dumb. Take 300% and take this node. There you go, you saved a lot of nodes to increase you defense, or something else.

Increased damage taken should be conditional, say, when on full life, maybe? Or maybe just drop it as a whole. 100% increased damage is nowhere near "noob trap" or "bad". It is not very creative, yes, but I imagine being a berserker ain't really a creative job. ;)


core of my complaint is the 'deceptive and bland' not the value alone. 100% inc damage is never bad. however new players (andd ggg seems to care about them creating all these wntry level skills etc) will takie it as a 'double' damage node. given that for most builds it is ~25% more damage might lead to lots and lots of unhappy players.

then there is the 'bland' aspect. while it puts emphasis on simple berserker's way of life it just isnt a nice design. stuff like hierophants extra 5links, extra charges, new interactions (mana->ES) etc is maybe equally strong but it is at least interestung to build around. this is just a number.

my tl;dr underlined it as 'there is not a single new thing berserk can do that plain marauder cannot do'. no other class has this problem
I was trying to think of a Scold's self-SavageHitter build...

Something that needs clarification is if lowlife characters get Savage Hit from a stiff breeze against their ES or if they need to take the damage in Life.

If the former, Berserker = lowlife attacker, end of story.

If the latter, I got into a loop of trying to make low-ish life + es work with Corrupted Energy to only take half physical damage against the smaller life pool, but it still seems like suicide.

---

I agree with the general sentiment of the thread. Incredibly weak class, and GGG continues to pretend like melee builds are anything other than dogshit terrible like they have been for the last 4 years.

Better buff TS again, just in case.
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ScrotieMcB wrote:
Scold's hits, Mark confirmed. Finding source links is work though.

Even if fixing melee mana issues is normally trivial, something like this would allow branching out into more expensive skills, routing all mana leech to Mind over Matter (where Savage Hits are the main thing that make MoM suck), etc.


MoM cannot relly on mana leech. you need '%damage gained as mana' from items and or rallying cry' threshold jewel. ive made a very tanky MoM incinerator and you cannot replenish mana with leech quickly enough (without vessel of vinktar that is). there are templar classes for MoM that have great bonuses for that.

savage hit has to take LIFE so it cannot work with low life nor hybrid (you can leech only to life OR energy shield and LGOH might not be enough to survive). it can be done but it is standard only concept.
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eWlu wrote:
The people that say this class is good in any way are either trolls who only play ranged and dont want melee to be better or just wont accept the fact that this class compared to other ones is really weak.

The life and mana leech is pointless, get it? there is no reason to take it cause i wont have that on a boss fight where i acualy need it more than clearing large packs. Not to mention the fact that to get cloaked in savaregy you need to first take that absolutely useless node and cloaked in its self is not even that good comapred to other class nodes. Remove the condition so its acualy a worth wile node saving you from taking leech on tree (i mean why not its not even going to be close to being op or anything), and send vaal pack to mara side where it belongs because we are the ones geting hit and not the 100% movment speed ranged builds.

What is up with rite of ruin??? how is that a large class node? its conditional 5% reduced dmg ( thats acualy nothing at all ) and stun immunity that you dont need since most mara builds go by unawering stance and get it easy are supose to be large buffs? Srsly just use logic and think for a second when comparing this node that has a condition and is bad anyway vs master herbalist from pathfinder that has 0 drawbacks and gives litteraly 4 op bonnuses.

The aspect of carnage makes you take 10% incresed dmg i mean srsly ggg that should be called the aspect of suicide, we ask to have more ways of making our build tanky and you give us more dmg taken???


This class is incredibly weaker compared to any other class (well elementalist is close to second in terms of weak class) and i hope that the people who acualy say its good (not just troll) or are not begginers of poe enjoy not being able to kill merci mala while i do core mala easy on my other ascendancy class builds.

EDIT: Just remebered this. Prayer of Glory you and nearby allies have 15% increased attack, cast and movement speed if you've used a warcry in the last 4 seconds and using warcries is instant. So litteraly nvm what i said cause this is much better than the warcry skill berserker has.

EDIT 2: Removed the harsh language and changed it since ggg dosent deserve it, im just disapointed with the class never meant to insult anyone and definetly not ggg who made this amazing game i really hope that they have something planned that will give hope for this class.



Agree, but i think second worst class - Jugg. He as Berz add nothing new or very strong as other class, so they both super weak, idd call weakest from all.
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TreeOfDead wrote:


Agree, but i think second worst class - Jugg. He as Berz add nothing new or very strong as other class, so they both super weak, idd call weakest from all.


Speak for yourself, I think being able to self-temp chains with no downside is awesome and almost worth an entire ascendancy class on its own. The Attack Speed + Accuracy enables non-RT marauders. Stun Threshold and double armour is nice for most builds I'd say. The Fortify node is lackluster, and the second Endurance Charge node doesn't seem too worthwhile, but the rest have pretty unique effects that could enable some builds, if you think about it for a bit.
builds: https://www.pathofexile.com/forum/view-thread/1663570/
The guy who complains is suggesting that this class only works for melee

top lel
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pneuma wrote:
If the former, Berserker = lowlife attacker, end of story.


Reserving life would be bad, if you mean "on low life", because as it currently stands the 20% of life ought to be only max life.

Reserving life would have no effect, and would make you more rippy - unless you also have access to a shavs in which case whatever.

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