Berseker rage and Damage over time Penalty
" on blood rage most people put on and off the jewel My only problem right now is what you do when you stop to trow a net for 5 seconds on the pokemon league Only a dumbass pays for a F2P game. Last edited by noheal#0027 on Feb 18, 2018, 3:59:20 PM
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"You cast a warcry a couple of times to keep your life up. Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com |
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" remenber you only got 8 points lol and the warcry give you rage as well https://web.poecdn.com/image/bestiary/Panel8/Berserker.jpg Only a dumbass pays for a F2P game. Last edited by noheal#0027 on Feb 18, 2018, 4:18:25 PM
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" Warcry gives 5 rage, so your stuck on 50 stacks. |
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They should rework the following nodes.
Cloaked in savagery 20% of damage leeched if you've taken savage damage recently 50% increased damage if you've taken savage damage recently 25% increased attack speed if you've taken savage damage recently (you take savage damage if you lost 50% of your life pool) (recently refers to the past 4 seconds) ^This imply's that now all forms of damage can trigger savage damage state, including rage and other DoT actors. Aspect of carnage 20% more damage 10% increased damage taken from hits 1% damage over time reduction per rage stack ^allows the reduction of rage penalty, removes the damage taken penalty from all DoT sources and only applies it to hits, sacrifices a portion of the more multiplier for this new layer of mechanics. Now players have the option to go a more defensive route option or an extremely offensive one. With aspect of carnage allocated you will get 10% degen at 50 rage stacks with the doubling route and get a layer of protection from DoT effects.(defending life leech/regen options) With cloaked in savagery your just gonna be a killing beast pretty much but take the full front of the downsides of rage. Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes Last edited by Boem#2861 on Feb 18, 2018, 5:43:39 PM
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With all the discussion of the degen-effect, I have something to bring up:
-Wouldn't Mind of Mattter (MoM) work against this degen? MoM is 30% damage taken from Mana before Life. PAIN REAVER is practically 3% life/mana leech after you killed. Theoretical you don't even need extra leech nodes. CLOAKED IN SAVAGERY is even more insane. 100% leech after a heavy hit incoming should leech you up instantly. Don't forget when you take WARBRINGER, your "Enduring cry" gives +25% life instantly and around 400 HP regen at gem level 20. Get a few more life regeneration nodes on the tree and you should be fine. Whenever a berserker are low on life you activate a warcry and/or take a flask. In addition there is Life Leech and Life gained on hit too. I will definately try to theory craft once the new skill tree info is out. Last edited by TheGoodBadWeird#7151 on Feb 18, 2018, 8:08:38 PM
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100% leech does nothing without VP.
40% more dmg shouldn't be touched, it's what defines zerk in poe. |
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" Vaal Pact doubles (maximum) life leech rate. A single item like Carnage Heart already has +50% increased leech rate. As I said before, a berserker can also use life gain on hit additionally. It is not as impossible as it sounds. Then again, why do you think Zerker will lose the 40% damage? The ASPECT OF CARNAGE with +40% damage / 10% increased damage taken is still there. It's right behind the RITE OF RUIN (double rage effect / can not be stunned >25 rage). GGG did switch the position around. Last edited by TheGoodBadWeird#7151 on Feb 18, 2018, 8:41:22 PM
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" Picking up loot is dangerous with Beserker. Warcries give you rage so now you have that same degen constantly on you and you can't end it unless you always waste a portal. Do you seriously intend to backtrack all the time for loot? Putting it bluntly, I would honestly go Acro/CI than take the new Beserker. I would even take the current Deadeye, Elementalist or Chieftain over going Beserker right now. If I had to choose between not Ascending and taking Beserker, I would not ascend. |
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It looks doable -- but a pain -- to micromanage the risks associated with losing so much health per second, with the promise of high clear speed for those who learn how to manage it.
Many will probably like the upside of the rage mechanic enough to enjoy zerker as of 3.2. Some others (myself included) will probably put zerker in the dust heap when 3.2 hits. Now that prestige classes will finally leave lab in 4.0, will GGG get it right this time or will they find new ways to repeat old mistakes?
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