Berserk Buff Skill

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psythos wrote:
It would not make energy shield builds god tier because we are talking bleed damage. In other words they die if they have chaos inoc. Not a viable option for them.

It's basically just taking the "always take hits" aspect of unwavering stance out as this basically means all enemies get resolute technique when they attack you which pretty much means death.

The benefits-

Single hit skills work again (horray!)

Ranger evasion melee builds work (horray!)

Facebreakers can work (Horray!)

You can now use a melee buff that is like blood rage with the melee skill frenzy and it becomes workable because frenzy charges are not wasted by being doubled over

A marauder can take vaal pact, life tank and add life leech (horray)

Personally,

I also think that like blood rage it should have a life leech aspect, perhaps greater than blood rage but this can be debated in balance to other things and i'm open to any number really.

So it's basically the melee version of blood rage that just offers a second option.



I'm not a big fan of unwavering stance as a passive but i'd like to not get stunned so this pretty much makes people like me happy who fit that group and just gives melee builds something to work with because I feel like blood rage kind of excludes marauders and it appeals to the energy builds on so many levels.

I also think unwavering stance is more geared towards a melee build tanking armor and the berserk buff allows a melee build to tank life alone. I'd even be cool with it if it had the mod "removes all armor." But bleed damage would have to be cut smaller then if this was the case.


Beyond that, to summarize it opens up melee to the other classes as well but does exclude energy builds which I think one skill out there needs to.




There is no "Bleed damage" so to speak. The true damage equivalent of what your saying IS chaos damage. However, it would be a decent work around, to add a small tag of "Costs 1 hp to cast"

However, at the same time, you are unfairly gimping the hell out of CI melee builds, specifically melee shadow/witchs, who rely heavily on CI, but lack accuracy in alot of their builds/choices.
I can make a templar CI melee build that uses resolute technique and a ranger CI build as well as a duelist CI build. I don't think CI is limited to just those classes you mentioned.

I also think CI has an advantage with the Melee on full life gem stacked with melee physical and you get to run blood rage with no worries as well as stack up to 6000 energy shield. I've known 4500 to 6000 es to be the standard at level 65.

So to be honest, it's not a gimp at all to CI builds but more of a balance since non CI builds can't receive the same advantages to melee that CI builds can.

Bleed damage would be referring I guess to the open wounds attack where when your character moves it loses life. This was what I was referring to. And again, i'm suggesting it be balanced to everything else but CI right now is pretty dominating in all categories so I don't see it as a nerf to anything just a special inclusion for melee focused builds that choose not to take CI.

It's not about giving the screw you to CI builds either, just makes more options for pure melee builds so they don't have to play energy shield builds.
Last edited by psythos#5874 on Dec 8, 2012, 10:21:16 PM
Puncture deals damage to energy shields first, as far as I'm aware. Otherwise CI would have a much harder time in certain areas of act 2 and people would run Puncture on weapon swap builds in PvP purely to OHKO CI builds, which it would do. Being "punctured" would no more prevent CI users from using it as anyone else.
That's fine with me as long as it drains their energy shield i'm cool with it. My main thing is I didn't want it to be a special bonus to CI builds like blood rage is. I feel that's an unfair advantage. I also don't like the way stun affects most life tank builds. I suppose energy shield melee builds have the same issue but like I said it wasn't about screwing over any other classes, just making the melee class skills more operational and user friendly by adding this kind of a buff.
Make it a Physical DOT which can be partially mitigated by Armor? That would be cool.
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