Everyone seems to agree that berserkers need something. I've pinnacled three (one from each path) and I found that while they are cool they are very, very lacking.
They had some new changes not so long ago - and the new changes were cool. A bit of a change for a class that is already (relatively) very hard to extract power from.
I have been thinking about this and I believe that rage and the path chosen should become more of a focus for how the class is played.
My ideas revolve mainly around making rage and some other skills get different bonuses dependant on the path that is chosen. This gives each of the paths a largely different focus:
General Philosophy:
Berserkers are based on their anger – represented in game by the rage skill. I believe that berserkers should gain bonuses to other skills when raged (more so than now). Raged, a berserker is a berserker. He’s going to tear your head off and take a dump down your neck. Un-raged a berserker is some sort of gimped warrior. Sometimes useful, but far more scary when he’s p!ssed off.
General Enhancements:
Roar: Is pathetic at the moment. Almost utterly useless as a skill. I suggest giving roar the fear effect when sucessful – after all, you have a yelling, screaming, p!ssed off, frothing at the mouth person coming at you. You’re concentration is going to be compromised. Different paths will depend on how effective this skill is.
Note on ‘current variables’ and ‘rage blocking’ skills – don’t ask here what they are. I’m not laying them all out for you. If you want to know roll a zerk and do some experimentation. If you don’t want to do this, resign yourself to a lifetime of ignorance.
Path of Anger:
Anger zerks are the unequivocal brawlers of the class. Head, hands and arms are all useful for causing pain and injuries. This guy is mad and and he’s going to make you pay for it….
Autorage: Never - ultimate control of their anger.
Headbutt: Anger zerks gain innate mastery of headbutt when choosing the path.
Skullcrusher: Remains unchanged.
Rage: Immunity to rage blocking skills once raged. Cannot overcome the rage blocking skills if the effect is on them while unraged.
Relax: Anytime - 100% success. Innate mastery of relax when the path is chosen.
Headsmash: Automatic when headbutt is used (like skullcrusher/haymaker). Headsmash will always go through protective shield. There is a chance of thunderclap effect if successful. Headsmash will only work when the berserker is raged.
Forearm smash: Automatic when skullcrusher is used. Based on skullcrusher proficiency. Berserkers gain skill when choosing path of anger. Chance of bloodloss for 1 hour on success (if his forearm goes into your nose, you will bleed…). Does an amount of damage. Dwarves, owing to their barfly and brawling nature, are particularly good at this – small bonus for dwarf/duergar with this skill. This skill only works when the berserker is raged.
Roar: Standard chance to land.
Path of Fury:
Berserkers of this path are unique in that their focus on their anger is extended to larger two handed weapons. This path gives berserkers bonuses and abilities when using powergripped weapons. You’ve just upset someone who has a BIG, BIG stick and now he’s going to hit you with it. Buckle up spanky….
Autorage: Sometimes – unchanged from now.
Powergrip : As already, powergripped weapons fall to inventory when disarmed.
More effective two handed defence when using powergripped weapons.
Innate mastery of all cleaving skills when using powergripped weapons.
When the berserkers expert weapon type is powergripped, the berserker can knock a burnproof weapon their opponents inventory by cleaving it. Based on current cleaving variables. Rage gives a large bonus to this ability – though the berserker does not need to be raged to do this.
Rage: Immune to 'rage blocking' skills once raged. 50% chance to overcome 'rage blocking' skills (ie remove effects completely from player) when rage command entered.
Relax: 100% effective when out of combat. Based on relax skill when in combat.
Roar: Standard effect. This path gives a bonus to land when the berserker is raged.
Path of Devesation:
These guys are scary characters of the lands. Brutes one and all. Think of Mr T after he takes a double dose of steroids and gets kicked in the balls six times. You’re going to feel pain boy, oh how you’re going to feel pain….
Autorage: Sometimes – like it is now.
Rage: Immunity to all 'rage blocking; skills when raged. 100% chance to overcome all 'rage blocking' skills when the entering the rage command (always succeeds).
Relax: When out of combat dependant on the relax skill. I know you're all going to cry foul of this, but face it, not being able to get out of rage is too bigger penalty to pay for the signature skill of the class. Berserkers need rage. Berserkers need to be able to get out of rage sometimes. These is almost no possibility of a berserker surviving as a WANTED when they go to town due to lots of guard and a small possibility of augorage. Its bad enough fighting in cabal wars with multiple oppoents wandering about. Devastation berserkers cannot relax in combat.
Damage roar: As is now. Happens more often when raged.
Headbutt: Chance to break (ie dispel) protective shield/forcefield/reflective shield if used while raged. Based on current headbutt variables. Large bonus to this happening when raged and berserked.
Shield bash: A devastation berserker will automatically shield bash during each round of combat while raged if they have a shield equipped. Shield bash proficiency = shield block proficiency.
Roar: Innate mastery of roar skill when raged. Bonus to land and the effectiveness of roar when a devastation berserker is raged.
Swing: 1 extra swing attack per weapon wielded when raged.
Red mist: 50 mana to activate, duration 0 hours. This skill can only be activated when the berserker is raged. The berserker gains the panic skill while under the effect of the Red Mist. The berserker gains 1 extra swing attack for each weapon wielded when raged. The berserker will shield bash each non primary target if they are using a shield while under the effects of the Red Mist.
Thoughts and ideas?
Cheers,
L-A