Just a few suggestions for zerks here:
Roar:
Change it so that it makes the opponent auto-flee into a random direction. It would make it a lot like push, except you can't choose the direction, it has a longer lag, harder to land, and can be done only once every few ticks. This would do tons for strategy on zerks.
Weapon cleave:
Be able to cleave off-hand weapons.
Haymaker/headbutt:
Allow the zerk to initiate combat with these skills.

I REALLY like to Roar idea. Can't think of anything to add to this right now though....
I agree zerks are lacking, though I can't put my finger on why. I suspect there lack of performance vs other melee, usual issues vs communers and bamge,s hurt vs necro's leaves only invokers that they can 'mage kill.'
I don't like the roar idea - if you want a way out of combat while raged take anger.
Offhand cleave sounds good though - warriors do get offhand disarm.
Giving pugil while raged could be an interesting option. Normal for anger, +10% for fury and +20% for devasation (give SOME incentive to take something other than anger - see below).
Also, the paths are nice but for zerks who want to join cabals (IMHO) anger remains the only viable option (can't or CHASE raged near a cabal guard or you are dead).
L-A
I've proposed roar changes before. I'll restate them:
Roar does a VERY minimal affect mastered, at 50. I've gotten detect magic and looked at the mob. It is useless versus any decently armored char.
Make it like a shaman spell that acts like a disarm, "it scares the opponent into dropping his/her weapon"
or
Make roar automatic when raged
Make roar affect like hysteria or fear
At the very least just upp the current affect to something substantial.
Yes, berserkers are definitely lacking. I agree, the path of devastation needs to be toned up. Maybe more hit/dam? Maybe make the bloodhaze happen more often? Maybe even give raged berserkers with path of devastation the "fast" flag.
I also think raged path of devastation zerkers should be able to weapon/shield cleave ANY weapon/shield regardless and given a HUGE boost in succeeding while raged.
And panic seems to be more of a drawback than a perk. I think it should be looked into.
I thought it was supposed to be a drawback.
And panic seems to be more of a drawback than a perk. I think it should be looked into.
Panic = zerker blind fighting (sort of). Not as good (esp vs a melee) but does have its benefits.
L-A
Oh I know what it is. Even what it does. Though there are added penalties that I don't like and think some thought should go into wether or not it should be changed.
I like the idea of being able to open with headbutt and haymaker. I think it could add a little more PK viability to those skills. At the moment, any time one of them hits the person has ample time to flee and recast anything they lost, while the zerk stands there lounging in a 2 round lag period. (yes I know about timing it to coincide with skills, but it still works seldom)
If you could open with it, it might give the zerk a bit of a chance to smack someone quickly and would require presence of mind on their part to escape.
I fully agree with the second idea, and find the other two interesting.
Weaponcleave could be like localize gravity (that bmg spell, don't know if I spelled it right), where you specify mainhand or offhand. If a shield is in the offhand, it could simply say something along the lines of 'You need to shieldcleave to destroy that.'.
When it comes down to it you do not want haymaker to be a fight starting attack though for only one reason, that one reason makes it very worth it.
That would be the penalty for opening with it. In some cases (bmage and cleric) being able to open with haymaker would be really, really handy....
L-A
Any chance on filling us in on what the reason is?
i think they refering to it being conterable if it becomes an opener.
Imagine it being countered by a Blademaster.
But i never play BLM or Zerks.
Ya, but then you just don't use it against BLM's. Isn't it best against mages anyway?
It's best vs anyone. And great for throwing people out of stance.
i think they refering to it being conterable if it becomes an opener.
That's not what I'm referring too.
If you want to know play a zerk. It becomes quite obvious.
L-A
Hmm.
I have played a Zerk at pinn and the only thing I can think of is that the moment you open with haymaker and knock anything down, they're going to run like hell. And providing you chase well, well, it's not exactly a negative.
Dey
EDIT: Just to add, I'm not asking as to what the reason is, why haymaker could be a bad thing to open with.
Vs bmage: They have so many spells its and easy way to get a few down, perhaps make them flee and recast thus taking their mana and losing them upkeep time. This is important in zerk vs bmage since they can outdefend you. There is also something you do NOT want cast on you.
Vs cleric: There is something you do NOT want cast on you - which means you want them on the back foot fast. An opening haymaker gives a good chance of this without wasting a round on murder.
More important, if you get that NASTY cast on you, opening with hay saves the round of murder;hay which may be the difference in a close battle.
L-A
Never pinacled a Zerker,Necro,BLM,Ninja,Ranger. Got close on some, but never been up there.