New AA: Improved Avenging - Reduce recast by 2m per rank, 5 ranks. Potion of Rage - Activated, Increase Melee Proc Rate by 50-75% (SPA250) and Increase Spell Dmg by 100-120% (SPA461), 120s duration, 10min recast. Forked Frenzy - Passive, gives Frenzy skill the ability to trigger an additional time from activation (SPA283 or SPA299 if either can work) Blessing of the Zekkarian - Passive, Cast: Rallos' Blessing on Skill Use (2/3/4/5) (SPA427) Limit Skill: Frenzy. Rallos' Blessing: Lifetap from Weapon Damage: 2/3/4/5% (SPA178). Turbulent Projectiles - Activated, reduces recast on Volley and Axe Throw line to by 10 sec (so with type3 dropping it to 1sec recast)(SPA227). 3m duration, 10m recast. Continuation AA: Blood Absorption: Additional ranks to increase passive lifetap from weapon damage Desperation: Increase value on Chance of Additional Attack to 5-10% Juggernaut's Surge: Ranks to increase the duration to 60s+. At the moment its our shortest activated AA mod despite being also one of the weakest. The only good thing it has going for it is an ok recast time. Screaming Axes: Ranks to increase its proc rate dramatically increased also Screaming Fury needs its HHE(SPA182) increased to 30% (Base1=-300). For one thing throwing damage is our weakest form of damage since the Frenzied Volley nerf so having the throwing debuff have high uptime wouldnt effect much, and with it being tied to a 12s recast skill attack it has far less chances to trigger than its Monk/Rogue counterparts so it needs a much higher proc rate to compensate.
Break Free- Break free of detrimental effects as a self cure through sheer force of will. Weapon Boomerang- "Throws" the main hand weapon to inflict massive damage at ranged
Already have a purification type AA. Agony of Absolution. more ranks to make it instant effect and shorter reuse would be nice however. Only way you are getting my primary is to pry it from my cold dead hands New ideas are always good as are suggestions to change existing. Personally: - raise base damage of frenzy - upgrade to Cleaving - reduce re use for same (12 min) - seperate lockout timers of Mangling and Disconcerting - re use timer reduction for Mangling bring it down to 10 min range. - seperate lockout timers for Torrid and Bolstered Frenzy - Uncontrolled Rage .... self only HH ability on par with Quick Time (remove combat skills exclusion) .... copy and paste QT > rename it > cost 1K end to activate 1K hp/end per tick to maintain ... 3K hp/end drain/level upon fade - Advanced ranks of above could be implemented to increase base damage of all attacks. - Vehement rage 10 more ranks 1% / 10 points base damage per rank - remove out of combat requirement from Sucker Punch line.
-Focused war cry of the braxi and focused rampage. Essentially a single target version of both. Same idea as what they did with Furious Ramp. -Weapon Fenzy? Takes the damage bonus number of your weapon and apples it to BASE frenzy damage. If Hstr is still used for calculating damage bonus on weapons it might even add a little flavor back to the stat. Endurance Burn?..... Some kind of super massive damage ability. Would probably have to have some kind of negative effect tradeoff to make it useful but not OP. Maybe it drops you down to 20% endurance/hp and automatically gives you an OOC timer of 10 minutes. That way people aren't going around popping it off then medding right back to full endurance.
Enrage - Activate/Deactivate AA that converts all critical hits to crippling blows at x endurance drain per tick while active. (Similar to warriors low hp berserkers frenzy except the berserker has control of his rage) Wild Slashes - Allows you to strike everything in a 40 foot radius with 1 primary hand combat rounds. ( a mini version of Rampage on a 12-24 second refresh timer) Currently melee have no real consistent ae dmg, all of our ae dmg in the past came from Furious Rampage/Rake/Destructive Force but those got nerfed into the gutter) Improved Berserking Discipline - Ranks 7 and 8 extend the duration of these disciplines by 6 seconds per rank. Rampage - Rank 13 Lowers Refresh time by 1 minute. Improved Reckless Discipline - 1 Rank - Extends the duration of Reckless Discipline by 6 seconds Convert Bolstered Frenzy Combat Ability line into a passive AA as it has 100% uptime anyway.
Prefer they just removed the component requirement from our discs and summoned axe was used just for those rare times we use ranged attack.
A passive AA that reduces % damage taken from damage shield type spells. An activated AA that makes us immune to damage shield spells for a period of time 2min maybe?
Deafening Rage: modest boost to damage at the cost of no longer receiving chat messages while active. ( Jk that would be hilariously awful)
You know sapping strikes is too good when the berserkers start asking for something that blows massive amounts of the yellow bubbles. Berserkers are really solid but there could be a few tweaks. Separating Mangling onto its own timer and giving it a 20 minute recast. I would like Bloodfury to be increased from 35 to 50k dmg. Tends to be a pain in the butt to get down under 90% when a bunch of heal over time starts adding up. Rework Drawn to blood so that it does not require line of sight or at least improve it. Right now if a pebble is between you and the mob it won't allow the ability to fire.
That logic is akin to saying that Wizards mana regen is OP since they have mana burn. Besides, it was a half hearted joke.
Jarring Jolt line has always been a pretty big bummer. It really is not large enough of a jolt to feel like it justifies locking out the Mangling Volley line. That's a sizable hit to a berserkers dps, but not a sizable drop in their agro. Jarring Jolt could be doubled or tripled in the negative hate value and it would still feel under-powered. I think it would be cool to slide the negative hate to 45k, and add a 30 second recourse that does say negative 10k per tick. Its still not a ton of hate, but it feels like it would be worth hitting the button at that point, once a minute or so to sacrifice a Volley for the negative hate.
Aggro management lately is more due to bad tanks, than beserkers generating too much aggro. Yes, there are things we can and should do or not do still. Bottom line however there is no excuse for a tank not being able to pull a mob off us at will. Having said all that, not being able to fade has forced melee to watch their p's and q's at times. An ability that would drop a significant percent of all hate generated would be nice to have in the tool box. Or an increase to percent of hate that enabled Distraction Attack dumps passively.
Planar Overdose (FD) potions have a 79% chance to drop your agro to 1 or even put you out of combat if your lucky with a 3 minute cooldown. Probably the best we will ever see unless they unnerf fade. Also there are benefits to being right under the tanks on the hatelist on most raid events.