So another GU and sadly again nothing in it to look forward to for Berserkers. On paper it may sound nice. The clicky Berserk no longer blocks the Berserk proc, it now even stacks and affects the entire group, the Berserk proc rate has been increased slightly (because the new proc AA has 5 ranks and the old group proc AA had only 3), you no longer need to waste 15 points to spec Gut Roar and after 5 years of everyone being at the haste/DPS cap there is now a secondary benefit for going over the cap. But in reality it changes nothing. You need ridiculous high numbers to gain anything noticable with the new curves for haste or DPS. Provided you are at the cap ~30 haste equals ~0.5 flurry and ~30 DPS equals ~0.1 % more autoattack damage (2.25 multiplicator at 200 mod to ~2.28 multiplicator at ~230 mod). But people are sitting at 300-400 haste/DPS, not 200, so the gain will be even considerable less. Also not only almost every class buffs haste and/or DPS, they also almost all buff more. So Berserk will have the least returns of all haste/DPS buffs. And you could improve the Berserk haste/DPS amount by the factor 10 and it wouldn't be gamebreaking (400 haste to 700 haste = less than 2 % flurry more, 400 DPS (=2.4 multiplicator) to 700 DPS (=2.55 multiplicator) would mean ~0.5 % more autoattack damage). Even if the numbers are a bit off (probably they are), the indication is not. Berserk is and will be meaningless (except for the buffs that depend on being Berserk). There has to be added something to Berserk to give it a reason to exist, something that is not on ridculous dimishing return curves, eg flurry, autoattack modifier, crit bonus, potency, strikethrough, accuracy, hate gain etc. Also all melee stats are now uncapped or have a currently unreachable cap (haste, dps, flurry, multiattack). Except AE autoattack. This stat should be uncapped as well, possibly with a linear gain until 150 % and than a gain like multiattack above 500. If this may become too powerful with Open Wounds, the fluff AE that was put on it with the last GU should be improved by a factor of ~5 and the AE attack chance should removed entirely. Another problem is Destructive Rage. The last GU changed it to buff multiattack to the raid. With new dimishing return you get 5 extra attacks for 500 MA. For the 6th you nedd another 500 MA. This makes a 20-30 MA buff almost completely irrelevant as soon as you reach 500 MA and there are already people in high end gear at 500 MA. So in the very foreseeable future this buff will be as useless as before the change... Even though you no longer have to waste points to get Gut Roar two problems remain. 1st, Gut Roar is still extremely weak (like all the other EoF tree abilities). It will parry an attack, even if you would have avoided it without Gut Roar and you can strike through the parry. Other Fighters have the same type of clicky, but they a lot better because they are eg a stoneskin trigger (so it will actually reduce damage you would have taken otherwise) or they have AE immunity (and can avoid AEs of mobs even when they tank them by walking out of melee range while the mob casts). Gut Roar should either get multiple triggers (~5) or work for limited duration (~5-10s), in its current form it's hardly worth a single AA point. The 2nd remaning problem is, that the useless AA are still there. Enhance Mutilate/Maul/Body Check/Demolish/Head Crush do nothing. They should all increase the damage of the CA by ~5 % per rank, otherwise they remain no enhancement. Also all AA choices that modify recast are becoming obsolete. You can reach the recast cap of Vision of Madness with only 2 AA points and the other (Chaos, Weapon Counter, Open Wounds, Rampage) aren't much better. The should all receive new secondary effects (Chaos: +2s duration per rank, Weapon Counter, Open Wounds, Rampage: +5 % damage per rank, Vision of Madness: + 10 % heal per rank on the initial heal). So none of the core problems were adressed. The offensive buffs are still redundant or meaningless and the defensive buffs are still almost entirely build around direct heals, heroic content and your healer not being a Shaman and don't transfer to a raid enviroment. Some simple fixes would allready help: make the offensive buffs (Berserk, Juggernaut) relevant again with new effects change Blood Rage from a direct heal to a ward. Currently the heal, if it triggers, doesn't help much, because you are at 100 % health most of the time or other effects already healed you (Battle Frenzy, Cleric heals). Possibly the heal should also triggers from all damage, not only melee attacks. It wouldn't change much below raid content, but help somewhat on raids allow Ward of Rage to be affected by potency. Currently the effects doesn't scale at all with the content/gear, a slightly increased ward amount (maybe 400-500) and the possibilty to increase the ward with potency would fix that change Adrenaline back to damage reduction, but only partly. Idealy half half (25 % reduction, 25 % replenishment), but even say 10 % reduction, 40 % replenishment would allready help. For the mana cost of Adrenaline (and the lack of other good defensive abilities as Berserker) it should do more than nothing when you have wards on you.