Teras Kasi Archive
Thread: Is there any chance that berzerk will not be removed?
Mister_Heavy wrote:
Slim to none.
I figured as much.
They went back on their change that would have made Pokemoners only 5x better than any other class instead of the current 10x superiority, so I was hoping they might have pulled their heads out of their asses on berzerk removal and realized it was an incredibly stupid idea.
Since I got knockdown, Berzerk has been almost useless to me anyway, but it still makes me sad that the Developers of this game really don't have any idea how PVE in this game works, or is working presently.
Sure, I could knock something down (when it isn't resisted), and then zerk, and alot of the time zerk would be off before knockdown, granting a nice bonus for minimal ham costs (with knucklers equipped), but since the damage modifier nerf, it's been basically useless anyway and is just another pointless way of draining my HAM bars.. so I don't care much.
What I do care about is how we're basically the red headed **edit** step child of SWG. TKA's should be a respected and somewhat feared Order for those who know they exist.
You'd think they'd have better things to do with their time than nerf one of the last remaining semi-effective specials that we have. Such as, nerfing ranged attackers abilities to solo Kimogila's with panic & health shot. Making PVP more fair for all around (and this 75% reduction in PVP is a very minor step, it'll be basically impossible to kill anyone with medic skills now though unless you're part-rifleman, good job Dev's, way to think ahead), the fact that on the 4th? 5th? panic shot,the majority of mobsbecome perma-snared and unable to break free of it, making it insanely easy for ranged attackers to kite non-ranged attacking mobs with ease for solo exp and 0 risk..and a variety of other things in this game that are totally outta whack.
There's really only one effective way in this game to do PVE, and that's knockdown. Most mob creatures are so ridiculously overpowered compared to their player counterparts (since our HAM doesn't go up at all whereas higher level creatures and NPC's do), that the only way we can survive unless we have a medic who's dedicated to healing us is knockdown(hi kimogilas hitting for 1k AE attacks).
We don't get stances to take less damage, and do less damage, or vice versa. EXP is based off of damage done in the group anyway, so we'd have to trade off tanking ability (which is basically our sole purpose atm) for exp, which honestly isn't that great of a tradeoff if you're not already a master.
We don't get effective ways to use nifty specials to solo without any risk like ranged attackers do (knockdown from 64m, panic shot, bleeds and other dots from ranged in combo with panic shot and other fear abilities, kiting, things like that..), so we're basically reduced to an ineffective tank who's going to die, alot.
Call me cynical, but I really don't believe there's any hope for our profession or other melee professions in this game of ever being balanced to where we want to be, to bea fun and effective class in pve AND pvp, when I see statements like this from a developer:
Quote: -- "Prone riflemen should get killed by TKAs in close quarters, melee guys should fear ranged weapons, medic should pick up some weapon skills if they want to survive a firefight." --
Yeah, problem isQ is that, there's no way to get in close quarters of a ranged user without sneaking up on them. Any ranged attacker who dies to a TKA is merely ineffective at their class and should go back to playing pong or something more their speed.
Sure, we can pick up other skills. But why should 1 combat profession have to pick up another combat profession to be able to survive at all in an entire aspect of the game? Not to mention that the majority of ranged attacking professions are good at both..
Sure, we're good at PVE now, will we be so effective with increased HAM costs? It remains to be seen.
Our specials other than knockdown (and berzerk/dizzy to an extent) are widely useless in PVE, no one cares if I can hit the mind or action pool of a creature when it takes off 1/5th of my HAM to do so with it doing much more damage than a normal hit with knucklers equipped.
We suck at PVP, and probably always will, because even though we're supposed to be able to take on a Jedi Master, it somehow doesn't fit with the continuity that the developers hold in such high regards that we should be able to focus hard enough to dodge bullets (or laser blasts, whatever)
Anyway this really doesn't have too much ofa focus so I'm kinda dissapointed how the post turned out, but oh well.. Such is life.
Quote: -- "Danalog, I don't know how you are finding berzerk in its current form useless. The HAM cost isn't that high provided you succeed on your first or second attempt, and hitting for 300-600 is certainly better than hitting for 100-300. Berzerk is the only thing that keeps me alive in combat. All the other specials are either stat modifiers, which are indeed useful, but provide little to no damage, or damging attacks that do less damage than a berzerk attack, have long recovery times, and drain my HAM to nothing if I use them two or three times."
Well I'm probably looking at it from a different perspective than you. I'm not sure how far you are in the TKA trees (I'm master), but none of my specials have a long recovery time anymore.
As far as damaging attacks that do less damage than berzerk, the second I got knockdown2, I started using that probably 5 times per fight with knucklers equipped (in combination with a few knockdown 1's, since it seems knockdown2 gets resisted more often than 1.. dunno why, maybe I'm just paranoid). I'm a trando so regen isn't really that much of a problem, and my stats are aimed torwards regen except for health, since Trando health regen is naturally high even at the lowest possible migration.
I probably coulda used berzerk in combination with knockdown 2 for more damage overall, but why bother? Stuff is dead fast enough as it is, and it's more fun to see multiple hits for 1400 or so than it is to see hits for 600 =p
Probably was not as effecient asit could have been.
Maybe useless was the wrong word, pointless mighta beena better one. In any case, I've become used to not using it, so them removing it from the game really doesn't hurt me much. It'll suck for lower-end Brawlers though, since at least for aspiring TKA's, there really aren't any effective specials to use except for Berzerk until Balance 1.
The only way I can fight anything is unequip knucklers, knockdown1, stun, dizzy, blind, intimidate1, and assuming all of those landed, berzerk1 and equip. If they all hit, I'm down 1/3 of my HAM. If some miss and I have to do them over, I will easily be at 1/2, then I have to waste time healing while the stat modifiers wear off on the target. Luckily, dizzy often knocks down NPC's for a few seconds giving me time to heal up and reapply other stat hits.
There is no more HAM available for unarmed hit 1/2 or body/leg hit and combo 1/2 doesn't hit for squat. Berzerk is the only way I can deal any significant damage at all.
Quote: -- "The only way I can fight anything is unequip knucklers, knockdown1, stun, dizzy, blind, intimidate1, and assuming all of those landed, berzerk1 and equip."
Well I see where we differ, and that's in tactics.
I'm kinda confused, why are you bothering with blind, intimidate, and stun?
If you're master power, assuming he stands up, and your knockdown gets resisted, you can get in at least 1 (possibly 2 depending how fast you notice that he stands up) before he is able to hit you more than once.
What exactly are you fighting? Even on Endor, unless a mob is a ranged attacker, they can hit me3-5times (unless it's a mind attack for 300+) and I still have enough for plenty of knockdowns + a dizzy and re-knockdown after that without using up all my ham.
I'd definately suggest you stop using stun, intimidate, and stun while you're soloing. Obviously un-equip knucklers before you do knockdown1/dizzy, but other than that keep them on, and that includes for Body Hit 1.
Since you obviously have some medic skills, you can likely afford to switch in body hit 1 at least a few times per fight for a bit of extra damage (switch to knockdown2 for damage once you get master balance) and heal up after the fight, or during if needed after a knockdown.I wouldn't suggest leg or mind though in PVE since it's rare for me to actually have a pool besides health drop below 0. Only exception would be if they have a rifle equipped and I get a few 3k+ hits in with knockdown2.
If you try it, let me know how it goes.
Bleh, wtb edit button.
"I'd definately suggest you stop using stun, intimidate, and stun", should read blind, intimidate and stun =/
Intimidate greatly reduces the damage they deal to me. While intimidated they hit for 50-75, without they hit for 150-200 on average and 700+ with their specials. One special is the end of me. When stunned, they appear to attack less frequently, and as I mentioned, when dizzy, they sometimes fall down and stay down for a while.
I do not have enough HAM for *any* damaging specials, and the damage they deal is insignificant. 400-600 damage for a body hit or unarmed hit that does 1/3 as much damage to me versus one berzerk hit which does the same and costs me nothing.
I love Intimidate. Fighting Nym's, with full composite armor, and running intimidate on them, they hit me for around 30 damage. Without intimidate it's closer to 80-90. People, get composite armor. Simple as that. Unequip knucklers for specials, and i know what your thinking "But it lowers regen rates".
Ok, put simply, regen rates don't mean **edit** when your being hit for 300-600 damage per hit. You'll never regen fast enough to survive long enough. With full comp armor and intimidate, blind, and knockdown 2, i can take a Nym out and have very little down time. Most of the down time is because of intimidate and knockdown 2 draining my ham bar.
I also team with my Rancor or Gurreck so they can hit it for 500-600 damage every 2.3 seconds. You'll drop Nym's like fly's. And if you're about to die for some reason, get some skills in carbineer as i have. Just run, chargeshot 1, keep rancor eating him while you spam chargeshot 1 and keep hitting them.
Face it folks, we can't exist on Teras Kasi alone. A mountain Clan witch elder hit me for 800 damage with my full comp armor on. There's no way you'll beat this thing alone. Even with my rancor on her (which by the way does 0 damage as they resist kinetic 100%). Face it, you'll need to get some CH skills or ranged weapon skills to survive effectively in the long run.
Aleksander_Graveheart wrote:I love Intimidate. Fighting Nym's, with full composite armor, and running intimidate on them, they hit me for around 30 damage. Without intimidate it's closer to 80-90. People, get composite armor. Simple as that. Unequip knucklers for specials, and i know what your thinking "But it lowers regen rates".
Ok, put simply, regen rates don't mean **edit** when your being hit for 300-600 damage per hit. You'll never regen fast enough to survive long enough. With full comp armor and intimidate, blind, and knockdown 2, i can take a Nym out and have very little down time. Most of the down time is because of intimidate and knockdown 2 draining my ham bar.
I also team with my Rancor or Gurreck so they can hit it for 500-600 damage every 2.3 seconds. You'll drop Nym's like fly's. And if you're about to die for some reason, get some skills in carbineer as i have. Just run, chargeshot 1, keep rancor eating him while you spam chargeshot 1 and keep hitting them.
Face it folks, we can't exist on Teras Kasi alone. A mountain Clan witch elder hit me for 800 damage with my full comp armor on. There's no way you'll beat this thing alone. Even with my rancor on her (which by the way does 0 damage as they resist kinetic 100%). Face it, you'll need to get some CH skills or ranged weapon skills to survive effectively in the long run.
I'll pass on the Pokemon sh1t, thanks.