Berserk's effect is already consumed when you use God's Bane and it's reset when you use whirlwind. Personally if a War or Mrd tries to DD, the effect will be resetting multiple times.

Berserk's effect is already consumed when you use God's Bane and it's reset when you use whirlwind. Personally if a War or Mrd tries to DD, the effect will be resetting multiple times.

Yeah, the effect shouldn't have a reset. WAR resets their Rampage every 30s (when utilizing Rampage to begin with)
Berserk would be reset/consumed all of the time if they were in a DD position, so making the effect potent isn't really an issue either.
WAR can't DD like a lot of other jobs because they have no hate mitigation, making this effect powerful, nay, useful, won't change many aspects of the game and won't usurp the 4 jobs that also DD. Rather, it would allow someone to actually activate Berserk instead of relegating it to the least accessible portion of your toolbar because it is completely useless.

Remember when they introduced Ninja in XI it was merely a DD class with a twist and then ppl made it into a tank with shadows at that point some ninjas didnt know what their job was was it a tank a dd or a Magic DD class
in a twist with FFXIV War: War was given two puproses 1- a tank with rampage 2- a DD class with Berserk on but wait SE said hey how about berserk reseting after u get attacked its nice right? no it isnt its the same thing with Power surege post hotfix for drg it was gimped stupid so many drgs hated it and hated how they can keep it up constantly
so a suggestion might come here for Berserk. . .is increase its attack with every attack u do but decrease def + attack if the mob attacked u(small amount) makes perfect sense i guess
Can you please take a look at the MRD skills as a whole? There should be more strategy in what skills to use. I feel like I've just cheesed the whole game to 30 by just hitting whatever skill is available and gotten rewarded with pools of xp while doing it.
As a whole I really can't see any skill or strategy required even when fighting mobs above my level. At best you can time the bloodbath but at worst you just dock into the enemy until the target dies and reap the rewards.
All the heavy swing and skull crusher skills feel like copies of one another and I don't feel like there's any meaning to the choice of which skill to use.
I know XIV has very little skills right now overall but I'd like to see the current ones diversified and maybe even remove skills that are too similar to make room for more meaningful skills in the future.
examples: a counter mode that lasts for a long period of time
tank mode for pulling hate and enduring the pain on behalf of the team.
steal sp by a skill that doesn't do damage
I trust you can come up with better skills that work with the game but bottom line: the current set doesn't contribute to a battle system that would require strategy or any effort at lvl30 let alone lvl 5 when new players arrive to test 2.0


MRD comes into it's own after 40. Keep grinding.Can you please take a look at the MRD skills as a whole? There should be more strategy in what skills to use. I feel like I've just cheesed the whole game to 30 by just hitting whatever skill is available and gotten rewarded with pools of xp while doing it.
As a whole I really can't see any skill or strategy required even when fighting mobs above my level. At best you can time the bloodbath but at worst you just dock into the enemy until the target dies and reap the rewards.
All the heavy swing and skull crusher skills feel like copies of one another and I don't feel like there's any meaning to the choice of which skill to use.
I know XIV has very little skills right now overall but I'd like to see the current ones diversified and maybe even remove skills that are too similar to make room for more meaningful skills in the future.
examples: a counter mode that lasts for a long period of time
tank mode for pulling hate and enduring the pain on behalf of the team.
steal sp by a skill that doesn't do damage
I trust you can come up with better skills that work with the game but bottom line: the current set doesn't contribute to a battle system that would require strategy or any effort at lvl30 let alone lvl 5 when new players arrive to test 2.0

Seems like what most people want is an overall buff to Berserk. I feel that the idea of the effect right now is fine for the most part, but maybe buff up numbers a bit. Also an increase in Auto attack speed would be nice. So that would make it so that your building up little chunks of big damage at a time .
Or, if the effect already resets on certain skills, Maybe just penalize defense even more and forgo the reset on taking damage. Do not make it so that getting hit takes away TP because we're already scrounging for that already. D:
Hello Everyone!I am a studying animation student at the Unversity of the Arts in Philadelphia. I am originally from southern California.

This. So much.
The reason why WAR is near the bottom when it comes to DD is that our DD skill doesn't work properly. Every single end game mob right now has a AOE for those within melee range that they spam with impunity (except Princess.. if you're careful.) Berserk is thus constantly negated. Coin Counter Conal or frontal Aoe's + swings that you need to dodge + the slugs firing spit at you. Chimera scorpions tail, the breath attacks that you have to dodge, the sandtraps, Miser - tendril tremor - Garuda, Ifrit, Moogle....... the list goes on. Hell, even something like Great Buffalo hits you constantly if you're in melee range. Add positioning for combo's to the mix and you have to dodge like a tank and pray that you don't get caught in Animation lock when the boss decides to do an AOE. Such is the effort to ensure berserk stays up and the difference is pretty damn negligible.
In addition to this, the high physical defense of many of these mobs means that due to the lack of a decent damage increasing ability such as dragoons have, coupled with our slow attack speed we are pretty much useless for a strictly DD purpose on end game bosses.
If you want us to be viable for DD just do this. Berserk: Increase attack by a set amount, decreased defense duration 20-30 seconds cool-down 1-1.5 minutes. Just like it was in FFXI. If you insist on a variation of the current system make it at least stay up through AoE attacks.
Last edited by Darkillumina; 07-11-2012 at 05:10 PM.
While this is definitely good news to me personally I'm just commenting on the quality of battle design for new players.
If SE wants new players to stay they need a better game than one that gets better after grinding through most of the levels.


While i certainly understand that it sucks to level a class that isn't very enjoyable until the last half of the leveling process, bear in mind that it's entirely possible to level any class all the way to 50 in just a matter of days. That being the case, the issue of MRD skills being lackluster before 40 is really a very minor issue in the grand scheme of things.

or what you could do... is *gasp* make berserk like it is in every other final fantasy, minus the inability to do anything but attack.
a flat increase % to attack, a flat decrease % to defense. put a cd between reactivations, and put a small -emnity release on deactivation, so war can actively DD but not steal hate like a moron.
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