Razakai's Reworks v1.2 - Berserker

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Jurriaan
Wyrmic
Posts: 227
Joined: Mon Mar 25, 2013 9:39 am

Re: Razakai's Reworks v1.2 - Berserker

#16 Post by Jurriaan »

I tried it for a bit, but to me, the atmosphere didn't really align with a berserker.

Berserker: 'Rah rah cleave cleave cleave hey, it's not dead, maybe try my extra mighty swing'.
Your addon: 'Hmm, let's start with a bleeding attack, and see if I get enough charges for my special attack'.

When I play a berserker, I don't want to gain and check charges. I don't want to have a chance of stealing life, I want to see big numbers where the regeneration is. It worked fine, but it didn't feel simple.

Quetz
Cornac
Posts: 32
Joined: Thu Jul 12, 2018 1:43 am

Re: Razakai's Reworks v1.2 - Berserker

#17 Post by Quetz »

The error i mentioned before is as extinct as dodo! I can report some findings, still.

Provoke doesn't work on immobile enemies. Intended, i guess, but please make it work on them when we're in a melee range, to make use of that percentage of doing bump hit.

Wall from Titan's second talent now works with fearless cleave! Thanks!

Reduction from previous Execution is replaced with daze. Not bad.

The new generic tree came from Gladiator,i guess? The game says 'x shrugged the Sunder Armor', but I use battleaxe..

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Razakai's Reworks v1.2 - Berserker

#18 Post by nsrr »

Quetz wrote: The new generic tree came from Gladiator,i guess? The game says 'x shrugged the Sunder Armor', but I use battleaxe..
Gladiator is a bit of a mess, so I hope that's not the case. Raz was working on Bastion (bulwark rework) around the same time I was working on that, though. As I recall, Bastion had a tree called 'Arms' that was similar in ways to some stuff Gladiator does.

Quetz
Cornac
Posts: 32
Joined: Thu Jul 12, 2018 1:43 am

Re: Razakai's Reworks v1.2 - Berserker

#19 Post by Quetz »

nsrr wrote:
Quetz wrote: The new generic tree came from Gladiator,i guess? The game says 'x shrugged the Sunder Armor', but I use battleaxe..
Gladiator is a bit of a mess, so I hope that's not the case. Raz was working on Bastion (bulwark rework) around the same time I was working on that, though. As I recall, Bastion had a tree called 'Arms' that was similar in ways to some stuff Gladiator does.
My experience with Gladiator was quite insane. Double mace and mace+shield build are.. dirty. Ogre with trident + whip is one of my fav.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Razakai's Reworks v1.2 - Berserker

#20 Post by Razakai »

Correct - this version of Arms is an altered version of the same category from Bastion. The sunder armor happening with axes is a bit odd, will look at that.

I'll take a look at Provoke, having it work vs immobiles that are in melee range with you makes sense.

Speaking of Bastion, I've done most of the work to merge it into this addon, with a lot of additional tweaks and changes. Ideally I'd wait till 1.6 as that patch will include some substantial changes to how shields work, but we'll see - real life issues have greatly limited the time I can spend on ToME.

Quetz
Cornac
Posts: 32
Joined: Thu Jul 12, 2018 1:43 am

Re: Razakai's Reworks v1.2 - Berserker

#21 Post by Quetz »

Oh, maybe i was mistaken about the sunder armor. I had Unstoppable Mauler in offhand and battleaxe in mainhand. Arsenal might be to blame. I'll try reproduce it again.

smithfield
Halfling
Posts: 112
Joined: Wed May 23, 2012 1:19 am

Re: Razakai's Reworks v1.2 - Berserker

#22 Post by smithfield »

Diggin' it.

I've run a couple of these and my latest made one of my few deathless runs through T1,T2 areas. Then after a long pause - in which I forgot how to do everything, I returned to Dreadfall and lost two escorts back to back and died to a rare. A frequent ToME phenom.

I really like the skill (Titan Stomp?) that lets you push enemies around, very much a tactical choice point. Not something you want to leave on necessarily but so cool most of the time. Good game design, sir!

I'm remembering now, I was using the Sac of Ungoliath? to make spiders. I had no idea how useful that thing was til I paired it w/ a Barbarian. At least at the T2 level, the spiders take enough heat to make otherwise impossible fights winnable. I remember having a real scare w/ the Dragon in Daikara. My skill w/ ToME advanced while I was playing this class - I started running while it still mattered and getting out of the zone alive while I reassessed my approach.

(off topic, but I *********really******** like your Death Knight too!)

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