Art of War---change to %hp given as mana and evasion -accuracy
No idea. Sounds whatever.
Blood Rage---change so light resist effect the leech heal...since u are dealing damage as light and healing yourself this seems proper way to address....(finally some common sense solution that only requires the player to COUNTER through enchantment)
Zerk shouldn't have heal. This skill should be removed. Also zerk is a MELEE toon. Why would it be doing LIGHT damage?
Burning Dash--- add +1 target +2 m aoe range to all levels
Interesting but not needed. Zerk is a 1v1 specialist. Doesn't need a 30m stun with 16 targets. This is very bad. 3 zerks can stun a group of players long enough to get tosed.
Warlord's Grip---change to vamp touch passive
Oh hell no. Not another heal for a toon that isn't supposed to have heals.
Soul of Berserker---no change needed
That's the damage buff right? (haven't touched zerk in a while and forgot names of skills.) If this is just a damage buff 100% agree
Megaton Slash---useless skill
Yeah. Wouldn't mind something better instead of this.
RAGE---no change neeeded(or add +1% to all levels)
Uh dmg buff? Or is it hp buff? If it is HP buff it needs to be removed and changed to a dmg buff.
Berserker's Savagery---stun immunity only double duration
Commie skill should be commie skill. Remove completely.
Bartuk Legacy---no change needed
No idea. Is this the hp buff or dmg buff? Again same as before if its HP needs to be changed to dmg.
Spirit Turtle Shield---duration 2 min
Disagree partially. This skill should force the player to think before using. I think 15 sec duration with 1 min CD that instant restarts if you die. Also I think this should have % dmg mitigation
Shred Armor---add 3% to all level
Not sure. Vs low armor players this doesn't make much difference. Vs high armor players (commies prots) zerks shudnt win against them so don't like that either. I guess to counter defense buffs on casters. But then the problem isn't the skill, the problem is defense buffs in game. I mean unless you are trying to counter 4k natural defense casters, well then sure, but idk. Seems like too much.
Blood Canival---useless skill
MM yup
i have a solution to the reflect problem btw. every other class has 1 reflect for 1 type of damage. this is why its so overpowered. its one skill that reflects all damage...NOT OK. below suggestions address this and makes it much more balanced by splitting up the magic and phys skill reflect into separate CLASSES.
CA reflects skills only NOT AA. The problem is, SKILLS are everything that requires you to click it, which means all commie skills are reflected.
And CA IS a problem with the amount of HP zerks have.
So I completely disagree with the way you address this issue. And plus why the hell does zerk even have this skill. It shouldn't. This should be on commie.
Zerk should have a passive that allows him to do more dmg and take less dmg the less his hp gets.
Warriors Survival: Increases damage, damage mitigation, run speed, as HP decreases
80-100% HP : Take additional 5% damage. No bonuses.
60-80% HP : Increase damage by 10%, 10% damage reduction, 10% R/W Speed
40-60% HP : Increase damage by 30%, 30% damage reduction, 30% R/W Speed, Immune to Slow
20-40% HP : Increase damage by 60%, 60% damage reduction, 60% R/W Speed, Immune to Fear/Slow
01-20% HP : Increase damage by 100%, 90% damage reduction, 100% R/W Speed, Immune to Stun/Slow/Fear
Each level can change the % or add in the next layer of effect or break down the layers even more. So this would be at like level 5. so level 4 would remove the 1-20% effect, and spread out the other 4 evenly. Level 10 would be every 10% and ending up with 01-10% giving 200% dmg with 95% dmg reduc, 200% r/w speed, leach HP on hit 5% dmg. reduce enemy defense by 500 per hit (stackable), increase attack speed (past 1 sec)