Not mentioned in vid: Berserk now provides benefits based on the amount of rage you have at any one moment, rather than a static value like it did previously
Can't be sustained right? If it increases loss rate by 20% more each second ... it eventually overtakes any rage sustain? Lose 5 per second, then 6 per second, then 7.2 per second, and so on ... after just 10 seconds the rage loss rate is ~31 per second. It almost seems like if you slow it down too much, you'll end up with a half-mast rage effect.
@@knaz7468 Yeah, that part of berserk still functions the same, it cannot be kept up forever but obviously the more generation you have, the more overall uptime you have
so, does the new endurance charges work the same way? meaning, the most of elemental reduction you can get is 90% so if you have at least 4 endurance charges, there is no point in even investing into 90% all res since you will have 90% damage mitigation anyway? while that would make res capping easier, it would also mean that the jugg will be far less tanky overall then right? cause adding armour into the elemental damage mitigation got you over 90% elemental damage reduction.
@@dervakommtvonhinten517 No, reistances =/= EDR, they are different parts of the calculation. You can have 90% resistance and 90% EDR and effectively mitigate 99% of the damage
You skipped one little thing for rage scaling bleed: "The Rigwald's Command Unique Sword now has "Each Rage also grants +2% to Damage over Time Multiplier for Bleeding while wielding an Axe" Which should also increase with rage effect and with the rage investment described in the vid it will provide a staggering 180% DoT multi for bleeds on a berserker without an active berserk. With a lvl 20 berserk active it would go up to 251% DoT multi for the first few seconds of berserk which might be worth looking into.
I was looking at Rage Vortex of Berserking and trying to work out what the rage changes mean for it. I gave up till we get the update on PoB to see how rage works now. Luckily you're here to break it down ahead of time. Thx for the info, mate, very useful.
With the new information and PoB out do you still think RVoB is worth? Seen a few people saying that RVoB is now nerfed but I don’t think they’re working in bleeds? Or can you even bleed with it?
good overview but there are some avenues missing i feel: 1. Ravenous Passion helmet lost the conversion of attack speed to cast speed and has lower rage generation now but still converts the damage part for more spell damage 2. Generating rage is absolutely trivial now if you invest anything on the passive tree because lots of small nodes grant +1 to Rage on Melee Hit. Those get added up and applied at maximum two times a second. If you play any melee build consider just dropping 1-3 points on the mechanic and enjoy an easy up to 30% more damage. 3. Generating rage without attacking in melee is quite difficult - the only two ways i found so far is spending lots of mana regularly and using Ravenous Passion and taking the rage mastery "Warcries grant 1 Rage per 5 Enemy Power up to 5". General's Cry is the only viable option here if you dont want to invest heavily into warcries because it has a base CD of 3 seconds instead of 8 like all other warcries. There is also an Eater of Worlds implicit for boots that gives some general's cry cooldown. 4. Berserk as a non melee is now more of a Burst CD for bosses instead of a permanent boost giving you a ~5sec window for massive damage. 5. Rage can provide stupid amounts of damage and attack speed if you are a berserker and invest into the mechanic. 60 max Rage gives 90% MORE damage baseline to a berserker and 90% increased attack speed. With Berserk active this increases to 126% more damage and 126% increased attack speed. Paired with another 40% more multi from the Aspect of Carnage, Berserker is now BY FAR the biggest boost to damage from any ascendancy. 6. While it does not buff the damage of ailments it does buff the damage from impales because of how the mechanic works! Another mechanic that got quite some buffs this patch :) i bet there is more, i dont have access to the wiki currently but im sure there is more to discover in items, jewels, timeless jewels, buff effect or sth along those line.
@dreamcore_gg you forgot to add 2 rage interactions. 😢 Kaoms primacy axe 1% phys as extra fire per rage Rigwalds command + savagery. 2% bleed dot multi per rage + 10 max rage.
Excellent video. The punchline of rage not scaling ailments like bleed was appreciated. Here I was planning out a bleed gladiator with some rage generation because I thought the initial hit scaling would help apply bigger bleeds. I guess I can bail on that and really deep dive into the reworked perfect agony and focus on crit/multi? I haven't played bleed in many years and the last time was bleed bow. I want to do reave/cleave/lacerate/etc this time. Or maybe SST. I'm having a tough time understanding bleed and if taking crimson dance is better than using the new aggravated bleed. From a "feel" point of view in terms of sustaining DPS on a boss in a longer fight. There must be some magic threshold for attack speed to apply CD bleed stacks, vs just a couple bigger hits with AB?
For Crimson Dance vs aggravated bleed, it's not so much a perfect attack speed point, that's one vector you could scale, you can also scale bleed duration, there's 120% on the tree which already bring bleeding to a duration of 11 seconds, so you may not even need much attack speed scaling to reach the 8 stacks for CD. Aggravated is kind of a different, arguably more comfortable playstyle. You'll typically be able to reach higher total damage in a CD builds in a comparison of moderate-high investment builds.
Dreamcore with the changes to Impale things might get crazy. I think people are sleeping on Impale and focusing on bleed. Pride and Blood and Sand stack multipliers now, than we have Rage than we have....100% ignoring of PDR or the initial hit and Impale. That means that slams and trauma stacker can now reach levels of Impale that are basically ignoring all enemy PDR and get the fuck 7 impales dps increase....at 6 impales we have 98% multiplier.....on top of it all now we have way more Impale effect than ever before.... than add double or triple damage .....things can get wild with Impale. Bleed benefits from only half those mechanics
correct me if im wrong, there's also a physical cluster with 50% chance for hits to ignore pdr plus another 50% on the phys mastery. total of 100% chance to ignore pdr for only 4 passive nodes (beside the rage armour cluster) so i think you can just go ahead and scale impale effect and gain some chance to impale and you're good to go.
There is zero mobs in game that have high phys reduction on them so this stat is basically uselles. But impale might be really good. One node in particular that gives 50% increased impale effect after 1 second of its duration on enemy.
Thank you for the video, my biggest problem with this patch is attack speed it’s so hard to find, with the nerfs on flask suffix and changes of totems and rage
So does 60 max rage with the two increased rage effect sources (50% + 59%) equal 125% more attack damage, 125% increased attack speed, 125% increased armour and 25% movement speed?
Seems like GGG intends rage to synergize well with the new retaliation skills given that they will generate a lot of rage on hit with the flow of battle notable.
The notes on the Zerker are 100% noted, people are sleeping on that AS speed increase when a TON of it was lost this patch. Even without item scaling 60% AS is a big jump when you factor in the dmg effect increase we got and the new bases dealing more dmg. The 50% increase means that scaling rage is going to be HUGE with zerker and it's ALL attacks now, not just melee. So you could make bow builds with it, or wands, or staffs. DW with two crafted psycotic axes and the belt are likely the best options for end game scaling. Also, zerkers flat dmg node now goes a long way with the dmg effect changes as that is a ton of flat, especially early. Likely will be worth taking after the more damage node, or even before it if you dont want the dmg taken. Also the loss of AS means that blitz charges are at a premium now as I dont think anyone gets anything close to the AS boost they give.
It will also feel awful to start at 0 rage each map, and have to hit things doing 0 damage for a bit until you finally have your builds regular damage Anyone who played cleave of rage knows how bad it feels
@@whydidyoutubeaddthis The fact that he gets 30 rage with zero investment on the tree is a BIG deal considering how hard they are pushing it. Also, with this change, you can take the arm for blitz charges and get even faster. Something like Glacial Hammer of Shattering to ignore the one downside. There is enough damage in the rage nodes you can actually afford to not take the 40% more node. People are 100% not taking how much power this is with the new scaling.
Really like how its attack damage and not melee attack or physical attack so it technically scales ele attacks and ranged attacks. I tried putting together a totally psychotic Ele spectrum wander Zerker but that fell apart when i realized all of the rage gen nodes are melee specific. If you can find other ways to get rage like those one pair of gloves then rage will be a nice buff to ANY attack build, melee or ranged
there are specters returning from affliction league via corpses from ritual and one of them happens to scale with your rage, called perfect slashing horror i really wonder how crazy you can scale them now lol.
You should have included the difference in old berserker with rite of ruin at max rage vs now. considering the opportunity cost of all those passives vs just getting cluster jewels instead. Then the movement speed losses as well
@@Pharmacopium i am not smart enough to be sure of myself, clusters are a fair bit better than speccing into rage on my pobs. Seems odd that it would be the case where the opportunity cost of utilizing it was more than clusters and rare jewels would give you.
@@dreamcore_gg hello sir, i was hoping you could help me solve skyforth unique modifier "you have no life regeneration". I was trying to integrate skyfort to my AFK-CWS build. so i can remove valyrium unique ring. thanks!
@@Reifenstal The best bet is probably defiance of destiny and bloodnotch combined, but you're still going to have a problem with damage over time(which will probably need to be solved by stacking recoup, reinvest anything you have in regen into recoup instead)
You think chainbreaker will be worth? i'ts a shame it didn't got buffed, i was planning on doing rage vortex of berserking, and i'm confused by the "Each second, 20% more Rage loss Rate", so it would be 3, then 3.6, and then ¿4.2 or 4,3?, and so on, 4.8 or 5,1, more should be multiplicative each time, right? or it's based on the original 3 all the time?, i was trying to search the equivalent mod on Berserk but i can't find answers
Yes it's multiplicative rage loss ramping over time, so you can't keep it up forever no matter how much rage generation you have. 3 > 3.6 > 4.32 > 5.184 and so on. Chainbreaker is a weird one, but in the build you're referring to, assuming you mean the mana stacking scion RVB using manastorm, it's likely still the way to go
@@dreamcore_gg ty, yeah, what I thought then, I had a calc with the rage/sec in both ways just in case, as it's multiplicative, with the early investment I have in mind for mana Regen I should be able to use it without losing rage for 6-7secs, then i would start losing slowly, I guess with all the rage/0.5s now we have in tree it would last good time in fight, if it was additive It would be way more comfortable
@@Bendickson300 so true, i forgot about the change to versatile combatant. damn now i think i need to change my glad build to a zerker build. just sounds too fun lol
The new berserk gem is weird. It increases the bonuses you get from rage, but it also consumes rage which will reduce the bonuses you're getting from rage.
@@souheilallegue2342 Thanks for chipping in. I thought that bleed cares about the amount of physical damage you do. So doesn't more attack damage increase your physical damage and subsequently the bleed amount?
More attack damage is a stat which is applied to the hit portion of an attack after the calculation for bleeding takes place. If the stat was 'More damage with attacks' it would work for bleeding, as this would apply the stat to anything resulting from said attack. Rage is only useful on a bleed build if you scale it elsewhere such as DoT multi from Rigwald's Command
I'm about to ditch my Rage investment and go fully into the Banner. The banner has carried me. I think I want that Awe and Terror node also. I'm not Zerker though, Rage doesn't feel as good anymore on other Ascendancies.
Hey Dreamcore, since they have removed most of the "phys damage taken as" modifiers/passives away, what do you think of the defensive layering and its alternatives? Im worried as i always use to have them and they were life savers during mapping and especially boss runs. People might say to use lightning coil, but that just feels like Im forced to go that route instead of crafting my own gear. Plus, even with the buff to armour values, we know armour stacking wont mean anything on enemies that dish out huge phys hits.
Yes and no, more attack speed is better when you have a lot of attack speed to multiply, most of which was removed in this patch. Access to increased attack speed is far more limiited, so the stat on berserker is actually very strong in relation to other available options
i dont think Crave the Slaughter attackspeed counts to RageEffect. it to me is only 30% attack speed + to what ever to maximum rage in skilltree with no other effect scaling
Interesting that really only melee lost attack speed from totems. Bow users may have bad rage, but generally they were already fast and haven't been slowed. While melee which was slower is now slower still. Buf
seems im pretty alone with that opinion but i found old rage stronger. give you a nice bundle of buffs and it lasts longer. bossfights will be a pain with new rage.
@@notwilltoledo how? does self inflicted damage work? cause other than that, i dont see how you can sustain rage when the transition phases usually take longer than 5 seconds
Long time Berserk player here (specifically strength stacker using Iron Will + Iron Fortress + Battle Mages Cry + Red Blade Banner + Replica Alberon's + Replica Frost Breath). We lost a lot of free automatic always on damage via Battle Mages Cry, infinite power, instant capped rage. Now, we have to invest in a passive wheel to get a free 5 rage per war cry. I plan on, God willing, to give it a shot and just use Crown of Eye helmet instead. My defenses were basically Maven helmet for unlucky damage and no crits taken, Berserk for less damage taken, and the Keystone on the atlass passive tree that gives monsters less damage. The only monster that would consistently 1 shot me was the eradicator. That, and the occasional 1 shot during mapping. I was able to get to lv 100 this league (first ever) so I won't give up on it just yet. Thanks for the video, it helped put things into perspective with the math.
Can't decide if I want to league start with Bleed Glad or Rage Berserker in SSF. Don't even know what skill I want to focus on. Which ever I pick, I'll just be swapping skills around to see how things feel.
Cyclone Berserker is a big contender, that much attack speed, "more attack" scaling, and the buff to 2h melee weapons physical damage are all buffs to Cyclone. Add in Impale and 100% ignore physical damage reduction on the tree and you got a monster. Can mitigate the life loss from Rite of Ruin with Enduring Cry scaling, or Vaal Pact.
as many endurance charges as possible? since they give ele hit reduc now for chaos damage you just take it up the ass like a real man or maybe go tainted pact route?
I beg you to please create a war cry video with overexertion and auto exertion. All the nuances of it all. For example, the buffs are removed. Do they stack? I think you’re the guy to make the video and many people want to learn about it. No one is really going to take the buff effect passives
I used Berserk and rage for movement speed, attack speed, and less damage taken. Right now it's a hard pass. Way to make these skills boring and irrelevant.
My opinion but unless players are slamming there is really no reason to play melee still as attack speed and phys to ele conversion will be so sought after, I can garuntee this will only cause the bow build effect where 95% of players only really get 1 or 2 options as league starters while the rest of the build will be locked as the items will go up in price to about 100 divines to a mirror so good luck getting that much currency. Even bow builds are going to be even scarcer on budget options as a lot of bow builds also use a lightning coil on average with the attack speed nerf only boosting up the prices even further. I say for league starter players are either going to need to slam as a chieften, use a zoomancer for mapping, or be an archmage. There is also maybe some weird shenanigans players can tweak with a champion minion build but shared impale and fortify is really not that big for gains on a minion build.
Thats why i mentioned in the GGG forums that this is going to be another short league everyone getting there hopes up are going to get that typical GGG wakeup call of reality
When you also remembers that the mana cost of attacks got doubled (and demands more attention on the tree to plenty of builds) and that they removed the flat damage from all melee gems, and nerfed bonezone and trauma... Well... Melee wasn't that buffed. We just got more sockets. Some gems are accidently better I would say. It's about that.
It absolutely was buffed, as the increased scaling makes the dmg on your weapon go further, and we are getting new bases with higher values and quality gives us MORE instead of increased.
It used to be 75% attack speed and 150% increased damage for a zerker, its a massive nerf to the bezerker class, attack speed is in itself a more damage mod for most builds. In to mention the move speed lost and damage reduction loss from the reworked bezerk skill, this patch was such a back handed slap to melee players.
melee characters will be slower and have to deal with additional mechanics like accuracy and mobs that are evasive. Most appear to be buffed but are BAIT as they had their added phys damage removed and then you add in the loss of rage's attack speed and totem attack speed. I think some playters will be shocked to find out its not much better and in some cases worse than before. ***from what I can gather its SLAMS that are the real winners due to autoexertion and warcry changes***
@@ryancutrona673 Slams are def big winners. but while we lost the added phys on skills, any extra flat we get from any other source is going to scale EXTREMELY well. base melee is buffed quite a bit, and will now also be way easier to scale. attack speed will be the puzzle to solve.
@@HarkinsX а вот никак, и без этого брали везде ноды на скорость атак, что ж теперь брать саппорт скорости атаки вместо камня на множитель урона? Все станет в разы медленней, и зависит теперь урон от того как хорошо на вашу абилку множитель обновлен(вернули то что до этого нерфили, печаль что ггг такие козлы)
I knew this would happen..GGG style of "buffs" to Melee..oh u want ur skill to be independant of totems? sure here more dmg..but u lose Rage and ur skill cost twice as much mana..this is a BUFF!!! Enjoy....
Also that no movement speed and attack speed… good luck hitting anything now.. also defenses still suck when monsters have ignore physical damage reduction and the physical dmg taken as an element has been nerfed… great melee buff… typical GGG BS
And BTW, do you have any plans to sync your channel to Odysee or something other than dominant Google spawn? Would love to see you on the free web. Ignore if irrelevant, boring and small. Thanks.
Not mentioned in vid: Berserk now provides benefits based on the amount of rage you have at any one moment, rather than a static value like it did previously
Can't be sustained right? If it increases loss rate by 20% more each second ... it eventually overtakes any rage sustain? Lose 5 per second, then 6 per second, then 7.2 per second, and so on ... after just 10 seconds the rage loss rate is ~31 per second. It almost seems like if you slow it down too much, you'll end up with a half-mast rage effect.
@@knaz7468 Yeah, that part of berserk still functions the same, it cannot be kept up forever but obviously the more generation you have, the more overall uptime you have
so, does the new endurance charges work the same way?
meaning, the most of elemental reduction you can get is 90% so if you have at least 4 endurance charges, there is no point in even investing into 90% all res since you will have 90% damage mitigation anyway?
while that would make res capping easier, it would also mean that the jugg will be far less tanky overall then right? cause adding armour into the elemental damage mitigation got you over 90% elemental damage reduction.
@@dervakommtvonhinten517 No, reistances =/= EDR, they are different parts of the calculation. You can have 90% resistance and 90% EDR and effectively mitigate 99% of the damage
You skipped one little thing for rage scaling bleed: "The Rigwald's Command Unique Sword now has "Each Rage also grants +2% to Damage over Time Multiplier for Bleeding while wielding an Axe"
Which should also increase with rage effect and with the rage investment described in the vid it will provide a staggering 180% DoT multi for bleeds on a berserker without an active berserk. With a lvl 20 berserk active it would go up to 251% DoT multi for the first few seconds of berserk which might be worth looking into.
I was looking at Rage Vortex of Berserking and trying to work out what the rage changes mean for it. I gave up till we get the update on PoB to see how rage works now. Luckily you're here to break it down ahead of time. Thx for the info, mate, very useful.
With the new information and PoB out do you still think RVoB is worth? Seen a few people saying that RVoB is now nerfed but I don’t think they’re working in bleeds? Or can you even bleed with it?
Rage not affecting ailments info saved me some serious point juggling on my tree. Cheers Dream!
The Rigwald's Command Unique Sword now has "Each Rage also grants +2% to Damage over Time Multiplier for Bleeding while wielding an Axe
Excited to go all in on rage with berserker. Trained all month with Elden Ring DLC to Dodge Uber Slams
CUURSSEE YOUUUU BAAYYYLLLEEEE
ty for this explanation
good overview but there are some avenues missing i feel:
1. Ravenous Passion helmet lost the conversion of attack speed to cast speed and has lower rage generation now but still converts the damage part for more spell damage
2. Generating rage is absolutely trivial now if you invest anything on the passive tree because lots of small nodes grant +1 to Rage on Melee Hit. Those get added up and applied at maximum two times a second. If you play any melee build consider just dropping 1-3 points on the mechanic and enjoy an easy up to 30% more damage.
3. Generating rage without attacking in melee is quite difficult - the only two ways i found so far is spending lots of mana regularly and using Ravenous Passion and taking the rage mastery "Warcries grant 1 Rage per 5 Enemy Power up to 5". General's Cry is the only viable option here if you dont want to invest heavily into warcries because it has a base CD of 3 seconds instead of 8 like all other warcries. There is also an Eater of Worlds implicit for boots that gives some general's cry cooldown.
4. Berserk as a non melee is now more of a Burst CD for bosses instead of a permanent boost giving you a ~5sec window for massive damage.
5. Rage can provide stupid amounts of damage and attack speed if you are a berserker and invest into the mechanic. 60 max Rage gives 90% MORE damage baseline to a berserker and 90% increased attack speed. With Berserk active this increases to 126% more damage and 126% increased attack speed. Paired with another 40% more multi from the Aspect of Carnage, Berserker is now BY FAR the biggest boost to damage from any ascendancy.
6. While it does not buff the damage of ailments it does buff the damage from impales because of how the mechanic works! Another mechanic that got quite some buffs this patch :)
i bet there is more, i dont have access to the wiki currently but im sure there is more to discover in items, jewels, timeless jewels, buff effect or sth along those line.
@dreamcore_gg you forgot to add 2 rage interactions. 😢
Kaoms primacy axe 1% phys as extra fire per rage
Rigwalds command + savagery. 2% bleed dot multi per rage + 10 max rage.
Im going Leap Slam of Groundbreaking Juggernaut, I'll use Vaal Ground Slam for tricky mobs
Gigachad build
How is it that more attack damage from rage doesnt scale ailments but everyone is using ryslathas coil that gives more pysical attack damage?
Excellent video. The punchline of rage not scaling ailments like bleed was appreciated. Here I was planning out a bleed gladiator with some rage generation because I thought the initial hit scaling would help apply bigger bleeds. I guess I can bail on that and really deep dive into the reworked perfect agony and focus on crit/multi? I haven't played bleed in many years and the last time was bleed bow. I want to do reave/cleave/lacerate/etc this time. Or maybe SST.
I'm having a tough time understanding bleed and if taking crimson dance is better than using the new aggravated bleed. From a "feel" point of view in terms of sustaining DPS on a boss in a longer fight. There must be some magic threshold for attack speed to apply CD bleed stacks, vs just a couple bigger hits with AB?
Perfect Agony looks incredible, I think there will be some very strong builds using it this league
For Crimson Dance vs aggravated bleed, it's not so much a perfect attack speed point, that's one vector you could scale, you can also scale bleed duration, there's 120% on the tree which already bring bleeding to a duration of 11 seconds, so you may not even need much attack speed scaling to reach the 8 stacks for CD. Aggravated is kind of a different, arguably more comfortable playstyle. You'll typically be able to reach higher total damage in a CD builds in a comparison of moderate-high investment builds.
Dreamcore with the changes to Impale things might get crazy. I think people are sleeping on Impale and focusing on bleed. Pride and Blood and Sand stack multipliers now, than we have Rage than we have....100% ignoring of PDR or the initial hit and Impale. That means that slams and trauma stacker can now reach levels of Impale that are basically ignoring all enemy PDR and get the fuck 7 impales dps increase....at 6 impales we have 98% multiplier.....on top of it all now we have way more Impale effect than ever before.... than add double or triple damage .....things can get wild with Impale. Bleed benefits from only half those mechanics
correct me if im wrong, there's also a physical cluster with 50% chance for hits to ignore pdr plus another 50% on the phys mastery. total of 100% chance to ignore pdr for only 4 passive nodes (beside the rage armour cluster)
so i think you can just go ahead and scale impale effect and gain some chance to impale and you're good to go.
Exacrtly! There is also an impale masterty now that ignores 100% of pdr so your total phys will be take as max dps@ksyhan3h451
There is zero mobs in game that have high phys reduction on them so this stat is basically uselles. But impale might be really good. One node in particular that gives 50% increased impale effect after 1 second of its duration on enemy.
You're using than instead of then and for some reason it's hurting my brain.
@@stochastic42 dyslexia man sorry
A lot of builds are recommending not adding levels to warcry gems to save on the mana. Great video again!
Thank you for the video, my biggest problem with this patch is attack speed it’s so hard to find, with the nerfs on flask suffix and changes of totems and rage
So does 60 max rage with the two increased rage effect sources (50% + 59%) equal 125% more attack damage, 125% increased attack speed, 125% increased armour and 25% movement speed?
With berserk active, yes
@@santiagoeltoma5122 That's nuts, and we will have berserk active for longer thanks to the increased rage gain from attacks and other sources.
@@de_sherwin i mean, that is yet to be discover, too big of a change for my weak mind to comprehend
I wonder if Rage Effect will also increase the life degen from Rite of Ruin
No it won't increase the degen
Thanks for the vid! Was hoping that you would continue with the maths through the min/max of rage. Thanks anyway! :D
Seems like GGG intends rage to synergize well with the new retaliation skills given that they will generate a lot of rage on hit with the flow of battle notable.
The notes on the Zerker are 100% noted, people are sleeping on that AS speed increase when a TON of it was lost this patch. Even without item scaling 60% AS is a big jump when you factor in the dmg effect increase we got and the new bases dealing more dmg. The 50% increase means that scaling rage is going to be HUGE with zerker and it's ALL attacks now, not just melee. So you could make bow builds with it, or wands, or staffs. DW with two crafted psycotic axes and the belt are likely the best options for end game scaling. Also, zerkers flat dmg node now goes a long way with the dmg effect changes as that is a ton of flat, especially early. Likely will be worth taking after the more damage node, or even before it if you dont want the dmg taken. Also the loss of AS means that blitz charges are at a premium now as I dont think anyone gets anything close to the AS boost they give.
Not sleeping on it, it's just that speed is basically the only benefit of zerker
It will also feel awful to start at 0 rage each map, and have to hit things doing 0 damage for a bit until you finally have your builds regular damage
Anyone who played cleave of rage knows how bad it feels
if u are struggling to kill shit in maps without buffs, u ass bro lol
@@whydidyoutubeaddthis The fact that he gets 30 rage with zero investment on the tree is a BIG deal considering how hard they are pushing it. Also, with this change, you can take the arm for blitz charges and get even faster. Something like Glacial Hammer of Shattering to ignore the one downside. There is enough damage in the rage nodes you can actually afford to not take the 40% more node. People are 100% not taking how much power this is with the new scaling.
@@memehat8237should not be a problem, since you can get around 10 rage per hit on the passive tree
Really like how its attack damage and not melee attack or physical attack so it technically scales ele attacks and ranged attacks. I tried putting together a totally psychotic Ele spectrum wander Zerker but that fell apart when i realized all of the rage gen nodes are melee specific. If you can find other ways to get rage like those one pair of gloves then rage will be a nice buff to ANY attack build, melee or ranged
Would appreciate a breakdown of the reworked jugg nodes, specifically unbreakable with maybe something like divine flesh
going ambidexterity + forbidden jewels for carnage is nuts. you can also remove some passive points near the duelist starting area
You have sold me on doing a berserker this league thanks!
Awesome video! I’m a little confused in the increase rage effect. What is the effect being increased exactly?
could you update your video about the ravenous passion please?i'd be interested in the changes it would mean for it
there are specters returning from affliction league via corpses from ritual and one of them happens to scale with your rage, called perfect slashing horror
i really wonder how crazy you can scale them now lol.
If an ignite is applied by a crit hit, would attack damage still not scale the ignite?
You look like Sid from toy story. Great video btw!
You should have included the difference in old berserker with rite of ruin at max rage vs now. considering the opportunity cost of all those passives vs just getting cluster jewels instead. Then the movement speed losses as well
I mean it sounds pretty specific, and it also sounds like you’ve got a handle on it already
@@Pharmacopium i am not smart enough to be sure of myself, clusters are a fair bit better than speccing into rage on my pobs. Seems odd that it would be the case where the opportunity cost of utilizing it was more than clusters and rare jewels would give you.
hi! do you have a guide on skyfort unique boots? i have a dilemma on "you have no life regeneration"
I don't have a guide, but you can ask a question I'll do my best to answer it
@@dreamcore_gg hello sir, i was hoping you could help me solve skyforth unique modifier "you have no life regeneration". I was trying to integrate skyfort to my AFK-CWS build. so i can remove valyrium unique ring. thanks!
@@Reifenstal The best bet is probably defiance of destiny and bloodnotch combined, but you're still going to have a problem with damage over time(which will probably need to be solved by stacking recoup, reinvest anything you have in regen into recoup instead)
You think chainbreaker will be worth? i'ts a shame it didn't got buffed, i was planning on doing rage vortex of berserking, and i'm confused by the "Each second, 20% more Rage loss Rate", so it would be 3, then 3.6, and then ¿4.2 or 4,3?, and so on, 4.8 or 5,1, more should be multiplicative each time, right? or it's based on the original 3 all the time?, i was trying to search the equivalent mod on Berserk but i can't find answers
Yes it's multiplicative rage loss ramping over time, so you can't keep it up forever no matter how much rage generation you have. 3 > 3.6 > 4.32 > 5.184 and so on. Chainbreaker is a weird one, but in the build you're referring to, assuming you mean the mana stacking scion RVB using manastorm, it's likely still the way to go
@@dreamcore_gg ty, yeah, what I thought then, I had a calc with the rage/sec in both ways just in case, as it's multiplicative, with the early investment I have in mind for mana Regen I should be able to use it without losing rage for 6-7secs, then i would start losing slowly, I guess with all the rage/0.5s now we have in tree it would last good time in fight, if it was additive It would be way more comfortable
Would the increased rage effect increase the bonus to bleed damage on the rigwalds sword?
7:55 - bleed, ignite, poison not affected
I believe yes. Any additional rage effect can be scaled with rage effect.
i will start berserk flicker strike and i will have a lot of fun when i ended my white maps in day 4-5
what about intimidation? with rage
very nice video thank you
I was thinking of going gladiator but now I'm not sure. 50% increased effect of rage or easy block cap and lucky blocks?
I feel like it really comes down to whether or not you mind dying more while dealing more damage or dying less and dealing less damage
@@SaintVici berserker still tankier than it was with versatile combatant buffed and more block chance on gear, it's looking good
@@Bendickson300 so true, i forgot about the change to versatile combatant. damn now i think i need to change my glad build to a zerker build. just sounds too fun lol
The new berserk gem is weird. It increases the bonuses you get from rage, but it also consumes rage which will reduce the bonuses you're getting from rage.
This league I am definitely building a lore-accurate Guts! 〰👁
Can you explain why bleed doesn't scale with the effects of Rage? And does this mean Rage is pointless to use on a Lacerate Gladiator?
Rage gives more attack damage. Bleeding is an ailment not an attack.
@@souheilallegue2342 Thanks for chipping in. I thought that bleed cares about the amount of physical damage you do. So doesn't more attack damage increase your physical damage and subsequently the bleed amount?
More attack damage is a stat which is applied to the hit portion of an attack after the calculation for bleeding takes place. If the stat was 'More damage with attacks' it would work for bleeding, as this would apply the stat to anything resulting from said attack. Rage is only useful on a bleed build if you scale it elsewhere such as DoT multi from Rigwald's Command
@@dreamcore_gg Thank you!
I'm about to ditch my Rage investment and go fully into the Banner. The banner has carried me. I think I want that Awe and Terror node also. I'm not Zerker though, Rage doesn't feel as good anymore on other Ascendancies.
And yet we don't know a lot about the new uniques coming in 3.25. I'm confident we'll have something for our beloved rage mechanic
Yeah I'd be surprised if there wasn't a rage themed unique or two
Increasing the size of char was so good.,way ggg?!
Hey Dreamcore, since they have removed most of the "phys damage taken as" modifiers/passives away, what do you think of the defensive layering and its alternatives? Im worried as i always use to have them and they were life savers during mapping and especially boss runs.
People might say to use lightning coil, but that just feels like Im forced to go that route instead of crafting my own gear. Plus, even with the buff to armour values, we know armour stacking wont mean anything on enemies that dish out huge phys hits.
reduced phys damage taken from watchers eye, chest mod, + endurance charges + fortify + what little is left of phys taken as, may be enough i think
@@bentoo09watcher eye mods are also gone bro😂
@@fahadali-xy3koLiterally specified which watcher's eye mod he's talking about and it isn't damage taken as 🤡
@@kkonaklap6067 all PTA watchers eye mods are gone. Finished. Transcendence is dead.
@@fahadali-xy3ko i am not talking about watchers pta mods, but the additional pdr determination mod.
I'd really love a video on defenses and what the new contenders are given that so much was nerved
Increased attack speed vs more attack speed is a huge nerf
Yes and no, more attack speed is better when you have a lot of attack speed to multiply, most of which was removed in this patch. Access to increased attack speed is far more limiited, so the stat on berserker is actually very strong in relation to other available options
i dont think Crave the Slaughter attackspeed counts to RageEffect. it to me is only 30% attack speed + to what ever to maximum rage in skilltree with no other effect scaling
They specifically said that it scales bonuses per X rage(if you have any) in the patch notes
Interesting that really only melee lost attack speed from totems. Bow users may have bad rage, but generally they were already fast and haven't been slowed. While melee which was slower is now slower still. Buf
So Dreamcore actually have ears!)
seems im pretty alone with that opinion but i found old rage stronger. give you a nice bundle of buffs and it lasts longer. bossfights will be a pain with new rage.
Nope.. why?
Its giving "more dmg"
And you can sustain rage easly even at boss
@@notwilltoledo how? does self inflicted damage work? cause other than that, i dont see how you can sustain rage when the transition phases usually take longer than 5 seconds
Long time Berserk player here (specifically strength stacker using Iron Will + Iron Fortress + Battle Mages Cry + Red Blade Banner + Replica Alberon's + Replica Frost Breath).
We lost a lot of free automatic always on damage via Battle Mages Cry, infinite power, instant capped rage. Now, we have to invest in a passive wheel to get a free 5 rage per war cry. I plan on, God willing, to give it a shot and just use Crown of Eye helmet instead. My defenses were basically Maven helmet for unlucky damage and no crits taken, Berserk for less damage taken, and the Keystone on the atlass passive tree that gives monsters less damage.
The only monster that would consistently 1 shot me was the eradicator. That, and the occasional 1 shot during mapping. I was able to get to lv 100 this league (first ever) so I won't give up on it just yet. Thanks for the video, it helped put things into perspective with the math.
S L A M L E A G U E
Ward rework machanic pls❤
Can't decide if I want to league start with Bleed Glad or Rage Berserker in SSF.
Don't even know what skill I want to focus on. Which ever I pick, I'll just be swapping skills around to see how things feel.
I'm in the same boat.
Cyclone Berserker is a big contender, that much attack speed, "more attack" scaling, and the buff to 2h melee weapons physical damage are all buffs to Cyclone. Add in Impale and 100% ignore physical damage reduction on the tree and you got a monster. Can mitigate the life loss from Rite of Ruin with Enduring Cry scaling, or Vaal Pact.
Nice, now the question is how do we fix defences for this dogshit ascendancy, lol
as many endurance charges as possible? since they give ele hit reduc now
for chaos damage you just take it up the ass like a real man or maybe go tainted pact route?
@@meth2733 the ass it is then, lol
More AoE so that you don't need defenses. Just slam bigger.
I beg you to please create a war cry video with overexertion and auto exertion. All the nuances of it all. For example, the buffs are removed. Do they stack? I think you’re the guy to make the video and many people want to learn about it. No one is really going to take the buff effect passives
I used Berserk and rage for movement speed, attack speed, and less damage taken. Right now it's a hard pass. Way to make these skills boring and irrelevant.
My opinion but unless players are slamming there is really no reason to play melee still as attack speed and phys to ele conversion will be so sought after, I can garuntee this will only cause the bow build effect where 95% of players only really get 1 or 2 options as league starters while the rest of the build will be locked as the items will go up in price to about 100 divines to a mirror so good luck getting that much currency. Even bow builds are going to be even scarcer on budget options as a lot of bow builds also use a lightning coil on average with the attack speed nerf only boosting up the prices even further.
I say for league starter players are either going to need to slam as a chieften, use a zoomancer for mapping, or be an archmage. There is also maybe some weird shenanigans players can tweak with a champion minion build but shared impale and fortify is really not that big for gains on a minion build.
Thats why i mentioned in the GGG forums that this is going to be another short league everyone getting there hopes up are going to get that typical GGG wakeup call of reality
When you also remembers that the mana cost of attacks got doubled (and demands more attention on the tree to plenty of builds) and that they removed the flat damage from all melee gems, and nerfed bonezone and trauma... Well... Melee wasn't that buffed. We just got more sockets. Some gems are accidently better I would say. It's about that.
Toppest of kek takes
It absolutely was buffed, as the increased scaling makes the dmg on your weapon go further, and we are getting new bases with higher values and quality gives us MORE instead of increased.
It used to be 75% attack speed and 150% increased damage for a zerker, its a massive nerf to the bezerker class, attack speed is in itself a more damage mod for most builds. In to mention the move speed lost and damage reduction loss from the reworked bezerk skill, this patch was such a back handed slap to melee players.
It depends how much increased damage and increased attack speed stats you have elsewhere, the more multiplier can absolutely come out on top
melee characters will be slower and have to deal with additional mechanics like accuracy and mobs that are evasive.
Most appear to be buffed but are BAIT as they had their added phys damage removed and then you add in the loss of rage's attack speed and totem attack speed. I think some playters will be shocked to find out its not much better and in some cases worse than before.
***from what I can gather its SLAMS that are the real winners due to autoexertion and warcry changes***
@@ryancutrona673 Slams are def big winners. but while we lost the added phys on skills, any extra flat we get from any other source is going to scale EXTREMELY well. base melee is buffed quite a bit, and will now also be way easier to scale. attack speed will be the puzzle to solve.
@@HarkinsX а вот никак, и без этого брали везде ноды на скорость атак, что ж теперь брать саппорт скорости атаки вместо камня на множитель урона? Все станет в разы медленней, и зависит теперь урон от того как хорошо на вашу абилку множитель обновлен(вернули то что до этого нерфили, печаль что ггг такие козлы)
@@Voroniirijeglaz my plan is most likely jewels, with 1-2 attack speed mods and life and/or max rez.
This man getting balder every day. And i am here for it.
I knew this would happen..GGG style of "buffs" to Melee..oh u want ur skill to be independant of totems? sure here more dmg..but u lose Rage and ur skill cost twice as much mana..this is a BUFF!!!
Enjoy....
Also that no movement speed and attack speed… good luck hitting anything now.. also defenses still suck when monsters have ignore physical damage reduction and the physical dmg taken as an element has been nerfed… great melee buff… typical GGG BS
First
And BTW, do you have any plans to sync your channel to Odysee or something other than dominant Google spawn? Would love to see you on the free web. Ignore if irrelevant, boring and small. Thanks.