Master Berserker In my upcoming Core Skills Mod I was struggling with how to make both Master of Arms and Berserker Rage distinct from each other, very appealing, not overpowered when combined, and not both required to be a late game melee fighter. The solution I came upon was to just merge them both into a primarily defensive melee skill package that would be powerful enough to enable a variety of melee builds to be played while using it. A major balance issue that must be considered is how critical hits ignore all of your dodge, counter, and block stats, and this is the bane of many melee builds. No matter how high you get your dodge, a monster with a 30% crit chance will still hit you 30% of the time, and hit you very hard at that. Additionally, many of the worst late game monsters do elemental damage that is not mitigated by the armor absorbtion statistic. Considering these issues, I designed this skill path keeping in mind the need to help players survive AFTER the monsters get past your % chance mitigation stats. As a result it does not buff dodge, counter, or block. Instead, this path focuses on boosting max HP, Armor Absorb, important late game resists, and healing some of the melee damage you take without making you guzzle potions / spam heal spells / run out of food. With all of that in mind, here are the goods: -Viking Temperament causes you to gain 2 melee power for 5 turns every time (100% chance) you are struck in combat, up to 3 stacks - passively gives 1 Armor Absorb and 5 max HP. Angry damage! This is a simplified form of 3/5 of the old Berserker Rage tree, and quite a powerful buff alongside other skill tweaks in my Core Skills Mod that allow more abilities to scale with melee power. Don't forget Dual Wield causes you to gain your melee power bonus damage twice per swing, either :3 -Armor of Anger is an activatable buff that grants, 2 armor absorb, 25 magic resist, and 2 resistance to hyperborean, conflagratory, transmutative, and aethereal damage each for 10 turns, on a 50 turn cooldown - passively gives 1 Armor Absorb and 5 max HP. Helps close the gap against magic users / survive general beatings, it barely resembles Suit Up now since it isn't a fragile (lost by taking hits) buff, but I think it is MUCH more useful. -Walk It Off now has a 30% chance of granting +1 health per turn for 5 turns, stacking up to 3 times - passively gives 1 Armor Absorb and 5 max HP. Taken from Master of Arms, simplified, strengthened a bit. -Killing Blow is unchanged for now, and I feel will be useful overall in my mod as I have a number of skills that are buffed by melee power that didn't used to be - passively gives 1 Armor Absorb and 5 max HP. I will leave it to Gaslamp to fix the ranged attacks exploit and am not considering it a factor when balancing this skill path. KB wasn't strong enough to be tier 5 material, and Body Paint was a good thing, just not enough of a good thing in tier 4. -Ancestral Body Paint now grants 10 hp regen (15 is the cap), 10 magic reflect, and 3 conflagratory, hyperborean, aethereal, and transmutative resist each - additionally gives 1 Armor Absorb and 5 max HP. Swapped positions with Killing Blow to justify buffing this. The resists will be most useful late game anyway, so it won't hurt your build to take this last. -Total passive stat gains for the path are +25 hp, +10 hp regen, 5 AA, 10 magic reflect, 3 conflagratory, hyperborean, aethereal, and transmutative resist each. While the elemental resists and max HP may not be enough to save you by themselves, they'll certainly help when combined with equipment and other skills you can take in Core Skills Mod when it is released, and are more than you can get right now from either of the old trees combined. Tell me what you think! Too powerful? Not powerful enough? Don't think you would use it on your melee character? Love it? Hate it?