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[SLAYER] What would make Giantslayer Tree useful again?

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Azarael
Posts: 5332

Re: [SLAYER] What would make Giantslayer Tree useful again?

Post#61 » Sun Nov 13, 2016 1:39 pm

I think you should try to deal with the problem of Skavenslayer's abilities being in an AoE tree but being too good at single target.

With the limited modification abilities we have, I would start with the following:

Shatter Limbs

You brutally crush all enemies within 30 feet, dealing 75 damage. Your merciless display of savagery intimidates your enemies, increasing their cooldown timers by 1 second per enemy hit by this attack beyond the first, up to a maximum of 5 seconds. This effect will last for 10 seconds.

Against 1 target: nothing
Against 2 targets: 1 second cooldown increase
Against 6 targets: 5 second cooldown increase
Against 9 targets: 5 second cooldown increase

Threshold could be adjusted as necessary to make SL useful only on the scale for which Skavenslayer should be.

You've kept your warband utility while the skill has been brought down appropriately in smaller engagements where you should be using a single target spec.

Inevitable Doom is more complex, and I'd need to think about it, but the above combined with dropping the CD on Weaklin' Killa and Deathblow would be a start.

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TenTonHammer
Posts: 3806

Re: [SLAYER] What would make Giantslayer Tree useful again?

Post#62 » Sun Nov 13, 2016 1:43 pm

Azarael wrote: combined with dropping the CD on Weaklin' Killa and Deathblow would be a start.
what are you considering reducing the CD to?
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Azarael
Posts: 5332

Re: [SLAYER] What would make Giantslayer Tree useful again?

Post#63 » Sun Nov 13, 2016 1:46 pm

10-15 as previously suggested.

Kali14
Banned
Posts: 340

Re: [SLAYER] What would make Giantslayer Tree useful again?

Post#64 » Sun Nov 13, 2016 6:09 pm

Or Shatter Limbs also knock down all enemies for 3 seconds or knock them away! xD

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Azarael
Posts: 5332

Re: [SLAYER] What would make Giantslayer Tree useful again?

Post#65 » Sun Nov 13, 2016 6:58 pm

To talk about Spellbreaker: I think there's only one direction you can move in if you feel it doesn't perform, that being that Spellbreaker removes any number of the following:

- Shields
- Enchantments
- Blessings

It could remove 1, 2, 3, all, whatever is balanced, while keeping within its theme.

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Tesq
Posts: 5713

Re: [SLAYER] What would make Giantslayer Tree useful again?

Post#66 » Sun Nov 13, 2016 7:06 pm

those change would probably don't mean much from a 6vs 6=/+ perspective, you would have anyway 4 sec CD always on on the 2 dps and 2 tanks in the front line and when you reach healers there are at least all the other 4 ppl around them so it would be like 5 sec CD anyway. Unless you wanna force all the enemy party to stay always spread more than what they should for focus target down or guard swap.

the first thing wrong about shatter limbs and ID they should not hit 9 ppl, slayer/choppa aoe was dragged down to 3 ppl for a reason. Choppa fasta buff 6 ppl so this is what shatter limbs should hit.
the option to hit 9 target should came with great trade off as in the case of choppa CD reduction + rage tactic spec for aoe; sslayer/choppa alredy trade the 9 target aoe for the mobility to aoe in the move and also ingore CC to a certain degree while BW/sorc aoe is static.
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TenTonHammer
Posts: 3806

Re: [SLAYER] What would make Giantslayer Tree useful again?

Post#67 » Sun Nov 13, 2016 7:24 pm

Azarael wrote:To talk about Spellbreaker: I think there's only one direction you can move in if you feel it doesn't perform, that being that Spellbreaker removes any number of the following:

- Shields
- Enchantments
- Blessings

It could remove 1, 2, 3, all, whatever is balanced, while keeping within its theme.
]
So i take it then that the re organizing trees suggestion is off the table? Being able to remove morale absorbs is pretty huge... making moving it down and making the GS tree overall easier to spec into could be just as effective without making the ability stronger

and CiT's dmg could be buffed to justify 13 points
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Luth
Posts: 2840

Re: [SLAYER] What would make Giantslayer Tree useful again?

Post#68 » Sun Nov 13, 2016 7:32 pm

Azarael wrote:To talk about Spellbreaker: I think there's only one direction you can move in if you feel it doesn't perform, that being that Spellbreaker removes any number of the following:

- Shields
- Enchantments
- Blessings

It could remove 1, 2, 3, all, whatever is balanced, while keeping within its theme.
As it has no cooldown, it should be only 1 per hit. If any change to the ability is done, it should remove enchantments and it should only have a chance of about 50% to remove one, or it might become OP (i.e. destroy confidence). With the WH/WE there are already two DDs who can remove blessings.
It would work then a bit like this.
Last edited by Luth on Sun Nov 13, 2016 7:40 pm, edited 1 time in total.

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Luth
Posts: 2840

Re: [SLAYER] What would make Giantslayer Tree useful again?

Post#69 » Sun Nov 13, 2016 7:35 pm

TenTonHammer wrote: So i take it then that the re organizing trees suggestion is off the table? Being able to remove morale absorbs is pretty huge... making moving it down and making the GS tree overall easier to spec into could be just as effective without making the ability stronger

and CiT's dmg could be buffed to justify 13 points
Morale shields don't happen very often in smale scale PvP, which is what the giantslayer path is made for.

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TenTonHammer
Posts: 3806

Re: [SLAYER] What would make Giantslayer Tree useful again?

Post#70 » Sun Nov 13, 2016 7:57 pm

Luth wrote:
TenTonHammer wrote: So i take it then that the re organizing trees suggestion is off the table? Being able to remove morale absorbs is pretty huge... making moving it down and making the GS tree overall easier to spec into could be just as effective without making the ability stronger

and CiT's dmg could be buffed to justify 13 points
Morale shields don't happen very often in smale scale PvP, which is what the giantslayer path is made for.
DoK bubbles? Or do they not run that anymore?
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