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Slayer feels too weak

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eigner93
Posts: 60

Re: Slayer feels too weak

Post#31 » Mon Jan 05, 2026 6:34 pm

Alubert wrote: Mon Jan 05, 2026 11:40 am
eigner93 wrote: Mon Jan 05, 2026 8:16 am Problem with these classes is that in order to do as much damage as other classes we have to became the squishiest classes in the game on the frontline. Especially slayer because choppa atleast has a big wounds tactic and an extra cc.
There is absolutely no place for wounds tactics.
You have others that you need to put on.
What extra CC? You're not talking about GTDC free immun, are you?
I am not saying that Choppa has tons of survivability. Of course not, they are horrible, but atleast they have the option to slot a Wound tactic if they want some extra tankiness. Many choppas use them in certain situations, especially after the patch .Also I am not saying GTDC is the best cc ever invented in this game, but its still a cc. A DPS in the air is not dpsing you. Also i noticed, that in every Post regarding the slayer, you are preaching, how good is the slayer now, talking some nonsense about the changes, but you havent touched your slayer since October, and with your choppa you only played scs since the patch, so i am assuming you have not tested the changes properly on your choppa either in all aspects of the game.

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fatelvis
Posts: 91

Re: Slayer feels too weak

Post#32 » Mon Jan 05, 2026 7:35 pm

How about furious grants root, knockback+slow immunity and berserk root, kb, slow and kd immunity?
This way you eat more damage but might be able to manuever around it. Though stealthers still get you way low when stunning right out of stealth.
Also I don't like the detaunt drops all rage mechanic. I would rather like to keep the resource and just half the damage of non prioritized targets. If I want to get back to green I got plenty of skills to do so.

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wonshot
Posts: 1248

Re: Slayer feels too weak

Post#33 » Fri Jan 09, 2026 9:56 am

After the patch our little group have been testing the changes to the mdps.
Lately ive been trying the slayer, and been trying tactics and different builds.

After the healer patch and the changes I saw being done to the Shammy/AM class mechanic, I was kinda expecting Choppa/Slayer to get some changes to Rage-related tactics and this excited me. What I had hoped for was that there would both be a build and playstyle for those that dont want to balance their rage and play the normal Red Rage build(s) but at the same time the masteries and tactics would allow for a up-and-down build. Which I think I found with Windswing build. On paper this one seemed pretty strong, 25% armor pen, 75%modifier and spamable with Whispering wind from SM.

Yesterday we had several fights against a 2-2-2 warband where they all balled up in a deathball, and the fights lasted 2-3mins and we fought them 3 times total in KV. Under these circumstances I feel like I got the best conditions for my Wind swing build but still my guild dpspartner WL sitll keeps up for what its worth:
Slayling + Moonelf: https://killboard.returnofreckoning.com ... 936ff9421a
Slayer abilities killdmg: https://killboard.returnofreckoning.com ... ge/1887493
WL abilities killdmg: https://killboard.returnofreckoning.com ... ge/1692844
Cheeseboard stats from 3 hours eu primetime playing (WL arrived late) https://imgur.com/a/K64vb17

Basicly we both dump aoe, and then I ask him with the resets on his new execute to finish lowtargets after we have dumped a stack low thats our strategy on the patchlevel. But the main take away I did, was that under a pretty perfect conditioned fight and me playing a more fragile class, a more mechanical build which is much more ap hungry, we are about even in damage still despite the advantages of the WL in utility and armor.

My conclusion, I like the builds of standard Accuracy slayer and Wild Swing. I like the idea of having class mechanical tactic options to try and get the higher modifier, I asked my healers how the slayer damage intake was and the answer was "its higher for sure but its kinda managable" (we are not frontlining the big blob vs blob fights or wb vs wb fights we take more flanks to reduce our intake)
I think 12% penalty in Yellow makes more sense overall, and then maybe some more damage related adjustments for the slayer so this class atleast is the more aggressive choice over WL which will still remain meta with medium armor, mobility advantage, aoe interrupt, now a singletarget finisher with reset on kill )i only really see LMN getting most use out of this and us) and acces to a morale drop in one class.

A slight change that would help the Windswing build would be to put the 25%amorpen in middle tree from 7 middle tree to 3 middletree, so you could run leftree healdebuff, middletree armor pen, right tree ID, shattered limbs. Right now unable to pick up the healdebuff in left made it just pure aoe build which maybe does make sense for Wildswing. It was a fun build to play, but for performance players might aswel stay on WLs imho
[BW]Bombing 93
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [Kobs]Bling 81 - [WP]Orderling 81 - [WH]Hatlinggun 78


[MSH]Squigmonster 87
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZL]Destroling 82 - [Mara]Goldbag 80 - [2HBlorc]Bonkling 78 - [DPSSham] Smurfling 75

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