I want to discuss SL mastery and skill ID after the changes.
Let's start with ID.
The reduction in initiating damage is okay.
The 50% damage reduction on the main target is already painful.
The assumption was probably that the skill would only be used for AoE and not ST.
But Choppa FS as a buff around Choppa hits everyone equally.
(For me, this is comparable to the shaman's “Pass It On” tactic. Since it doesn't heal the character you want to heal the most, I'm also fighting for this change).
I know that ID has a short CD and FS has a long one, but keep in mind the big change in Short Temper / Red Goes Faster, which has a better effect on skills with long CDs.
I believe that the change to ID damage reduction on the main target should be reversed.
Mastery tree.
There is a big difference between choppa vs sl right mastery path.
GTDC as a utility skill is at the top of the path, while the FS damage skill is lower.
On the other hand, the Shatter Limbs utility skill is lower and the ID damage skill is higher.
I think the solution for choppa is much better.
It gives more possibilities for character building.
That is why I think Shatter Limbs should be at 13 mastery and ID at 9.
I will just add that my main character with the highest rr dps is Choppa, so that no one can say that I am not objective.
[slayer] mastery and ID
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[slayer] mastery and ID
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 70+ / Alubercik BO 70+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+
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Re: [slayer] mastery and ID
I can assume that Inevitable doom was changed with assumption/ideas of path of scavenslayer tree(AoE tree). Reduce initial target dmg and increase range from 10ft to 25ft.
Initial dmg is not that big of a problem- it helps keep ID on its target longer- how funny it would sound.
I would consider range of ID- in context or RvR where maps are not flat and most of its area becomes ineffective.
What makes ID less effetive is RNG against possibility of cleanse. Its quite hard for ID to be effective when it will be cleanced beffore it will hit anyone.
Target moves also, so dmg concentration is inpredictable and low predictibility not goes with high DMG output as it would surmise to be.
Maybe it should have additional effect -20% chance to be cleansed or ,other type of RNG - first tick on initial hit -example.
Maybe lower AP cost- since it cannot be spamed no more with short temper and AP gap is not that important to have for this abbility.
Initial dmg is not that big of a problem- it helps keep ID on its target longer- how funny it would sound.
I would consider range of ID- in context or RvR where maps are not flat and most of its area becomes ineffective.
What makes ID less effetive is RNG against possibility of cleanse. Its quite hard for ID to be effective when it will be cleanced beffore it will hit anyone.
Target moves also, so dmg concentration is inpredictable and low predictibility not goes with high DMG output as it would surmise to be.
Maybe it should have additional effect -20% chance to be cleansed or ,other type of RNG - first tick on initial hit -example.
Maybe lower AP cost- since it cannot be spamed no more with short temper and AP gap is not that important to have for this abbility.
Re: [slayer] mastery and ID
Maybe it could be stackable?
You could apply max 3 stacks with Short Temper tactic slotted or SM buff. Each new stack refreshes duration of previous ones.
You could apply max 3 stacks with Short Temper tactic slotted or SM buff. Each new stack refreshes duration of previous ones.
Ris - 86rr Black Orc
Risx - 85rr Squig Herder
Rish - 83rr Shaman
Risk - 80rr Choppa
Risx - 85rr Squig Herder
Rish - 83rr Shaman
Risk - 80rr Choppa
Re: [slayer] mastery and ID
I'm not talking about the area of effect. Quite the opposite.
The point is that there should be no damage reduction on the main target.
ID is now simply limited.
The point is that there should be no damage reduction on the main target.
ID is now simply limited.
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 70+ / Alubercik BO 70+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+
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Illuminati
- Posts: 452
Re: [slayer] mastery and ID
I wouldn't use the Furious Stompin changes as any sort of comparison. They made FS require berserk AND it immediately stops if you're not berserk. I would trade that for your nerfed version of ID in a second. The only build that benefits from it is if you stay red, but that build is still not as good as DWLF, Flanking, SYG, and Jagged Edge for WB play.
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Destro realm pride parade in ROR since 2015
Destro realm pride parade in ROR since 2015
Re: [slayer] mastery and ID
furious stompin need to be renamed berserk stompin since you cant stompin while furious, or better reverse the change this feel bad me want chop not wait
Re: [slayer] mastery and ID
First of all, it's not “my” ID, Choppa is my main character on Destro.Illuminati wrote: Mon Jan 19, 2026 11:11 pm I wouldn't use the Furious Stompin changes as any sort of comparison. They made FS require berserk AND it immediately stops if you're not berserk. I would trade that for your nerfed version of ID in a second. The only build that benefits from it is if you stay red, but that build is still not as good as DWLF, Flanking, SYG, and Jagged Edge for WB play.
Secondly, playing Choppa, I would never swap FS for a nerfed ID.
I don't think you realize how powerful Choppa is right now. FS combined with the right tactics is perfect.
Choppa only needs the damage nerf removed from GFDSS, and Slayer needs the damage nerf removed from Spine Crasher, and most importantly, ID without damage reduction on the main target. Then both classes will be complete.
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 70+ / Alubercik BO 70+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+
Re: [slayer] mastery and ID
id used to be strongest skill in the game. i miss doing 1 mil+ damage in scs on a vanq geared slayer with just id and short temper lol..
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Re: [slayer] mastery and ID
If ID were at 9 mastery points (Choppa FS is at 9 mastery),tsyuryu wrote: Tue Jan 20, 2026 2:17 am furious stompin need to be renamed berserk stompin since you cant stompin while furious, or better reverse the change this feel bad me want chop not wait
If ID did not have reduced initial damage (FS damage is not reduced),
If ID did not have reduced damage on the main target,
but instead had a requirement to be in Berserk status, I would welcome such a change with open arms without hesitation.
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 70+ / Alubercik BO 70+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+
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