[Build] slayer
[Build] slayer
Hi everybody can you write here what is needed to make realy usefull slayer?
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Re: [Build] slayer
At this level id say http://waronlinebuilder.org/#career=sla ... 67:4068:0: is most efficient for groups without a heal debuff you will kill so little for a full group spec in t4 http://waronlinebuilder.org/#career=sla ... 4059:4093:
Now the problem with slayer is that spec will only carry you so far you need a group and you need good positioning an over extending slayer will be very rapidly dead. Also a slayer needs to run red to kill things a slayer that constantly drops rage wont kill things but on the other foot a slayer who wont drop his rage at the right time will be dead.
Slayer has some of the best sustained single target dps in the game so lets look at some of its abilities.
Inevitable Doom: The source of much QQ, the envy of choppas everywhere and the reason slayers have such over inflated damage stats in sc. It's a single target dot forget the aoe damage part that's all fluff and won't kill anything remotely healed. On slayer this is your back loaded damage its the first ability you use on an opponent and every 3rd ability afterwards that keeps it on target and keeps your dps up if you cant keep ID on your target probably wont drop.
Important things to remember: Each tick has a separate chance to be defended against and will have a chance to proc your procs. ID is also you test establish for yourself what numbers coming from a target can kill then look for those.
Onslaught: Its a nice aoe dot but usualy it's limited to a debuff cover apply it on the way in but do not refresh it mid way through dpsing a healed target its got no up front damage,
Important things to remember: It's a ranged dot so apply it on the way in learn to time it right and cover other more important debuffs likeeeeee
Shatter Limbs: Another source of much QQ the aoe cool down increaser effective against most targets in the game it can be used defensibly when you have to kite off or offensively when your trying to kill healers. You will see people loose gcd's after poping this as they don't notice its been applied attempt to spam and can't. It's best applied offensively right after onslaught, its damage is meh so again try not to reapply mid kill.
Important things to remember: Cover it it will be cleansed
Deep Wound: No good slayer spec in history ever lacked deep wound I tried playing without it once in T3 and I never would again your ability to kill a healed target is nerf without it. So this is your heal debuff another important debuff it also hits really hard.
Important things to remember: Its a heal debuff idk
Incapacitate: Its your knock down you will only use it for duelling or when you need to kite off. Its undefendable and drops rage so its a good choice when kiting off as it help nerf the melee train chasing you.
Important things to remember: Don't use it offensively it will gimp you ability to kill the downed target leave the offensive cc to your tank.
Rampage: Looks amazing on paper but honestly not that useful in the middle of a fight and no premade is gonna give you enough slack to kite off wait for yellow pop > it wait for red > start dpsing by that time your healers will be dog billed by marauders.
Important things to remember: Good for duels with power through slotted also a good rage dropped vs rdps.
Grievous Harm: Its your m3 finisher it hits like a train enough said.
I think that covers most of the basics i could cover other things like soloing or duelling in more depth if you want.
Now the problem with slayer is that spec will only carry you so far you need a group and you need good positioning an over extending slayer will be very rapidly dead. Also a slayer needs to run red to kill things a slayer that constantly drops rage wont kill things but on the other foot a slayer who wont drop his rage at the right time will be dead.
Slayer has some of the best sustained single target dps in the game so lets look at some of its abilities.
Inevitable Doom: The source of much QQ, the envy of choppas everywhere and the reason slayers have such over inflated damage stats in sc. It's a single target dot forget the aoe damage part that's all fluff and won't kill anything remotely healed. On slayer this is your back loaded damage its the first ability you use on an opponent and every 3rd ability afterwards that keeps it on target and keeps your dps up if you cant keep ID on your target probably wont drop.
Important things to remember: Each tick has a separate chance to be defended against and will have a chance to proc your procs. ID is also you test establish for yourself what numbers coming from a target can kill then look for those.
Onslaught: Its a nice aoe dot but usualy it's limited to a debuff cover apply it on the way in but do not refresh it mid way through dpsing a healed target its got no up front damage,
Important things to remember: It's a ranged dot so apply it on the way in learn to time it right and cover other more important debuffs likeeeeee
Shatter Limbs: Another source of much QQ the aoe cool down increaser effective against most targets in the game it can be used defensibly when you have to kite off or offensively when your trying to kill healers. You will see people loose gcd's after poping this as they don't notice its been applied attempt to spam and can't. It's best applied offensively right after onslaught, its damage is meh so again try not to reapply mid kill.
Important things to remember: Cover it it will be cleansed
Deep Wound: No good slayer spec in history ever lacked deep wound I tried playing without it once in T3 and I never would again your ability to kill a healed target is nerf without it. So this is your heal debuff another important debuff it also hits really hard.
Important things to remember: Its a heal debuff idk

Incapacitate: Its your knock down you will only use it for duelling or when you need to kite off. Its undefendable and drops rage so its a good choice when kiting off as it help nerf the melee train chasing you.
Important things to remember: Don't use it offensively it will gimp you ability to kill the downed target leave the offensive cc to your tank.
Rampage: Looks amazing on paper but honestly not that useful in the middle of a fight and no premade is gonna give you enough slack to kite off wait for yellow pop > it wait for red > start dpsing by that time your healers will be dog billed by marauders.
Important things to remember: Good for duels with power through slotted also a good rage dropped vs rdps.
Grievous Harm: Its your m3 finisher it hits like a train enough said.
I think that covers most of the basics i could cover other things like soloing or duelling in more depth if you want.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-


Re: [Build] slayer
Rampage is a free rage drop tactic that needs no target, 20s duration and completely negates the late game block and parry stacking, building back up to red is not hard so I don't know what your talking about
Also wow slayer has a tactic that inc aa speed by 50%?
>.>
Also wow slayer has a tactic that inc aa speed by 50%?
>.>

Re: [Build] slayer
All order mdps classes haveCoryphaus wrote:Rampage is a free rage drop tactic that needs no target, 20s duration and completely negates the late game block and parry stacking, building back up to red is not hard so I don't know what your talking about
Also wow slayer has a tactic that inc aa speed by 50%?
>.>

Kenzing - Specialneedz
Re: [Build] slayer
Ye like WL>>>Mara and AM>>>Shaman, evil order biased game.
Help those poor destru classes, can't watch them getting dominated this much. ;(
Help those poor destru classes, can't watch them getting dominated this much. ;(
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Re: [Build] slayer
The build that Toldavf show is what you want for T2.
Here are some other useful tips:
Stay mounted until you are right on top of your target, when targeting Shammies and Squig Herders try to get ahead of them before using "Slow Down" , squigs are going to use self punt and sticky squig to get away from you and slow yo down. Pop "Break Loose" and "Charge" to get back on top of them. Shammies will do similar to you, they will pop Gid Off and Sticky Feetz and then kite/ dot you to death , especially when they get their speed proc. Use it also to chase down other targets that may punt you and then turn and run, take the time to mount up and save your charge.
The slotted tactics for T4 were Push for More, Wild Gambit, Fierce Might and Flanking. Brute Force, ( which should be slotted now) will become obsolete because of the STR gained from gear and Grp using RP Rune for STR.
Flurry was used when getting into range to build rage but once in range went into skill rotation depending on the class targeted. Rampage was definitely in rotation but ID was the skill to learn how to use correctly.
Great slayers were not AOE other than ID and relied on positioning and rage control as well a group makeup. The better bonuses for damage are when you are furious and not berserk. Right now pretty much all Slayers are AOE pigs because they have not leveled to our best skills but it eats up AP in a hurry.
Use "Wild Swing" to drop your rage, it has a 5 sec. cool down, not 30 like Rampage
I prefer DW and you will see 90% of slayers DW in T3 and up as it becomes VERY important.
And GROUP UP, use a RP for RoP buff, an IB for Watch and Learn, Ancestors Fury and Stubborn as Stone, an IB that is played as a guard and Buff bot will be super beneficial to a slayer or any other mdps. WP for grp heals, KotBS for auras , its a group based game now is the time to learn how other careers can bolster yours.
Here are some other useful tips:
Stay mounted until you are right on top of your target, when targeting Shammies and Squig Herders try to get ahead of them before using "Slow Down" , squigs are going to use self punt and sticky squig to get away from you and slow yo down. Pop "Break Loose" and "Charge" to get back on top of them. Shammies will do similar to you, they will pop Gid Off and Sticky Feetz and then kite/ dot you to death , especially when they get their speed proc. Use it also to chase down other targets that may punt you and then turn and run, take the time to mount up and save your charge.
The slotted tactics for T4 were Push for More, Wild Gambit, Fierce Might and Flanking. Brute Force, ( which should be slotted now) will become obsolete because of the STR gained from gear and Grp using RP Rune for STR.
Flurry was used when getting into range to build rage but once in range went into skill rotation depending on the class targeted. Rampage was definitely in rotation but ID was the skill to learn how to use correctly.
Great slayers were not AOE other than ID and relied on positioning and rage control as well a group makeup. The better bonuses for damage are when you are furious and not berserk. Right now pretty much all Slayers are AOE pigs because they have not leveled to our best skills but it eats up AP in a hurry.
Use "Wild Swing" to drop your rage, it has a 5 sec. cool down, not 30 like Rampage
I prefer DW and you will see 90% of slayers DW in T3 and up as it becomes VERY important.
And GROUP UP, use a RP for RoP buff, an IB for Watch and Learn, Ancestors Fury and Stubborn as Stone, an IB that is played as a guard and Buff bot will be super beneficial to a slayer or any other mdps. WP for grp heals, KotBS for auras , its a group based game now is the time to learn how other careers can bolster yours.
Vestri Nex Est Meus Vita
Hogtooth (SL)40/47, Tramp (WL)40/72, Brassmonkey (IB)40/45, Haligan (BW)40/58
Myrmidons
Hogtooth (SL)40/47, Tramp (WL)40/72, Brassmonkey (IB)40/45, Haligan (BW)40/58
Myrmidons
Re: [Build] slayer
Thanks o a lot to everyone but one question: What is better Strenge and weapon skill or strenge and wounds?
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