[SLAYER] What would make Giantslayer Tree useful again?

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Arteker616
Posts: 413

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

Post#21 » Wed Nov 09, 2016 2:11 pm

Vdova wrote:
Reesh wrote:
Toldavf wrote:The main problem with the tree is that in order to effectively utilise it you have to slot power through. Droping rage on slayer is essential at times but undesirable when you are killing a target, the fact that the giant slayer tree nd spal style is reliant on several skills that all drop rage (devestate, death blow, spell breaker) makes it worse.

A small fix that would make it more attractive would be to change violent impacts so that those 3 skills exclusively don't drop rage sort of like a mini power through. Odc tat might be op but we wont really know till its tested.
Exacly, that's the case, with an additional problem that I'll get into later. I've recently, once again, did some testing upon giantslayer tree (I do it every once in a while when being bored with typical build). Specifically violent impacts was tested. It's not reliable and it's change might make this tree viable again.
Changing it to something like you've said: devastate, spellbreaker and deathblow will not longer drop your rage;
or: the next 3 exhaust blows won't remove your rage;
or: make it to 75% instead of 50%.

Second thing that would improve is a reliable tactic that increases % crit dmg, even the 25% amount like the choppa has would be good. Fierce might is unreliable and not usable, as it was also extensively tested by me.

"Dead tactics" are also a case, but I'm not going to go that road, since most of the classes have those.

And yeah, if something would be done with tactics mentioned, they should've been also changed at choppa since they're pretty much mirrored. (with the exception of fierce might, since the choppa has much different and better one, yer gettin' soft)

Choppa has 25% crit tactic while slayer has 50% aa speed tactic.

I think both choppa and slay need modification for theyr crit 15% tactic. Class is paper like hell already for 2h tree and 10% chance to get crit makes it even worse. I would make it like 15% crit chance,15% dmg(or crit dmg) for that tradeoff or keep 15% cc but remove the get crit effect.
sorry to bust you down you but choppa doesnt have a 25% critic tactic, he do have a 15% tactic wich aswell up him 10% to be hit by a critic. the slayer has exactly the same.

strong finish + breaking point (choppa slayer).
u kinda mixing stab you gooder wich up the dmg from critics .

FM slayer tactic is for solo or a premade tactic where u know u gonna do have guard and heals , it works very well.

if we gonna talk about how many better abilitys the slayer has compared to choppa this gonna be a long long road discussion .

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Reesh
Posts: 645

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

Post#22 » Wed Nov 09, 2016 2:19 pm

Spoiler:
Arteker616 wrote:
Vdova wrote:
Reesh wrote:
Exacly, that's the case, with an additional problem that I'll get into later. I've recently, once again, did some testing upon giantslayer tree (I do it every once in a while when being bored with typical build). Specifically violent impacts was tested. It's not reliable and it's change might make this tree viable again.
Changing it to something like you've said: devastate, spellbreaker and deathblow will not longer drop your rage;
or: the next 3 exhaust blows won't remove your rage;
or: make it to 75% instead of 50%.

Second thing that would improve is a reliable tactic that increases % crit dmg, even the 25% amount like the choppa has would be good. Fierce might is unreliable and not usable, as it was also extensively tested by me.

"Dead tactics" are also a case, but I'm not going to go that road, since most of the classes have those.

And yeah, if something would be done with tactics mentioned, they should've been also changed at choppa since they're pretty much mirrored. (with the exception of fierce might, since the choppa has much different and better one, yer gettin' soft)

Choppa has 25% crit tactic while slayer has 50% aa speed tactic.

I think both choppa and slay need modification for theyr crit 15% tactic. Class is paper like hell already for 2h tree and 10% chance to get crit makes it even worse. I would make it like 15% crit chance,15% dmg(or crit dmg) for that tradeoff or keep 15% cc but remove the get crit effect.
sorry to bust you down you but choppa doesnt have a 25% critic tactic, he do have a 15% tactic wich aswell up him 10% to be hit by a critic. the slayer has exactly the same.

strong finish + breaking point (choppa slayer).
u kinda mixing stab you gooder wich up the dmg from critics .

FM slayer tactic is for solo or a premade tactic where u know u gonna do have guard and heals , it works very well.

if we gonna talk about how many better abilitys the slayer has compared to choppa this gonna be a long long road discussion .
Sorry to bust you down, but choppa does get +25% crit damage tactic. It's called Stab you gooder - that's what vdova has been referring to, same as me before. We do know that it doesn't give straight up crit %.
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Arteker616
Posts: 413

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

Post#23 » Wed Nov 09, 2016 2:32 pm

Reesh wrote:
Spoiler:
Arteker616 wrote:
Vdova wrote:
Choppa has 25% crit tactic while slayer has 50% aa speed tactic.

I think both choppa and slay need modification for theyr crit 15% tactic. Class is paper like hell already for 2h tree and 10% chance to get crit makes it even worse. I would make it like 15% crit chance,15% dmg(or crit dmg) for that tradeoff or keep 15% cc but remove the get crit effect.
sorry to bust you down you but choppa doesnt have a 25% critic tactic, he do have a 15% tactic wich aswell up him 10% to be hit by a critic. the slayer has exactly the same.

strong finish + breaking point (choppa slayer).
u kinda mixing stab you gooder wich up the dmg from critics .

FM slayer tactic is for solo or a premade tactic where u know u gonna do have guard and heals , it works very well.

if we gonna talk about how many better abilitys the slayer has compared to choppa this gonna be a long long road discussion .
Sorry to bust you down, but choppa does get +25% crit damage tactic. It's called Stab you gooder - that's what vdova has been referring to, same as me before. We do know that it doesn't give straight up crit %.
critic dmg tactic he typed 25% critic . as i allready posted the name and what it does

Kali14
Banned
Posts: 340

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

Post#24 » Thu Nov 10, 2016 8:25 am

Remove penalties from breaking point tactic (+10% to being crit) and from precariaus assault ability (+5% to being crit) and 50% resistances lost in berserk and everything with slayer is ok.

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Reesh
Posts: 645

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

Post#25 » Thu Nov 10, 2016 11:20 am

Kali14 wrote:Remove penalties from breaking point tactic (+10% to being crit) and from precariaus assault ability (+5% to being crit) and 50% resistances lost in berserk and everything with slayer is ok.
Mate, you should've read the past propositions back on page one which are much better for GS tree. I can live with breaking point being as it is, if those past propositions would be implemented.
Additionaly, precarious assault (which by the way should be changed to something completly different to be worthwhile) has the same tooltip as pulverizing strike (which also decreases target toughness btw), so use it instead of this mistake of a skill.
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Kali14
Banned
Posts: 340

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

Post#26 » Thu Nov 10, 2016 11:51 am

Reesh wrote: Mate, you should've read the past propositions back on page one which are much better for GS tree. I can live with breaking point being as it is, if those past propositions would be implemented.
Additionaly, precarious assault (which by the way should be changed to something completly different to be worthwhile) has the same tooltip as pulverizing strike (which also decreases target toughness btw), so use it instead of this mistake of a skill.
Ok I am up for any cheanges and I am really happy because something move in this topic. But order is very light armoured side, don't want play tanks and they prefer mdps which could be much tougher to balance game a bit and cheanges which I offered are good for solo slayers and don't make them much OP for premades where they are spec in skaven tree + some from troll.

Kali14
Banned
Posts: 340

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

Post#27 » Thu Nov 10, 2016 12:15 pm

Kali14 wrote:Remove penalties from breaking point tactic (+10% to being crit) and from precariaus assault ability (+5% to being crit) and 50% resistances lost in berserk and everything with slayer is ok.
Yesterday I try as Kalgran duel maruder Idajciekrwi. My build was in Merc with breaking point tactic. 21% to critically hit, 2800 armour, 30% to being critically hit, all resistances more than 700 and I bought this ability to reduce critical damages which I get for 30%. Idajciekrwi Maruder critically hit me all the time for 500, I died in seconds. My parry was any 45%. Now I use this same build only I bought 24% reduction to being critically hit for 45 renown points and I can long stay and normal fight. My hp go down much slowly.

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Reesh
Posts: 645

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

Post#28 » Thu Nov 10, 2016 12:46 pm

Kali14 wrote:
Kali14 wrote:Remove penalties from breaking point tactic (+10% to being crit) and from precariaus assault ability (+5% to being crit) and 50% resistances lost in berserk and everything with slayer is ok.
Yesterday I try as Kalgran duel maruder Idajciekrwi. My build was in Merc with breaking point tactic. 21% to critically hit, 2800 armour, 30% to being critically hit, all resistances more than 700 and I bought this ability to reduce critical damages which I get for 30%. Idajciekrwi Maruder critically hit me all the time for 500, I died in seconds. My parry was any 45%. Now I use this same build only I bought 24% reduction to being critically hit for 45 renown points and I can long stay and normal fight. My hp go down much slowly.
You should've kited him until furious and hit him with enervating blow, which makes his crit chance crap, assault him for 10s of it's duration, knockdown, kite again.
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TenTonHammer
Posts: 3806

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

Post#29 » Thu Nov 10, 2016 1:59 pm

Reesh wrote:
Kali14 wrote:
Kali14 wrote:Remove penalties from breaking point tactic (+10% to being crit) and from precariaus assault ability (+5% to being crit) and 50% resistances lost in berserk and everything with slayer is ok.
Yesterday I try as Kalgran duel maruder Idajciekrwi. My build was in Merc with breaking point tactic. 21% to critically hit, 2800 armour, 30% to being critically hit, all resistances more than 700 and I bought this ability to reduce critical damages which I get for 30%. Idajciekrwi Maruder critically hit me all the time for 500, I died in seconds. My parry was any 45%. Now I use this same build only I bought 24% reduction to being critically hit for 45 renown points and I can long stay and normal fight. My hp go down much slowly.
You should've kited him until furious and hit him with enervating blow, which makes his crit chance crap, assault him for 10s of it's duration, knockdown, kite again.
Yeah but then he would has just pulled you with TE
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Reesh
Posts: 645

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

Post#30 » Thu Nov 10, 2016 2:02 pm

TenTonHammer wrote:
Reesh wrote:
Kali14 wrote: Yesterday I try as Kalgran duel maruder Idajciekrwi. My build was in Merc with breaking point tactic. 21% to critically hit, 2800 armour, 30% to being critically hit, all resistances more than 700 and I bought this ability to reduce critical damages which I get for 30%. Idajciekrwi Maruder critically hit me all the time for 500, I died in seconds. My parry was any 45%. Now I use this same build only I bought 24% reduction to being critically hit for 45 renown points and I can long stay and normal fight. My hp go down much slowly.
You should've kited him until furious and hit him with enervating blow, which makes his crit chance crap, assault him for 10s of it's duration, knockdown, kite again.
Yeah but then he would has just pulled you with TE
I know, but disrupts happen, also break loose, charge and detaunt is still a tool. TE isn't an ultimate "I win" button in this game.

Regardless, lets get back on track in this topic to maybe other suggestions about improving GS.
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