Bretin wrote:Luth wrote:When the 2h slayer/choppa performance is discussed, imo it should be measured by the only other 2h single target mDD that we have, the WL.
Not only are the slayer/choppa far more squishy when going full damage mode on 2h (thoughness self-debuff through tactic, initiative self-debuff, class mechanic, middle path crit tactic), but i doubt also that, even when he goes full squishie, he can do crucially more frontloaded (and reliable) burst damage than a WL.
Yet you seem to ignore close to everything the 2h slayer offers when comparing those classes. All you did was naming the drawbacks one class have under certain circumstances and the one thing the other class is great at. whether does anybody force you to use the crit tactic, the initiative debuff nor to slot the toughness decrease tactic.
Having a wounds debuff which is the third best debuff in the game when it comes to kill a target through guard and heal, a 100% crit debuff, a incoming healdebuff, spamable absorb remove, knockdown, group AP buff, 100% parry/block strike through, a 50% block/parry debuff, the single highest melee tooltip damage ability and a morale to negate both range and melee dps is really bad i agree. Oh and don't forget the pet related tactics, something a slayer does not have to deal with.
To sum it up: he has incredible utility potential, huge damage (burst and sustain) but lower defense, mobility and frontloaded burst than the WL - that's ofc when the requirements for both are given e.g. Pet is alive / Slayer is enraged. i think it's fair isn't it?
I wrote that he is far more squishy when he goes on full damage mode; i didn't write he is forced to do it.
I also forgot to mention that his detaunt is on a 30 second cooldown with only 5 seconds duration and still 50AP. The slayer/choppa has the worst detaunt of all melee DDs. This should be considered too.
Almost all of his utility abilities are exhaustive blows; so a knockdown is not just just a knockdow, it's also a damage drop. Which is completely fine imo, except that shatter limbs is not exhaustive, which makes no sense and should be changed.
The usefulness of the "untouchable" M1 depends heavily on your parry, dodge and disrupt values; i wouldn't say it's good per default. "Confusing movements" is the way better choice for slayers who don't stack defenses.
I also think that the 100% crit chance reduce ability is far too powerful and shouldn't exist on any DD class; it should be available to tank classes and more probably only in a weaker form.
When people say "2h slayer" they mean normally "2h slayer with power through"; i mean the 2h build with "violent impacts" and exhaustive attack spam in the yellow stance as often as possible to utilize the 75% damage buff. Needless to say that the knockdown is virtually never available and the AA speed and AA damage are also lower.
While the slayers general squishines is not as high as with "power through", the burst potential relies not only on lucky crits, but also on lucky "violent impacts" procs. I already tested this often and it is far to unreliable compared to the WL. And when i spec a 2h single target burst build, i want to burst someone with a decent chance.
In case this is all about about 2h with "power through":
Okay, the utility is always available and doesn't cause a damage drop.
He is very squishy and in "berserk", the AA speed and AA damage is also higher.
But why 2h for this? For the wounds debuff or some absorb-remove ability with questionable usefulness at the price of loosing "shatter limbs"?
Imo the problem is that, besides the wounds debuff and absorb remove, everything can be done with dualwield too.
The base tooltip damage on "spine crusher" is the same as on "spellbreaker"; so the tooltip damage gain from 9pts "spine crusher" vs 14 points "spellbreaker" is 484 vs 504. Though the positional requirement restricts it's use sometimes.
After 10 seconds, the yellow stance merges into the red. If the slayer gets too early in fight/can't deliver some decent damage before the red stance, the 25% damage advantage is gone and the 2H build is, DPS wise, imo not better than the ID build, while the slayer has virtually no possibility to drop his rage anymore.
I don't think the slayer (2H or dualwield) is weak or the WL better, but i think the incentive to spec into 2H build(s) is not big enough. And as you even wrote by yourself elsewere on this forum: the (damage-)loss of the WL pet can be compensated by slotting "revenge".
I also wrote "slayer/choppa" because i think the choppa's 2H path is worse, but that's something for another thread.