Re: [Slayer] Guide - How to take lickin' and keep on skippin'
Posted: Mon Mar 12, 2018 8:37 am
@Shaggy - Thanks for your input.
@Darosh - Going to go through your response piece. Thanks for the well reasoned and thoughtful post. Before diving too deep, we clearly are coming from some different camps when it comes to how much we value certain stat allocations, but I agree with your core premise. That a slayer should exist on that fine line between too tanky (doesn't do enough damage) and too "glassy" as you put it.
The build I've outlined performs exactly that role for me and the group/WBs I run in. Many of your recommendations assume that I'm dying too much or am currently too glassy, and I don't really find that to be the case. I'm not hearing any complaints or comments about my survivability in comms from tanks or healers, and I don't feel too squishy in the lakes. I'm assuming, many of your recommendations come from building a slayer to perform optimally in a serious 6v6 environment which then flows out into the rest of gameplay. And, as I mentioned early in the guide, I have no experience with that. For what I do in the game and the way I/my group plays this works perfectly. If you want to make a guide addressing that I would happily read it!
Many of the choices, like running PfM, are done under the assumption that, since I'm currently tanky enough, I don't need a defensive tactic and that's the best available offensive option. From the math I've seen on the forums that seems to be the case, but I haven't tested every offensive tactic so I could be wrong.
Gear wise I'm all for trying out Dominator and Redeye once I have access to them. I should listen to my own advice about the usefulness of melee crit in this build. Quick question though: where exactly is it decided that 50% is enough armor strikethrough? If I'm tanky enough and at strength cap pumping WS looks like the best way to boost damage. Any tradeoff made here lowers damage output for survivability, and I'm not feeling nearly as glassy as you seem to believe.
Your tips, however, on AP pooling, and the rest of the addendum, are things that, though internalized, I hadn't included yet in the guide. With your permission, I'll roll those into what I've been working on for the next update - rotation/abilities/tips sections.
@Darosh - Going to go through your response piece. Thanks for the well reasoned and thoughtful post. Before diving too deep, we clearly are coming from some different camps when it comes to how much we value certain stat allocations, but I agree with your core premise. That a slayer should exist on that fine line between too tanky (doesn't do enough damage) and too "glassy" as you put it.
The build I've outlined performs exactly that role for me and the group/WBs I run in. Many of your recommendations assume that I'm dying too much or am currently too glassy, and I don't really find that to be the case. I'm not hearing any complaints or comments about my survivability in comms from tanks or healers, and I don't feel too squishy in the lakes. I'm assuming, many of your recommendations come from building a slayer to perform optimally in a serious 6v6 environment which then flows out into the rest of gameplay. And, as I mentioned early in the guide, I have no experience with that. For what I do in the game and the way I/my group plays this works perfectly. If you want to make a guide addressing that I would happily read it!
Many of the choices, like running PfM, are done under the assumption that, since I'm currently tanky enough, I don't need a defensive tactic and that's the best available offensive option. From the math I've seen on the forums that seems to be the case, but I haven't tested every offensive tactic so I could be wrong.
Gear wise I'm all for trying out Dominator and Redeye once I have access to them. I should listen to my own advice about the usefulness of melee crit in this build. Quick question though: where exactly is it decided that 50% is enough armor strikethrough? If I'm tanky enough and at strength cap pumping WS looks like the best way to boost damage. Any tradeoff made here lowers damage output for survivability, and I'm not feeling nearly as glassy as you seem to believe.
Your tips, however, on AP pooling, and the rest of the addendum, are things that, though internalized, I hadn't included yet in the guide. With your permission, I'll roll those into what I've been working on for the next update - rotation/abilities/tips sections.