2h Choppa/slayer changes
Posted: Tue Jan 26, 2016 10:32 pm
Yes there are a million threads about these classes but if their aoe trees (well namely slayers aoe tree) are ever nerfed they will need a better 2h tree to compensate, and thats what i want to bring up. Going to throw out some ideas, feel free to call them terrible or add your own.
#1. Wot rules/power through - I would change it to a new tactic that gives 25% chance to regain 25 rage and 25 ap on being crit (prob needs a max of 1 proc per second, at least on the ap). No it still wouldnt let you drop your rage while being focused (a must have for these specs imo), and it could even be considered a nerf, as you cant just spam one exhaustive after another (spellbreaker change below to make up for it), but itd add in some interesting counterplay and make the classes less spammy. Also ap seems like a useful reward for the drawback - if youre going to be this squishy ap management should be easy.
Pretty massive change here, and could end up being terrible, but ive always thought rage should fluctuate more in these builds instead of being at full 24/7, plus it would make more sense thematically - the more damage these classes are taking the more they can deal.
#2. Put spellbreaker on a cooldown but also buff it to make it work better with the above tactic. Best way would be to add an outgoing heal debuff and put it on a 10s cd (no more helpin should get a 10s cd too, if youre this squishy cd's should be low). You could even leave the absorb-removal on it, and give the choppa version a different minor effect (maybe an ap drain or something), just to keep them different.
Another pretty massive change, but necessary imo, even if power through is unchanged. The main downside is these classes could now double heal debuff someone with 100% up time - you could fix this by moving the incoming debuff to the 13 point ability in the other tree, but that would be an even bigger change, and honestly it wouldnt be that OP anyway considering how squishy these builds are (we/wh can already double debuff and that isnt generally considered op, right?)
Also, in line with the lower cds, id also be for tired already being 10s cd and 5s duration (shatter limbs should be the same too imo), but thats really stretching it, so il leave it at that and see what people think of changing spellbreaker/no more helpin first.
#3. Id also put wot rules/power through (regardless of them being changed or not) in place of determination/long lasta, and make no escape/wots da rush not require dw and be on a 10s cd. Those would give a decent reason to go with the aoe line as your second tree - you lose the heal debuff but gain a pretty good snare. This would more or less require SL to get a dw requirement, which i guess is a big change, but who cares, it needs one anyway, and most aoe slayers run dw already.
#4 Enervating blow/try an hurt me - Not specifically 2h abilities, but id do the following - Make undefendable on a 20s cd, but with a 5s duration. Another fairly big change, and would even be a bit of a nerf to non-2h builds, but it would make the skill more reliable like the knockdown is now.
#5 Also, well, this is just a flat out nerf, but id make the knockdowns 2s duration instead of 3. 3s is fine for dw builds like people use now, since you lose rage, but if 2h builds become better it will just be too much to have a 3s kd on a 20s cd with no other requirements.
Some simpler changes:
#6 Change violent impacts/wear em down to 100% chance to regain 50% of your rage. Would give a nice alternative for keeping rage even if power through is unchanged.
#7 Change the crit tactics to a flat 15% crit while using a 2h instead of just on certain abilities. Easy enough since it already gives 10% increased to be crit.
#8 Deathblow and weaklin killa to 10s cd. Simple change to put it in like with other finishers in game.
#9 Precarious assault and reckless blow - Did anyone ever understand why it gives you 5% more to be crit instead of your enemy, and yet doesnt do more base damage than slasha? Id change it to give 5% (or even 10) to be crit to you and your enemy to make it a decent alternative spammable
#10 Keep on choppin - Not 2h, but as a 2h build can get it, id change it from ap gain (useless) to morale (sort of useful). Not sure on the numbers, or if it should be a flat gain or just simply give +x% morale gain for 10s. Or something like that.
#1. Wot rules/power through - I would change it to a new tactic that gives 25% chance to regain 25 rage and 25 ap on being crit (prob needs a max of 1 proc per second, at least on the ap). No it still wouldnt let you drop your rage while being focused (a must have for these specs imo), and it could even be considered a nerf, as you cant just spam one exhaustive after another (spellbreaker change below to make up for it), but itd add in some interesting counterplay and make the classes less spammy. Also ap seems like a useful reward for the drawback - if youre going to be this squishy ap management should be easy.
Pretty massive change here, and could end up being terrible, but ive always thought rage should fluctuate more in these builds instead of being at full 24/7, plus it would make more sense thematically - the more damage these classes are taking the more they can deal.
#2. Put spellbreaker on a cooldown but also buff it to make it work better with the above tactic. Best way would be to add an outgoing heal debuff and put it on a 10s cd (no more helpin should get a 10s cd too, if youre this squishy cd's should be low). You could even leave the absorb-removal on it, and give the choppa version a different minor effect (maybe an ap drain or something), just to keep them different.
Another pretty massive change, but necessary imo, even if power through is unchanged. The main downside is these classes could now double heal debuff someone with 100% up time - you could fix this by moving the incoming debuff to the 13 point ability in the other tree, but that would be an even bigger change, and honestly it wouldnt be that OP anyway considering how squishy these builds are (we/wh can already double debuff and that isnt generally considered op, right?)
Also, in line with the lower cds, id also be for tired already being 10s cd and 5s duration (shatter limbs should be the same too imo), but thats really stretching it, so il leave it at that and see what people think of changing spellbreaker/no more helpin first.
#3. Id also put wot rules/power through (regardless of them being changed or not) in place of determination/long lasta, and make no escape/wots da rush not require dw and be on a 10s cd. Those would give a decent reason to go with the aoe line as your second tree - you lose the heal debuff but gain a pretty good snare. This would more or less require SL to get a dw requirement, which i guess is a big change, but who cares, it needs one anyway, and most aoe slayers run dw already.
#4 Enervating blow/try an hurt me - Not specifically 2h abilities, but id do the following - Make undefendable on a 20s cd, but with a 5s duration. Another fairly big change, and would even be a bit of a nerf to non-2h builds, but it would make the skill more reliable like the knockdown is now.
#5 Also, well, this is just a flat out nerf, but id make the knockdowns 2s duration instead of 3. 3s is fine for dw builds like people use now, since you lose rage, but if 2h builds become better it will just be too much to have a 3s kd on a 20s cd with no other requirements.
Some simpler changes:
#6 Change violent impacts/wear em down to 100% chance to regain 50% of your rage. Would give a nice alternative for keeping rage even if power through is unchanged.
#7 Change the crit tactics to a flat 15% crit while using a 2h instead of just on certain abilities. Easy enough since it already gives 10% increased to be crit.
#8 Deathblow and weaklin killa to 10s cd. Simple change to put it in like with other finishers in game.
#9 Precarious assault and reckless blow - Did anyone ever understand why it gives you 5% more to be crit instead of your enemy, and yet doesnt do more base damage than slasha? Id change it to give 5% (or even 10) to be crit to you and your enemy to make it a decent alternative spammable
#10 Keep on choppin - Not 2h, but as a 2h build can get it, id change it from ap gain (useless) to morale (sort of useful). Not sure on the numbers, or if it should be a flat gain or just simply give +x% morale gain for 10s. Or something like that.