Slayer mostly 2h suggestions/ideas
Posted: Thu Jun 19, 2025 4:22 pm
Hey all. Been playing slayer for a while on ror (rr83) i feel like 2h slayer was never in a good place. Dual wield just performs overall better in every aspect of the game except a few rare scenarios. Slayers in general got nerfed pretty hard so that didnt help them. So i have a few ability/tactic suggestions that would help the 2h build which is supposed to be single target burst build.
First of all Deathblow is just a general ability that does a bit more damage than Skull Crusher and exhausts all your rage with 10 second cd. In my opinion it should be a finisher ability. Gain guaranteed critical when hitting a target with less than 30% health.
Next ability change would be good for slayers in general. As we are very short on mobility and utilities. Slayers are easy to kite because our slow has 10 second cd and our knock down can be used when Berserk only and our Break Loose has a minute cooldown.
Charge! 50% move speed for 7 seconds. This would be a pretty good engagement/escape ability but the ability gets cancelled if you use any other ability and has 30 seconds cd. So if you use the ability to catch up someone or run away and you are slowed you are basically just running at normal speed or slower at someone who is probably also running away and shooting. So most of the time you have to use Break Loose and this ability together preemptively. My suggestion is to remove the cancellation part, reduce the cd to 25 sec and make the ability last 5 second. Like this it would be a shorter cooldown easier to use and we wouldn’t be forced to use Break loose as much as it has a 1 minute cd.
Violent Impacts is a tactic which has 50% chance to regain 25% rage when you exhaust. There is a general problem with slayers that it takes us 15 seconds to get into berserk to deal most dmg which also makes us the number 1 target as we are a piece of paper. This tactic used with Power Through is a great way (only way) to get into Berserk quicker. Sometimes i get to berserk in about 8-9 seconds with this tactic if both of my exhausting attacks succeeds refunding the rage. But most of the time i dont and i feel like (rightfully) that i am just completely wasting a tactic slot. Your other option with this tactic is without Power Through to get in a few 75% dmg boost abilities while Enraged. IF you fight 10 seconds and get to 50 rage and you get the refund you get back 13 rage which doesnt even get you back to Enraged state. If you dont get lucky then all your rage is gone. So the whole rng thing is just bad design in my opinion. I would completely rework this tactic.
My suggestion is to keep this tactic as a rage generator tactic by tieing it to auto attacks which means the slayer should be actively hitting the target and being rewarded for it. Generate 10 rage every time you auto attack an enemy 5 if dual wield. Additionally increase auto attack damage by 5% when enraged and 10% when berserk.
Also there is a mastery tree change with this last tactic. I would swap the placement with Breaking Point making this tactic harder to get and the critchance for Giantslayer abilities easier to get. Also increase the increased cirt against you to 15% for dual wield users.
These are just a few ideas that have been bothering me for a while and i feel like they are smaller changes that makes sense and would benefit 2h slayers and could be easily implemented for choppa aswell. I am not very familliar with the 2h choppa spec so im not sure if its in a better situation than the slayer. Please let me know what you guys think.
First of all Deathblow is just a general ability that does a bit more damage than Skull Crusher and exhausts all your rage with 10 second cd. In my opinion it should be a finisher ability. Gain guaranteed critical when hitting a target with less than 30% health.
Next ability change would be good for slayers in general. As we are very short on mobility and utilities. Slayers are easy to kite because our slow has 10 second cd and our knock down can be used when Berserk only and our Break Loose has a minute cooldown.
Charge! 50% move speed for 7 seconds. This would be a pretty good engagement/escape ability but the ability gets cancelled if you use any other ability and has 30 seconds cd. So if you use the ability to catch up someone or run away and you are slowed you are basically just running at normal speed or slower at someone who is probably also running away and shooting. So most of the time you have to use Break Loose and this ability together preemptively. My suggestion is to remove the cancellation part, reduce the cd to 25 sec and make the ability last 5 second. Like this it would be a shorter cooldown easier to use and we wouldn’t be forced to use Break loose as much as it has a 1 minute cd.
Violent Impacts is a tactic which has 50% chance to regain 25% rage when you exhaust. There is a general problem with slayers that it takes us 15 seconds to get into berserk to deal most dmg which also makes us the number 1 target as we are a piece of paper. This tactic used with Power Through is a great way (only way) to get into Berserk quicker. Sometimes i get to berserk in about 8-9 seconds with this tactic if both of my exhausting attacks succeeds refunding the rage. But most of the time i dont and i feel like (rightfully) that i am just completely wasting a tactic slot. Your other option with this tactic is without Power Through to get in a few 75% dmg boost abilities while Enraged. IF you fight 10 seconds and get to 50 rage and you get the refund you get back 13 rage which doesnt even get you back to Enraged state. If you dont get lucky then all your rage is gone. So the whole rng thing is just bad design in my opinion. I would completely rework this tactic.
My suggestion is to keep this tactic as a rage generator tactic by tieing it to auto attacks which means the slayer should be actively hitting the target and being rewarded for it. Generate 10 rage every time you auto attack an enemy 5 if dual wield. Additionally increase auto attack damage by 5% when enraged and 10% when berserk.
Also there is a mastery tree change with this last tactic. I would swap the placement with Breaking Point making this tactic harder to get and the critchance for Giantslayer abilities easier to get. Also increase the increased cirt against you to 15% for dual wield users.
These are just a few ideas that have been bothering me for a while and i feel like they are smaller changes that makes sense and would benefit 2h slayers and could be easily implemented for choppa aswell. I am not very familliar with the 2h choppa spec so im not sure if its in a better situation than the slayer. Please let me know what you guys think.