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Slayer Leveling

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NSKaneda
Posts: 701

Re: Slayer Leveling

Post#11 » Tue Jan 26, 2021 9:43 am

Whyumadbro wrote:
Tue Jan 26, 2021 9:29 am
@NSKaneda yes you are right i should have framed that better!

/toast
:)
RoR: Burszui SH, Ropopuch SHM, Mordoszczel BO | Ginnar IB, Zuriael AM ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *

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Asherdoom
Posts: 597

Re: Slayer Leveling

Post#12 » Tue Jan 26, 2021 10:18 am

NSKaneda wrote:
Tue Jan 26, 2021 9:04 am
Asherdoom wrote:
Tue Jan 26, 2021 8:13 am
only one question: why AI? 660 armor is useless on slayer. when you get berserk it drop 50% so you get 330 only right? or debuff is not applied to that trait?

Armour Inheritance PLUS armour pot so that when you go berserk you still have some protection on and decent armour value - think of it as an extra armour pot. I've tested it in rvr, scs and in pve, death rate with AI on dropped by 40%. Like greenskin racial tactics dwarves get theirs and it'd be a shame not to use something designed especially for them since almost all the other racials are... useful.
And call me old fashioned but extra ~1200 armour is not something I'm willing to ignore because "everybody has been doing it the other way these days". Emphasis on "these days".


Whyumadbro wrote:
Tue Jan 26, 2021 8:29 am
armor tactic is useless on slayer

It's useless on T4 slayer. But you do you ;)
sorry but does not seems very solid: I see lotsa dps stack ws (choppa foe example) and other that totally bypass it or reduce it so you are barely naked (SH , WE). I miss your point in getting armor if get raped. isn t better stack thoughenss instead? That cannot be bypassed. (i am just asking no critic)
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Gurf
Posts: 520

Re: Slayer Leveling

Post#13 » Tue Jan 26, 2021 10:36 am

Asherdoom wrote:
Tue Jan 26, 2021 10:18 am
NSKaneda wrote:
Tue Jan 26, 2021 9:04 am
Asherdoom wrote:
Tue Jan 26, 2021 8:13 am
only one question: why AI? 660 armor is useless on slayer. when you get berserk it drop 50% so you get 330 only right? or debuff is not applied to that trait?

Armour Inheritance PLUS armour pot so that when you go berserk you still have some protection on and decent armour value - think of it as an extra armour pot. I've tested it in rvr, scs and in pve, death rate with AI on dropped by 40%. Like greenskin racial tactics dwarves get theirs and it'd be a shame not to use something designed especially for them since almost all the other racials are... useful.
And call me old fashioned but extra ~1200 armour is not something I'm willing to ignore because "everybody has been doing it the other way these days". Emphasis on "these days".


Whyumadbro wrote:
Tue Jan 26, 2021 8:29 am
armor tactic is useless on slayer
It's useless on T4 slayer. But you do you ;)
sorry but does not seems very solid: I see lotsa dps stack ws (choppa foe example) and other that totally bypass it or reduce it so you are barely naked (SH , WE). I miss your point in getting armor if get raped. isn t better stack thoughenss instead? That cannot be bypassed. (i am just asking no critic)
Your only hope is to get Guard from a tank with decent block rate and then double heal, then you can stack WS once you have good enough gear to have your str high. Toughness isn't worth it as near all Slayers end up using the tactic which reduces Toughness by 100 so you end with with very little of that. Armour tactic can be ok because as soon as you get focussed you drop your rage and suddenly your armour is ok, but some Slayers use Stoutness of Stone for survival, so they can get back to their guard more easily if cc'd and survive WE knockdown more easily.

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NSKaneda
Posts: 701

Re: Slayer Leveling

Post#14 » Tue Jan 26, 2021 10:53 am

Asherdoom wrote:
Tue Jan 26, 2021 10:18 am
NSKaneda wrote:
Tue Jan 26, 2021 9:04 am
Spoiler:
Asherdoom wrote:
Tue Jan 26, 2021 8:13 am
only one question: why AI? 660 armor is useless on slayer. when you get berserk it drop 50% so you get 330 only right? or debuff is not applied to that trait?

Armour Inheritance PLUS armour pot so that when you go berserk you still have some protection on and decent armour value - think of it as an extra armour pot. I've tested it in rvr, scs and in pve, death rate with AI on dropped by 40%. Like greenskin racial tactics dwarves get theirs and it'd be a shame not to use something designed especially for them since almost all the other racials are... useful.
And call me old fashioned but extra ~1200 armour is not something I'm willing to ignore because "everybody has been doing it the other way these days". Emphasis on "these days".


Whyumadbro wrote:
Tue Jan 26, 2021 8:29 am
armor tactic is useless on slayer

It's useless on T4 slayer. But you do you ;)
sorry but does not seems very solid: I see lotsa dps stack ws (choppa foe example) and other that totally bypass it or reduce it so you are barely naked (SH , WE). I miss your point in getting armor if get raped. isn t better stack thoughenss instead? That cannot be bypassed. (i am just asking no critic)

Let's get this out of the way first: this is slayer leveling build and guide. Not a how-to end game slayer compendium.
Choppas, Slayers, DoKs, WE&WH stack WS to get high parry value (and penetration) - but you can't get good parry with sub40 toon. So instead of investing into something which will not work as intended till you obtain mid-T4 gear or wasting renown or tali spots on toughness (which you can't really get to a value that makes true difference) you can take the road of least resistance: "free" 660 armour + armour pot + armour from gear. Dump rage. Even the odds. Live longer ;)

And I've mentioned armour bypassing classes as the ones you should avoid.

T4 is whole other topic for a slayer (I can still see Ravezaar duelling rr80 DoKs and WEs in Eataine on Karak Norn and melting them down in seconds), there are few builds for lifetaps, parry death machine, crit bombs and so on but OP had asked for a leveling guide, not end game one. And when leveling you want to focus on your battlefield awareness, rotations and situational skill use with a margin for error instead of respawning every time you forget to dump rage in time.
RoR: Burszui SH, Ropopuch SHM, Mordoszczel BO | Ginnar IB, Zuriael AM ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *

User avatar
Grock
Posts: 757

Re: Slayer Leveling

Post#15 » Tue Jan 26, 2021 1:02 pm

goat90 wrote:
Wed Jan 20, 2021 1:23 am
Looking to level a Slayer got to lvl 9 so far.

So the issue Im running into is stat priority and rotation, ATM I feel like I am just rolling my face across my keyboard, no real thought in my rotation how are you slayers currently slaying Chaos?

Are the stats I want to look for different between 2h and DW Slayers? Is one style better than the other? I am currently DW because thats all Ive gotten so far so I am not committed to a spec yet.


Any advice would be great!
Hey, get ready for a rough road ahead, slayer path is pretty painful unless you got a premade with you at all times :)
Also get some crucial addons like Buffhead (with preset of trackers) to track guards/detaunts and important debuffs, Teather to always see your tank, SwiftAssist to quickly choose assist target. Thats the minimum.

There isn't really a rotation, we have very few overlapping effects, so most of our damage comes from direct hits
Keep Dots up (Onslaught / Inevitable Doom / Cleft in Twain) on main target and mash Spine Crusher / Pulverizing Strike depending on positioning. Or Flurry if there's 2+ squishy targets.
For extra maintenance you can keep Pulverizing Strike debuff stacked (if there's no Knight with tough aura) and keep Relentless Strike ticking (use it every other AP tick (full gcd) or every 3rd gcd if you don't wait for AP ticks)
Slow Down should be used carefully as its only 5s snare on 10s CD, save it for when its really needed
Shatter Limbs and Deep Wound should be used after Onslaught or another Ailment debuff in order to cover them from being instantly cleansed

In large fights with many squishy targets nearby you can use Wild Swing on CD instead of saving Rage for Flurry spam, but most of the time its better to keep Rage and do more concentrated damage

For offence stats you want high strength and WS, some crit is also welcome, but its harder to get until very high gear
For defence stats you want decent Wounds (aim for : 7-8k when bolsterd or in t4 gear) decent Initiative and crit reduction (engame 250 and Futile Strikes x2-x3) and Parry - usually just full Reflexes from renown. Dodge & Disrupt from RR is also valuable for oRvR, it protects from ranged/magic bombing and synergize with Hold the Line buffs from tanks.
(Toughness is hard to get by and is ineffective until 400+ which is very hard to get for a Slayer, since you rely on Wild Gambit which reduces Toughness)

Take Brute Force + Wild Gambit tactics and fill talisman slots with Weaponskill, that will be enough at lower levels
In T4 get Beastlord 3 piece set (book ring cloak) as soon as possible, add some jewelry/weapons with WS to get closer to 50% armorpen. (Its less important if you have armor debuffer)

Here's Standard endgame 40+ build for group play.
Other 2 tactic slots vary, options include:
Stoutness of Stone - important vs premades/stealthers in order to survive KD burst
Push for More for higher single target dps pressure
Ancestral Inheritance for a bit more passive defence
Flanking for a bit more offence
Riposte for 1v1 vs melee
Accuracy for Flurry spam in large fights
Power Through for 1v1 and some warband builds, and is generally fun to play.

Oh and there's no real 2h build, its a myth.
It doesn't bring anything worth sacrificing DW powers (ID, Retribution, built-in 10% parry) and it requires you to also sacrifice a tactic slot for rage management tactic, otherwise you just can't efficiently utilize all the extra exhaustive blows you get from 2h. And they aren't really worth it either: Spellbreaker/Deathblow dmg is nothing special, wounds debuff can be done by a Knight (though its a little weaker), Cleft in Twain is weaker than ID.

So basicaly its a subpar spec to play just for fun of it, or to challenge yourself.

Though at lower levels there's much less difference between 2h and DW.
You can go or Cleft in Twain in masteries at r20, then either get Devastate or respec for Deep Wound at r25+, while still using 2h.
2h will give you slightly higher burst spike due to slower attack and Deathblow (get Swinger addon to sync them), while DW will give you 10% parry for more survivability.
You can play with 2h until you can get ID and Deep Wound at the same time, after that 2h rapidly falls off
Orkni 85+
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Skiantos
Posts: 69

Re: Slayer Leveling

Post#16 » Fri Feb 19, 2021 6:52 am

NSKaneda wrote:
Wed Jan 20, 2021 2:57 am
goat90 wrote:
Wed Jan 20, 2021 1:23 am
Looking to level a Slayer got to lvl 9 so far.

So the issue Im running into is stat priority and rotation, ATM I feel like I am just rolling my face across my keyboard, no real thought in my rotation how are you slayers currently slaying Chaos?

Are the stats I want to look for different between 2h and DW Slayers? Is one style better than the other? I am currently DW because thats all Ive gotten so far so I am not committed to a spec yet.


Any advice would be great!


Slayers are fun, saddened to see another dawi take Grimnir's oath but welcome on the Road to your Doom. May it be Glorious! :)

If you really want to get into the class (my main with IB during live) take it slow. In T1 focus on battlefield awareness, your Doom might be magnificent but a slayer that lives to see another day gets to fight bigger threats. So: detaunt and charge are your friends, use terrain (hills, slopes, trees) to brake line of sight of those pesky goblins, nasty elgi or magi. Learn to circle them, jump in and out of fight - your defence suffers from enraged state and you get sloppy.
Wild swing's gonna be your main rage discharge skill. It can crit nicely and it's good at catching running away targets.
Incapacitate is your knock down, use on mSHs, healers, casters.
Enervating blow is going to be your defence against WEs, Sorcs and magi, use it on shammies and doks too.
No escape is so good you're gonna be itchy to use it on destro blobs. Especially if you've used Onslaught on your way over there.


Now you are in close combat. Shatter limbs.

Inevitable doom

There's a lot of them. Better toughen up to Even the odds.

Now comes the decision. A - disengage or B - press on?


A. Wild swing. Distracting roar, your detaunt, will let you charge away. Get some heals while you circle the enemies. Find a target. Alright, Gudrun's warcry. Fierceness of that warcry sent chills down your opponent spine. Charge in and open with


B. Onslaught. Inevitable doom. Slow down (or No escape). Deep wound. Shatter limbs. Pulverising strike.

Inevitable doom.

Flurry. Flurry. Flurry. Pulverising strike. Retribution

Wild swing.

Slow down. Deep wound. Shatter limbs. Onslaught. Flurry (if needed) and Wild swing or no escape.


Disengage.


That would be standard rules of engagement. Then there are tricks for dealing with particularly nasty opponents - you should avoid DoKs and WEs, they'll melt you till you get good gear (and even then it won't be easy with good ones). Maras might prove problematic if they know their mutations.

Herders in an open field can and will kill you 7 times out of 10 but if you charge up to them, onslaught, knockdown, ID, slow down and shatter limb them you have a good chance of slicing that gobbo down. If they're in their accursed meatball build rage with onslaught and keep your distance till Incapacitate is ready. Then engage.

-
-

Stats. Now there's a topic Longbeards argue about for ages. Let's leave end game specs alone and focus on leveling up.

Actually, before we begin. Stat allocation differs from dual (generally crit and parry based) to 2H (strength and melee power). I'd say stay away from 2H till you get good gear but then again I've always played dual so I might be biased. Dual IS easier though, especially at the beginning of your saga.

Every stat below this point is taking bolster bonus into account. To keep bolster bonus at max efficiency you need best gear up to your lvl. I will get to that later.

Strength: your primary dmg modifier, good to keep it at around 800 in T3, if you can get it to 850 then super. Rule of thumb - at soft cap or close to it till you get to T3 (anni/merc). Then you can experiment with mixes (6BL 3 anni, 5BL 2 anni 2 merc and so on). It's a good practice to have 60min str pot on in the lakes or in scs.

Weapon skill: good to have some to cut those tincans open but no reason to go over 600 till you get to mid T4. 400 is ok.

Crit: you can't really get any real melee crit chance till T4. Leave it for the time being.

Toughness: 300. If you can get 400 - great.

Dodge&disrupt: stage 2 in renown training. 3 is better.

Initiative: 200 for leveling is ok. Higher is better.

Wounds: around 6k. 7k if your bank account is heavy with gold (but what dwarf would part with his gold, eh?)

Willpower - forget it.

Inteligence: is needed but useless as a stat.

Ballistic power: only Malakai Makaisson, the legendary Slayer Engineer needs that ;)

Armour: hidden bonus. Thanks to your Ancestral Inheritance trinkets and armour pot combo you won't die as much.

-
-

Gear:

T1: decimator or challenger, lair weapon and helm, inf or sc weapons, whichever comes first. PVE drop shoulders and cape. Empire ch2 or ch3 belt with talisman slot. Inf + merch jewels.

T2: I'd go for devastator/duelist mix for tough and resist bonus and one of 3rd bonuses. You could try full set to see if you like it. Scenario weapons, epic quest line helm (or ch8 or 9 helm). Blue or purple cape (or green with toughness). Mayhem is more of 2H set but that armour debuff bonus is awesome to have.

T3: Anni/Merc/Beastlord combinations galore. Full ruin if you want to try out rampage. Scenario weapons (no chance for T3 inf weapons). T3 inf belt with resists on. Epic quest weapons when you feel like pve trip for cool looking alt appearances (looking good gives +50 to fighting skills ;) ).

T4. BL/Conq and full conq + full genesis city. Welcome to T4, real grind starts here :)

-

Bonus: Praag PQs have old invader boots, gloves and shoulder skins in their chapters. Mayhem chest will give you those dyeable sailor pants. Axe of the Lady skin is repeated on few lvl25-35 blue and purple drops so you might get lucky if you missed it in T1.

-
-

Build:

Troll Slayer - lvling up build.
You'll notice I don't recommend using Wild Gambit - you'll die a lot faster with WG on and you want to have some fun, not respawning every few minutes. Start with getting No escape, then work your way to Shatter limbs. Inevitable doom next and with full utility pouch work your way to Deep wound.


Good hunting,
Ginnarr Grimnirsson, Slayer from Karak Norn
A question:
For leveling how I can use my RR and which Talisman need to be used?

rrrutsss
Posts: 63

Re: Slayer Leveling

Post#17 » Fri Feb 19, 2021 7:08 am

Skiantos wrote:
Fri Feb 19, 2021 6:52 am
NSKaneda wrote:
Wed Jan 20, 2021 2:57 am
goat90 wrote:
Wed Jan 20, 2021 1:23 am
Looking to level a Slayer got to lvl 9 so far.

So the issue Im running into is stat priority and rotation, ATM I feel like I am just rolling my face across my keyboard, no real thought in my rotation how are you slayers currently slaying Chaos?

Are the stats I want to look for different between 2h and DW Slayers? Is one style better than the other? I am currently DW because thats all Ive gotten so far so I am not committed to a spec yet.


Any advice would be great!


Slayers are fun, saddened to see another dawi take Grimnir's oath but welcome on the Road to your Doom. May it be Glorious! :)

If you really want to get into the class (my main with IB during live) take it slow. In T1 focus on battlefield awareness, your Doom might be magnificent but a slayer that lives to see another day gets to fight bigger threats. So: detaunt and charge are your friends, use terrain (hills, slopes, trees) to brake line of sight of those pesky goblins, nasty elgi or magi. Learn to circle them, jump in and out of fight - your defence suffers from enraged state and you get sloppy.
Wild swing's gonna be your main rage discharge skill. It can crit nicely and it's good at catching running away targets.
Incapacitate is your knock down, use on mSHs, healers, casters.
Enervating blow is going to be your defence against WEs, Sorcs and magi, use it on shammies and doks too.
No escape is so good you're gonna be itchy to use it on destro blobs. Especially if you've used Onslaught on your way over there.


Now you are in close combat. Shatter limbs.

Inevitable doom

There's a lot of them. Better toughen up to Even the odds.

Now comes the decision. A - disengage or B - press on?


A. Wild swing. Distracting roar, your detaunt, will let you charge away. Get some heals while you circle the enemies. Find a target. Alright, Gudrun's warcry. Fierceness of that warcry sent chills down your opponent spine. Charge in and open with


B. Onslaught. Inevitable doom. Slow down (or No escape). Deep wound. Shatter limbs. Pulverising strike.

Inevitable doom.

Flurry. Flurry. Flurry. Pulverising strike. Retribution

Wild swing.

Slow down. Deep wound. Shatter limbs. Onslaught. Flurry (if needed) and Wild swing or no escape.


Disengage.


That would be standard rules of engagement. Then there are tricks for dealing with particularly nasty opponents - you should avoid DoKs and WEs, they'll melt you till you get good gear (and even then it won't be easy with good ones). Maras might prove problematic if they know their mutations.

Herders in an open field can and will kill you 7 times out of 10 but if you charge up to them, onslaught, knockdown, ID, slow down and shatter limb them you have a good chance of slicing that gobbo down. If they're in their accursed meatball build rage with onslaught and keep your distance till Incapacitate is ready. Then engage.

-
-

Stats. Now there's a topic Longbeards argue about for ages. Let's leave end game specs alone and focus on leveling up.

Actually, before we begin. Stat allocation differs from dual (generally crit and parry based) to 2H (strength and melee power). I'd say stay away from 2H till you get good gear but then again I've always played dual so I might be biased. Dual IS easier though, especially at the beginning of your saga.

Every stat below this point is taking bolster bonus into account. To keep bolster bonus at max efficiency you need best gear up to your lvl. I will get to that later.

Strength: your primary dmg modifier, good to keep it at around 800 in T3, if you can get it to 850 then super. Rule of thumb - at soft cap or close to it till you get to T3 (anni/merc). Then you can experiment with mixes (6BL 3 anni, 5BL 2 anni 2 merc and so on). It's a good practice to have 60min str pot on in the lakes or in scs.

Weapon skill: good to have some to cut those tincans open but no reason to go over 600 till you get to mid T4. 400 is ok.

Crit: you can't really get any real melee crit chance till T4. Leave it for the time being.

Toughness: 300. If you can get 400 - great.

Dodge&disrupt: stage 2 in renown training. 3 is better.

Initiative: 200 for leveling is ok. Higher is better.

Wounds: around 6k. 7k if your bank account is heavy with gold (but what dwarf would part with his gold, eh?)

Willpower - forget it.

Inteligence: is needed but useless as a stat.

Ballistic power: only Malakai Makaisson, the legendary Slayer Engineer needs that ;)

Armour: hidden bonus. Thanks to your Ancestral Inheritance trinkets and armour pot combo you won't die as much.

-
-

Gear:

T1: decimator or challenger, lair weapon and helm, inf or sc weapons, whichever comes first. PVE drop shoulders and cape. Empire ch2 or ch3 belt with talisman slot. Inf + merch jewels.

T2: I'd go for devastator/duelist mix for tough and resist bonus and one of 3rd bonuses. You could try full set to see if you like it. Scenario weapons, epic quest line helm (or ch8 or 9 helm). Blue or purple cape (or green with toughness). Mayhem is more of 2H set but that armour debuff bonus is awesome to have.

T3: Anni/Merc/Beastlord combinations galore. Full ruin if you want to try out rampage. Scenario weapons (no chance for T3 inf weapons). T3 inf belt with resists on. Epic quest weapons when you feel like pve trip for cool looking alt appearances (looking good gives +50 to fighting skills ;) ).

T4. BL/Conq and full conq + full genesis city. Welcome to T4, real grind starts here :)

-

Bonus: Praag PQs have old invader boots, gloves and shoulder skins in their chapters. Mayhem chest will give you those dyeable sailor pants. Axe of the Lady skin is repeated on few lvl25-35 blue and purple drops so you might get lucky if you missed it in T1.

-
-

Build:

Troll Slayer - lvling up build.
You'll notice I don't recommend using Wild Gambit - you'll die a lot faster with WG on and you want to have some fun, not respawning every few minutes. Start with getting No escape, then work your way to Shatter limbs. Inevitable doom next and with full utility pouch work your way to Deep wound.


Good hunting,
Ginnarr Grimnirsson, Slayer from Karak Norn
A question:
For leveling how I can use my RR and which Talisman need to be used?
Hey if you want to level from killings mobs doing PQs
Id suggest go full parry and some WS
when you get riposte tactic use it, mobs will melt from riposte and parry will keep you alive for longer and you can take more mobs at once.

User avatar
Likeaboss
Posts: 216

Re: Slayer Leveling

Post#18 » Fri Feb 19, 2021 9:26 am

For leveling up, get Mayham set! (lvl 25/26)

If need help, just pm me...

It has proc on it, 10% chance on hit to reduce target's armor by 870. That is awesome for T2/3 Sc's ;)

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youngooze
Posts: 6

Re: Slayer Leveling

Post#19 » Fri Feb 19, 2021 10:02 pm

NSKaneda wrote:
Wed Jan 20, 2021 2:57 am
goat90 wrote:
Wed Jan 20, 2021 1:23 am
Looking to level a Slayer got to lvl 9 so far.

So the issue Im running into is stat priority and rotation, ATM I feel like I am just rolling my face across my keyboard, no real thought in my rotation how are you slayers currently slaying Chaos?

Are the stats I want to look for different between 2h and DW Slayers? Is one style better than the other? I am currently DW because thats all Ive gotten so far so I am not committed to a spec yet.


Any advice would be great!


Slayers are fun, saddened to see another dawi take Grimnir's oath but welcome on the Road to your Doom. May it be Glorious! :)

If you really want to get into the class (my main with IB during live) take it slow. In T1 focus on battlefield awareness, your Doom might be magnificent but a slayer that lives to see another day gets to fight bigger threats. So: detaunt and charge are your friends, use terrain (hills, slopes, trees) to brake line of sight of those pesky goblins, nasty elgi or magi. Learn to circle them, jump in and out of fight - your defence suffers from enraged state and you get sloppy.
Wild swing's gonna be your main rage discharge skill. It can crit nicely and it's good at catching running away targets.
Incapacitate is your knock down, use on mSHs, healers, casters.
Enervating blow is going to be your defence against WEs, Sorcs and magi, use it on shammies and doks too.
No escape is so good you're gonna be itchy to use it on destro blobs. Especially if you've used Onslaught on your way over there.


Now you are in close combat. Shatter limbs.

Inevitable doom

There's a lot of them. Better toughen up to Even the odds.

Now comes the decision. A - disengage or B - press on?


A. Wild swing. Distracting roar, your detaunt, will let you charge away. Get some heals while you circle the enemies. Find a target. Alright, Gudrun's warcry. Fierceness of that warcry sent chills down your opponent spine. Charge in and open with


B. Onslaught. Inevitable doom. Slow down (or No escape). Deep wound. Shatter limbs. Pulverising strike.

Inevitable doom.

Flurry. Flurry. Flurry. Pulverising strike. Retribution

Wild swing.

Slow down. Deep wound. Shatter limbs. Onslaught. Flurry (if needed) and Wild swing or no escape.


Disengage.


That would be standard rules of engagement. Then there are tricks for dealing with particularly nasty opponents - you should avoid DoKs and WEs, they'll melt you till you get good gear (and even then it won't be easy with good ones). Maras might prove problematic if they know their mutations.

Herders in an open field can and will kill you 7 times out of 10 but if you charge up to them, onslaught, knockdown, ID, slow down and shatter limb them you have a good chance of slicing that gobbo down. If they're in their accursed meatball build rage with onslaught and keep your distance till Incapacitate is ready. Then engage.

-
-

Stats. Now there's a topic Longbeards argue about for ages. Let's leave end game specs alone and focus on leveling up.

Actually, before we begin. Stat allocation differs from dual (generally crit and parry based) to 2H (strength and melee power). I'd say stay away from 2H till you get good gear but then again I've always played dual so I might be biased. Dual IS easier though, especially at the beginning of your saga.

Every stat below this point is taking bolster bonus into account. To keep bolster bonus at max efficiency you need best gear up to your lvl. I will get to that later.

Strength: your primary dmg modifier, good to keep it at around 800 in T3, if you can get it to 850 then super. Rule of thumb - at soft cap or close to it till you get to T3 (anni/merc). Then you can experiment with mixes (6BL 3 anni, 5BL 2 anni 2 merc and so on). It's a good practice to have 60min str pot on in the lakes or in scs.

Weapon skill: good to have some to cut those tincans open but no reason to go over 600 till you get to mid T4. 400 is ok.

Crit: you can't really get any real melee crit chance till T4. Leave it for the time being.

Toughness: 300. If you can get 400 - great.

Dodge&disrupt: stage 2 in renown training. 3 is better.

Initiative: 200 for leveling is ok. Higher is better.

Wounds: around 6k. 7k if your bank account is heavy with gold (but what dwarf would part with his gold, eh?)

Willpower - forget it.

Inteligence: is needed but useless as a stat.

Ballistic power: only Malakai Makaisson, the legendary Slayer Engineer needs that ;)

Armour: hidden bonus. Thanks to your Ancestral Inheritance trinkets and armour pot combo you won't die as much.

-
-

Gear:

T1: decimator or challenger, lair weapon and helm, inf or sc weapons, whichever comes first. PVE drop shoulders and cape. Empire ch2 or ch3 belt with talisman slot. Inf + merch jewels.

T2: I'd go for devastator/duelist mix for tough and resist bonus and one of 3rd bonuses. You could try full set to see if you like it. Scenario weapons, epic quest line helm (or ch8 or 9 helm). Blue or purple cape (or green with toughness). Mayhem is more of 2H set but that armour debuff bonus is awesome to have.

T3: Anni/Merc/Beastlord combinations galore. Full ruin if you want to try out rampage. Scenario weapons (no chance for T3 inf weapons). T3 inf belt with resists on. Epic quest weapons when you feel like pve trip for cool looking alt appearances (looking good gives +50 to fighting skills ;) ).

T4. BL/Conq and full conq + full genesis city. Welcome to T4, real grind starts here :)

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Bonus: Praag PQs have old invader boots, gloves and shoulder skins in their chapters. Mayhem chest will give you those dyeable sailor pants. Axe of the Lady skin is repeated on few lvl25-35 blue and purple drops so you might get lucky if you missed it in T1.

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Build:

Troll Slayer - lvling up build.
You'll notice I don't recommend using Wild Gambit - you'll die a lot faster with WG on and you want to have some fun, not respawning every few minutes. Start with getting No escape, then work your way to Shatter limbs. Inevitable doom next and with full utility pouch work your way to Deep wound.


Good hunting,
Ginnarr Grimnirsson, Slayer from Karak Norn
Thanks a lot for this post, it has some great information for new players like myself!

User avatar
Arthem
Posts: 177

Re: Slayer Leveling

Post#20 » Sat Feb 20, 2021 12:11 am

goat90 wrote:
Wed Jan 20, 2021 1:23 am
ATM I feel like I am just rolling my face across my keyboard, no real thought in my rotation
Its all good man, thats all you need to know. You're gonna be a great Slayer.

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