I don't claim to be the most experienced slayer, but what I have noticed of GS is that the problem is not that it is bad, but that SS is just too good.
It's hard to run without both SL and the healdebuff. ID is also a massive chunk of damage that is hard to run without. Add in the existing proc meta and it just becomes impossible for GS to really compete.
But it is not that GS is bad, it is just the whole DW / Proc setups are really OP imo. If and when the dev's get around to adjusting them, I think we might see more GS builds being used. But it's hard to give up either the heal debuff or SL since both feel almost mandatory for group play.
[SLAYER] What would make Giantslayer Tree useful again?
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- TenTonHammer
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Re: [SLAYER] What would make Giantslayer Tree useful again?
SS is just much safer since you dont have to run PT so your not as squishy, while still having utlity with SL etc and ID also puts out strong DMG

Re: [SLAYER] What would make Giantslayer Tree useful again?
Giant slayer dealing one of the biggest damages on single target in game. But Breaking Point tactic make you also 10% easlier to being critically hit and Precarious assault another 5% to being critically hit. So you can't spam this attack and regain heals from honor restored tactic. From this 2 reasons giant spec is not impossible to playing solo even if you can kill someone in 5 hits because on 1 your kill you die 5 times.
Re: [SLAYER] What would make Giantslayer Tree useful again?
It's not great. It's required to run with power through, which will make you dead everytime when getting focused even with flawless party support. It works only with clueless pugs.Torquemadra wrote:Giant slayer is great just that skaven slayer is flat out broken so everyone takes that.
On top of that, the WL burst is still better over GS tree.

Re: [SLAYER] What would make Giantslayer Tree useful again?
Well he is not saying SS is not ridiculous, he is simply rebating your assesment of giantslayer being great. At the moment on our current gear, is a suicide move to run giantslayer since it requires you to run power through. Dead people dont bring much in terms of dps.Torquemadra wrote:There may very well be things wrong with it but I cant see how we could make people play GS while SS is so ludicrous, the only option would be to buff GS to an equally broken state otherwise people wouldnt play it over SS.
Re: [SLAYER] What would make Giantslayer Tree useful again?
Exactly.Torquemadra wrote:There may very well be things wrong with it but I cant see how we could make people play GS while SS is so ludicrous, the only option would be to buff GS to an equally broken state otherwise people wouldnt play it over SS.Reesh wrote:It's not great. It's required to run with power through, which will make you dead everytime when getting focused even with flawless party support. It works only with clueless pugs.Torquemadra wrote:Giant slayer is great just that skaven slayer is flat out broken so everyone takes that.
On top of that, the WL burst is still better over GS tree.
To fix GS, SS has to be addressed, and to fix SS the whole proc meta needs a hard look. I kinda feel like SL needs to be a 13 point ability. It's way to strong to be at 9 comparatively. Being at 9 it is now a mandatory side spec. To powerful not to have.
Re: [SLAYER] What would make Giantslayer Tree useful again?
a class with wounds debuff, as opener that does 50% increase damages and have a auto attack power tactic, with spamable finisher with a tactic which tell = +25% of damage on top of the previously 50% is not weak, choppa st burst is the same of a slayer , slayer also have wounds debuff as opener, the mid path is totally more than viable and the supp provided by rampage to also ingore 20/30 sec of enemy def it's so over the top that the class should be called directly gotrek

Re: [SLAYER] What would make Giantslayer Tree useful again?
It's everything ok with slayer dps. Maybe in GS Spellbreaker is bit bad. Problem is with slayer defeance from RDPS. In GS is much worst because he don't have none selfheal and got additional 10%-15% to being critically hit. In Merc it's total +30%-35% to being crit.
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- roadkillrobin
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Re: [SLAYER] What would make Giantslayer Tree useful again?
IF the rage drop really is the problem with GS, then i would sugest this: Make Violent Impacts/Wear Em Down have 100% chance of returning 25% of your rage and additionally If your Wielding a greatweapon your next Autoattack after using an exhaustive blow will do 75% more damage.

Re: [SLAYER] What would make Giantslayer Tree useful again?
Reesh wrote:Exacly, that's the case, with an additional problem that I'll get into later. I've recently, once again, did some testing upon giantslayer tree (I do it every once in a while when being bored with typical build). Specifically violent impacts was tested. It's not reliable and it's change might make this tree viable again.Toldavf wrote:The main problem with the tree is that in order to effectively utilise it you have to slot power through. Droping rage on slayer is essential at times but undesirable when you are killing a target, the fact that the giant slayer tree nd spal style is reliant on several skills that all drop rage (devestate, death blow, spell breaker) makes it worse.
A small fix that would make it more attractive would be to change violent impacts so that those 3 skills exclusively don't drop rage sort of like a mini power through. Odc tat might be op but we wont really know till its tested.
Changing it to something like you've said: devastate, spellbreaker and deathblow will not longer drop your rage;
or: the next 3 exhaust blows won't remove your rage;
or: make it to 75% instead of 50%.
Second thing that would improve is a reliable tactic that increases % crit dmg, even the 25% amount like the choppa has would be good. Fierce might is unreliable and not usable, as it was also extensively tested by me.
"Dead tactics" are also a case, but I'm not going to go that road, since most of the classes have those.
And yeah, if something would be done with tactics mentioned, they should've been also changed at choppa since they're pretty much mirrored. (with the exception of fierce might, since the choppa has much different and better one, yer gettin' soft)
Choppa has 25% crit tactic while slayer has 50% aa speed tactic.
I think both choppa and slay need modification for theyr crit 15% tactic. Class is paper like hell already for 2h tree and 10% chance to get crit makes it even worse. I would make it like 15% crit chance,15% dmg(or crit dmg) for that tradeoff or keep 15% cc but remove the get crit effect.
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