slayer isnt just superior in aoe threee but in 2hs three and left three . aswell in terms of grp abilitys the slayer one are straigh superior .TenTonHammer wrote:Slayer dosnt need changes, he is a staple pretty much is most order 6 mans, like wise with choppasCowTools wrote: But some of the changes I said would change the class to be somewhat more appealing.
neither have issues in appeal
Slayers and choppas are not "weak", they are strong mdps classes but need a dedicated guard+healer for them to reach their full potential
The only downside to choppa is that they have a miserable AoE tree and ESPICALLY GtTC is a garbage ability and the 2h tree is nothing to really write home about
The only downside to slayers is that their AoE tree is so good with ID that it over shies their 2h tree becuase the 2H playstlye needs the no rage drop tatic and so they are very squishy
and dw > 2h because 10% free parry
Choppas and slayers are ment to be high risk high reward mdps glass cannons, they dont really need nor should have self heal type tactics out side of that one channeled heal one, having dmg % return as heal is just too strong with how much sustain it can give considering their dmg potential
Destro has enough morale pump mechanics, infact their needs to be less morale pumping and nerfing the ws component of the ability is horrible since slayer and choppas are extreamly reliant for ws armor pen
Try and hurt me and the slayer equivalent reduce all chances to crit, that includes heal crit
1 mara/wl armor debuff and you +ws ability/own armor pen from stacking ws and you should have no real issues with dmg vs tanks no need to mess up drop da basha....
you already have flee+ap pot and charge for gap closing why do you need another, that too on an m3...
all these suggestions seem like pug play suggestions, neither of these 2 classes are bad in grp play
choppa was ultra nerfed in live while slayer was not . u say git to da choppa is bad it wasnt before the nerf on the ability wich had a base dmg of 750 and snared the pulled targets. was dat yer finger used to proc a ini debuff and cannot stop da chop used to be the main ability of choppas wich made right left the best (back when it was a x5 stacking armour debuff with no cd), supa chop morale 3 was gimped from 2,4k to 1800 and no longer reduced block parry for 75%.
in a quick breaktrough abilitys wich slayer is superior to choppa
.grp general abilitys
.gudruns warcray: 25% ap reduction cost in abilitys of your grp versus git stuck in , group haste of 35%. something just benefeit the other mdps realy , because in kite groups is useles (slayer isnt obv)
right three .
.rampage > keep on choppin not just keep was nerfed and changed to a regular e blow with higher cd but rampage provide slayer a superior form to deal dmg. doesnt matter ur target is full parry block , rampage nullify it.
.fierce might vsyer getting soft. a critic buffer enable slayer to as more hurt he is to dish even more dmg . allow him to cap 100% critic soemthing no other class can boast in all his regular attacks . ygs in other hand was mostly designed to be used to provide original annot stop da chop with higher burst . since it was nerfed that tactic become obsolete and a waste .
midle three .
incapacite versus sit down, slayer wins its 3 secs for him choppa is 2.
bleed em out vs cleft in twain: slayer dot wins it has a shorter run time , 5 secs vs 10.
devastate vs tired already . wounds debuff versus cd increaser , wound debuff is the same as dreaded mara debuff and it has a 10 sec cd, choppa cd increaser is 20 secs. slayer wins .
spellbreaker vs no more helping . shield remover versus outgoing higher dmg ability debuff, in theory the chopa wins untill u realize the slayer ability has no effin cd ,,,, slayer wins
now right three
chop fasta versus shatter limb: even when sl has been nerfed it trumps chop fasta as cf has 2 min downside , thus rendering choppa as a glorified bomb one button trick in any aoe composite group . yeah cf allow with some tacics to spam for a while aoe e blows but the problem is unlike order a ap pumpers destru has no way to realy make this work in a proper way even using ap pots. slayer wins for sheer dmg and utility.
inevitable doom versus git to da choppa , id wins hand down , git dmg is bad compared with other aoe spam abilitys both class have since the dmg snare component was removed from choppa . id is a debuff with harm whole frontline of other grp or wab wich need to be cleansed ,
Racials .
im da biggest versus ancestral : da biggest racial got nerfed and changed to a wounds effect , versus armour tactic wich stacks with pot ,, armour > wounds. slayer wins
stab yer gooder vs stout: 25% critic versus a 50% cc reduction tactic,,,, in a game with so much cc and since we talking about mdps character this is probably one of the most powerfull tactics ever , enable to slayer reduce the cc of enemy team in half thus allowing him to stay in the fight for much longer ..... invaluable tool, slayer wins . because choppa needs to hit to make sure critic happens and slayer thanks to that tactic will be hitting you a 50% more because cc isnt going to hamper him that much.
push for more versus git stuck in: choppa tactic rduce for 10 secs the haste group tactic not bad if wasnt because its 2 mins cd,,,, slayer gets a 25% 50% haste when furious ebrserker.... slayer wins,,
i play both characters in ror , both in grp settings solo and pug, the slayer in general is so superior to choppa than is laughable.