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Choppa vs Slayer

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FuatKoseoglu
Posts: 86

Choppa vs Slayer

Post#1 » Thu Nov 19, 2015 1:51 pm

I heard some rumors that slayer have to use 2handed for greater dps. And about choppa I heard that you have to one 2x 1handed.
Is that true? How do you compare 2h vs 2x1h.

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Coryphaus
Posts: 2230

Re: Choppa vs Slayer

Post#2 » Thu Nov 19, 2015 1:54 pm

Slayer duel wield is better than 2h becuase of inevitable doom and shatter limbs over shadowing anything on the 2h tree combined with the fact that if you go 2h on slayer you have to use no rage drop tactic which makes you very squishy

http://waronlinebuilder.org/#career=sla ... 9:;0:0:0:0:

DW slayer dosnt need that

Choppa can run both DW and 2h, 2hs are more ment for premade group play where you have a reliable grp and healer/tank/both to back you up
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SilverWF
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Re: Choppa vs Slayer

Post#3 » Thu Nov 19, 2015 1:59 pm

Coryphaus wrote:Slayer duel wield is better than 2h becuase of inevitable doom and shatter limbs over shadowing anything on the 2h tree combined with the fact that if you go 2h on slayer you have to use no rage drop tactic which makes you very squishy

http://waronlinebuilder.org/#career=sla ... 9:;0:0:0:0:

DW slayer dosnt need that

Choppa can run both DW and 2h, 2hs are more ment for premade group play where you have a reliable grp and healer/tank/both to back you up
When we will able to spent 40 (forty) points and use skills of 27 lvl and higher?
So, it will be like that: waronlinebuilder.org - Slayer build
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FuatKoseoglu
Posts: 86

Re: Choppa vs Slayer

Post#4 » Thu Nov 19, 2015 2:02 pm

Amazing help. What about Path of The Giantslayer?

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Coryphaus
Posts: 2230

Re: Choppa vs Slayer

Post#5 » Thu Nov 19, 2015 2:09 pm

SilverWF wrote: When we will able to spent 40 (forty) points and use skills of 27 lvl and higher?
So, it will be like that: waronlinebuilder.org - Slayer build

what i posted was the end game spec for slayer to the player so they know how to skill build , where the op wants to go for hdbuff and rampage or getting shatter limbs and specing towards id in T3 like every other slayer player on the server is doing for better or for worse is their call
FuatKoseoglu wrote:Amazing help. What about Path of The Giantslayer?

Its underwhelming/overshadowed by skraven slayer because Inevitable doom is the best ability slayers have (espically when paired with rampage) and it requires DW
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RyanMakara
Posts: 1563

Re: Choppa vs Slayer

Post#6 » Thu Nov 19, 2015 2:16 pm

FuatKoseoglu wrote:Amazing help. What about Path of The Giantslayer?
More of a solo path, same to the Hitta tree that Choppa gets. Both are 2hand paths, which is great for DPS, but won't be seen a lot in oRvR T3. Main problem with Choppa/Slayer balance is that Slayer gets Inevitable Doom, which is a spreadable AoE dot with devastating crit ticks when you stack your strength to high hell, much like a BW's Boiling Blood with int. Also their ability to ignore all sorts of evade with the Rampage skill, combined with Shatter Limbs (5 second increased cooldown) for ANY player a Slayer hits, makes them an awful lot better than the Choppa, who can only counter-buff against Shatter Limbs for 5 people in his group, and has nothing to counter Shatter Limbs. The only mirror to Inevitable Doom is Get To Da Choppa, which is an AoE pull; rather than spreading AoE dots through an entire group of people that run back frantically to their healer to get cleansed, and thereby also get them damaged, Choppas have to risk getting an entire zerg on top of them before being able to push back, while Slayers /rofl and /cheer as a warband is forced to retreat due to an uncleansable AoE dot that spreads and ticks like mad, constantly re-applying itself to anyone affected by it.

All in all, Slayers and Choppas both have incredibly overpowered utilities that can render entire warbands useless with the proper 6 man set-up. And they're not even mirrored to each other in that way. In the same sense, Choppas tend to be more devastating single-target focus MDPS, which is simply unfair to Slayers that 'dislike' the AoE path because of its cheapness.

In my opinion; make Shatter Limbs the same as Keep on Choppin' (regain 100 AP), make Inevitable Doom an AoE pull like Get To Da Choppa, and make Shatter Limbs a group buff rather than an AoE debuff.
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Coryphaus
Posts: 2230

Re: Choppa vs Slayer

Post#7 » Thu Nov 19, 2015 2:41 pm

While i agree with a lot of what ryan said, i want to point out 2 things, first the devs/az already stated that one of the confirmed balance changes in the future will be that ID will be a made into an ailment and hence clenseable secondly late game abilites like keep on choppin are useless as with all the ap potions as well as potions and gear that increase ap regeration rate, ap is not an issue and as such their is no need to spec them
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Toldavf
Posts: 1586

Re: Choppa vs Slayer

Post#8 » Thu Nov 19, 2015 4:29 pm

RyanMakara wrote:
FuatKoseoglu wrote:Amazing help. What about Path of The Giantslayer?
More of a solo path, same to the Hitta tree that Choppa gets. Both are 2hand paths, which is great for DPS, but won't be seen a lot in oRvR T3. Main problem with Choppa/Slayer balance is that Slayer gets Inevitable Doom, which is a spreadable AoE dot with devastating crit ticks when you stack your strength to high hell, much like a BW's Boiling Blood with int. Also their ability to ignore all sorts of evade with the Rampage skill, combined with Shatter Limbs (5 second increased cooldown) for ANY player a Slayer hits, makes them an awful lot better than the Choppa, who can only counter-buff against Shatter Limbs for 5 people in his group, and has nothing to counter Shatter Limbs. The only mirror to Inevitable Doom is Get To Da Choppa, which is an AoE pull; rather than spreading AoE dots through an entire group of people that run back frantically to their healer to get cleansed, and thereby also get them damaged, Choppas have to risk getting an entire zerg on top of them before being able to push back, while Slayers /rofl and /cheer as a warband is forced to retreat due to an uncleansable AoE dot that spreads and ticks like mad, constantly re-applying itself to anyone affected by it.

All in all, Slayers and Choppas both have incredibly overpowered utilities that can render entire warbands useless with the proper 6 man set-up. And they're not even mirrored to each other in that way. In the same sense, Choppas tend to be more devastating single-target focus MDPS, which is simply unfair to Slayers that 'dislike' the AoE path because of its cheapness.

In my opinion; make Shatter Limbs the same as Keep on Choppin' (regain 100 AP), make Inevitable Doom an AoE pull like Get To Da Choppa, and make Shatter Limbs a group buff rather than an AoE debuff.
The aoe part of Inevitable doom is not so bad as people make out against another premade group hots will clean up the fluff damage from the slayers unless there's loads of them (as an aside every tick is also defendable yes I know rampage QQ)

You won't find any slayers with strength talismans or strength in the renown spec in T4. All your dps on slayer is dependent on weapon skill to penetrate armour and get some big hits 60%+ on armour pen in full sov is easily achievable. After you get enough weapon skill having crit is the next most important thing so you can chain those big hits together luckily not a problem for slayer as you have 2 tanks capable of giving out crit and if you have both a knight and ib it all stacks for +30% all told.

Shatter limbs is annoying for enemies atm doks lack the aoe cleanse to effectively deal with it. Later tiers just remember to cover it and your golden

With the exception of mara and lion (kinda) all melee have to risk the zerg to push.

ID does not reapply it's self It pulses on the initial target and the damage comes from that direction. Slayer has the best bombing of any mdps but its still nowhere near bw or sorc.

One thing people never mention about ID is the casting push back weird that.

Really the only thing imo that chopper has over slayer is a little more upfront burst because of stab you gooder, the fact the spec more heavily in mid and left tree and potentially blorc synergy. If bleed um out was a more well constructed ability the class would be much better then its current form.
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