PvE Slayer Guide

This guide is currently a work in progress. Expect additional content and changes to existing content before the guide is finished.

Even while lugging around a huge greatsword, the Slayer enjoys unparalleled mobility at no expense of damage. While slow to start, endgame combat will see the Slayer in a frenzy, animation canceling skills and micromanaging cooldowns in order to maximize DPS.

With a vast array of defensive options on top of a lethal arsenal of sword skills, the Slayer can often be easier to play than TERA’s ranged DPS classes. While there is inherent risk in playing a melee DPS class, Slayers thrive in high-pressure situations, able to evade damage long after other classes have exhausted their defensive abilities.

I will use several acronyms to refer to several of the Slayer’s most used abilties:

WW = Whirlwind
OHS = Overhand Strike
UOHS = Ultimate Overhand Strike
KDS = Knockdown Strike
HT = Heart Thrust
OP = Overpower
MS = Measured Slice

Animation canceling

While playing Slayers, an important concept to master is the idea of animation canceling. In TERA, every almost every action has an animation associated with it. 99% of the time, these animations are longer than they need to be.

For example, when the Slayer uses Knockdown Strike, less than half of the animation involves the Slayer actually hurting the enemy. Both before and after the slash, the Slayer spends a lot of time locked in place doing nothing useful. While the windup before the slash can’t really be avoided, the amount of time the Slayer is locked in place doing nothing productive can still be minimized by using Overhand Strike to cancel KDS right after the slash is completed.

Basically, the idea of animation canceling is to minimize downtime, get through rotations faster, and reduce the vulnerability to damage the Slayer has to deal with in between skills. While animation canceling is a part of every class in TERA, it is especially important for Slayers, since OHS and Eviscerate can cancel almost every damage skill early, and after that, MS can cancel OHS early.

Crit Rate vs Crit Factor

They’re the same thing. With the release of the gunner class, En Masse decided for whatever reason to change any references of Crit Rate to Crit Factor. So if anything says Crit Rate in this guide, that’s what’s up.

Table of Contents
1. Slayer Skills and Glyphs

  • 1.1 Damage
    • Combo Attack
    • Whirlwind (WW)
    • Knockdown Strike (KDS)
    • Overhand Strike (OHS)
    • Distant Blade
    • Fury Strike
    • Heart Thrust (HT)
    • Overpower (OP)
    • In Cold Blood (ICB)
    • Measured Slice (MS)
    • Eviscerate
  • 1.2 Mobility/Evasion
    • Evasive Roll
    • Dash
    • Headlong Rush
    • Leaping Strike
    • Backstab
  • 1.3 Utilty
    • Triumpant Shout
    • Retaliate
    • Startling Kick
    • Tenacity
    • Stunning Backhand
    • Exhausting Blow

2. Rotations

3. Equipment

  • 3.1 Greatsword and Weapon Crystals
  • 3.2 Cuirass and Armor Crystals
  • 3.3 Gloves
  • 3.4 Boots
  • 3.5 Earrings and Earring Crystals
  • 3.6 Rings and Ring Crystals
  • 3.7 Necklace
  • 3.8 Brooch
  • 3,9 Belt
  • 3.10 Underwear

4. Consumables

5. Dungeon-Specific Advice

6. Race-Specific Advantages and Disadvantages

1. Slayer Skills and Glyphs
Glyphs are graded on usefulness based on color:

indicates bad glyphs that are never used

indicates glyphs that have situational uses at best

indicates good glyphs that are useful everywhere

They appear in the same order as they do in the skill description. All glyph points listed are the point costs of advanced glyphs unlocked through glyph boxes, Sabex Armory, or Macellarius Catacombs.

1.1.1 Slayer Skills and Glyphs (Damage)
Combo Attack

Quick sweeping slashes that hit everything around the Slayer. If individual attacks are performed in quick succession, the Slayer’s attacks build up as part of a four-attack combo.

If the Slayer hits the same target four times with Combo Attack, Whirlwind will be sped up if used within the next 10 seconds. This does not apply to minions.

Combo Attack restores mana to the Slayer when it hits enemies. The amount restored is based on the difficulty classification of the enemy hit. Minions restore less mana, mobs restore more, and bosses restore the most.

Lower-level Slayers will find themselves using Combo Attack often, as skills and mana pools are limited. However, at the endgame, Combo Attack should be used as little as possible, since almost every skill the Slayer has does more damage, and because there are plenty of ways to restore mana.

Against some BAMs that summon groups of additional enemies, a single Combo Attack can restore huge amounts of mana, since each enemy hit by Combo Attack restores a flat amount of mana.

[6]Glyph of Power
This glyph is never useful at any point in the game. By level 20, the Slayer should have much better ways to kill things.

[4]Glyph of Spirit
There is not enough added mana regeneration to make this glyph worth it.

[4]Glyph of the Swift
There are much better ways to boost damage than this glyph. Having to use Combo Attack first before boosting the speed of other skills ruins the point of the glyph.

Whirlwind (WW)

Two sweeping slashes that hit everything around the Slayer. The second slash does more damage than the first. However, the first slash will consume the Overpower buff, so WW is not the best skill to use after Overpower.

This skill can be canceled early by Evasive Roll. If it is canceled before any damage hitboxes are produced, WW does not go on cooldown.

This skill makes the Slayer immune to knockdowns and staggers during its animation.

The Slayer’s first skill is also one of the most versatile in the entire kit. Whether it is used for mobbing or tearing through a BAM’s health, WW is one of the Slayer’s hardest hitting skills, especially after unlocking Glyph of Carving. WW is also one of the few attack skills that can be canceled early by Evasive Roll, meaning that the Slayer cannot be caught off guard while using this skill.

[4]Glyph of Brilliance
Don’t use mana cost reduction glyphs. There are so many ways to restore mana through both consumables and healer skills that it isn’t worth sacrificing damage.

[5]Glyph of Carving
One of the Slayer’s best glyphs on one of the Slayer’s best skills. This is a must on every PvE Slayer build.

Knockdown Strike (KDS)

The Slayer walks forward while performing a 270° slash that hits everything in the arc. KDS has a high chance to knockdown mobs, and a good chance of knocking down or staggering BAMs that are vulnerable to knockdowns/staggers. Because the animation for KDS involves the Slayer walking forward, it can hit targets that are 5-6m away.

This skill CANNOT be canceled early by Evasive Roll. If it is canceled before any damage hitboxes are produced, KDS does not go on cooldown.

This skill makes the Slayer immune to knockdowns and staggers during its animation.

KDS does enough damage to make it worth using in the Slayer’s typical DPS rotation, but it is most known for its utility. It is called Knockdown Strike, after all. This skill is important to consider for bosses that have interruptible attacks, such as Tantibus in Bathysmal Rise. Later, when In Cold Blood II is obtained, KDS is also a good way to get off many Ultimate Overhand Strikes, since it is one of the skills that does not go on cooldown when it is canceled early enough.

Against BAMs, using KDS at a bad time can get the Slayer killed because of the animation lock. If they are fast enough, Slayers that are locked into the animation for KDS but desperately need to get out of the way of an attack can first cancel KDS with OHS or Eviscerate, then use Evasive Roll. If both OHS and Eviscerate are on cooldown, however, tough luck.

[5]Glyph of Powerlink (Whirlwind)
This is one of the Slayer’s best glyphs, make no mistake. Many Slayers use it, but I prefer to spend points elsewhere because I don’t like being locked into using WW only after using KDS for maximum efficiency. Still, the damage bonus is pretty substantial, and after the Slayer’s upcoming glyph cost reduction, this is probably the glyph I would pick up. Note that not using this glyph actually leaves a lot of damage on the table, so for less demanding dungeons, sacrificing Overpower’s Glyph of Carving or Eviscerate’s Glyph of Energy for this could be a good choice,

[6]Glyph of Powerlink (Overhand Strike)
My personal testing has concluded that this glyph does not affect Ultimate Overhand Strike. If this is true, then this glyph would not be worth the six glyph points, since it only works when OHS resets many times in a row. If anyone has evidence that this glyph DOES boost Ultimate Overhand Strike, feel free to submit it to me.

[5]Glyph of Strength
This glyph is not useful. KDS does enough on its own.

[5]Glyph of Power
Flat damage increases are always nice to have, since they boost a skill’s base damage and make crits that much more powerful. Unfortunately, there just aren’t enough glyph points to fit this glyph into the build.

1.1.2 Slayer Skills and Glyphs (Damage) cont.
Overhand Strike (OHS)

After gathering strength, the Slayer slashes straight down. Not only is this skill much faster when activated after the skills listed in the description, it also cancels the animations of those skills when used.

Ultimate Overhand Strike replaces Overhand Strike for the entire duration of In Cold Blood II. UOHS has much higher base damage than OHS, and has no cooldown.

OHS/UOHS have a small chance to knockdown enemies that are vulnerable to knockdowns.

This skill can be canceled early by Evasive Roll. If it is canceled before any damage hitboxes are produced, OHS does not go on cooldown.

OHS is, in my opinion, the skill that defines the Slayer class. On top of being used for damage, OHS is also used to avoid lengthy animation locks, is one of the two links the Slayer has to Measured Slice, and can even be used for mobility when combined with Leaping Strike or Startling Kick. With practice, Slayers can get through their rotations much faster by timing OHS to cancel other skills right after they apply their damage. At level cap, OHS can even become the Slayer’s hardest hitting skill after using In Cold Blood II. A good critical strike from Ultimate Overhand Strike can rival Measured Slice in damage.

[5]Glyph of Persistence
This glyph is what makes the Slayer the Slayer. The majority of the Slayer’s skills involve animation canceling with OHS/Eviscerate, so it would be ridiculous not to have this glyph selected.

[4]Glyph of Restoration
In party play, this glyph is usually not needed. However, for solo play, or if the healer simply cannot be trusted, this glyph can go a long way towards keeping the Slayer alive. Keep in mind HP is only restored if OHS damages an enemy.

Distant Blade

The Slayer quickly slashes the air, producing a magical projectile with a range of about 16-17m. Distant Blade can be used up to three times in quick succession before it goes on cooldown. The third shot does the most damage, but it carries with it a much lengthier animation lock.

Distant Blade has a fair amount of forward momentum that can move the Slayer a good distance.

The animation lock after the third shot of Distant Blade can be cancelled with Evasive Roll.

Distant Blade has two main uses. The first is acting as a filler skill in a Slayer’s DPS rotation when the other heavier-hitting skills are on cooldown. The second is acting as a makeshift mobility tool in combat, since the Slayer takes a quick step forward after each shot of Distant Blade.

Most of the time, Slayers just use the first two shots of Distant Blade, since the third shot does not do enough damage to make it worth the animation lock. It can be used to some effectiveness if Roll is available to cancel the animation lock, but then the Slayer would be exchanging a valuable dodge for not that much damage. Not the best use of Roll, in my opinion.

[4]Glyph of Brilliance
Don’t use mana cost reduction glyphs.

[5]Glyph of Numbing
This glyph does not have much effect on BAMs. Against mobs, this glyph still doesn’t do much because Distant Blade only affects 1 target at a time.

Fury Strike

The Slayer performs a quick slash with a roughly 180° arc, and lot of forward momentum. Depending on race, the skill can hit targets 5-7m away. The skill does more damage the lower the Slayer’s health is.

This skill CANNOT be canceled early by Evasive Roll.

Fury Strike does not find much use in PvE unless the Slayer is specifically built to take advantage of builds that rely on being below 50% HP. Most Slayers only use these builds in easy dungeons to get through them faster, however. Above 50% HP, Fury Strike is usually not worth using because of its large mana cost, and the fact that it does not chain into OHS/Eviscerate.

[4]Glyph of Blaze
Since Fury Strike cannot be canceled by any skill, using this skill to add speed to another one ruins the point of the glyph.

[4]Glyph of Restoration
There’s no way to reset the cooldown on Backhand, so this glyph is useless. Plus, if the Slayer intentionally is fighting at low HP, this glyph would actually work against the Slayer.

[5]Glyph of Power
Even without this glyph, Fury Strike can hit harder than both MS and UOHS when the Slayer is near death. Tack on 25% bonus damage and Fury Strike becomes an excellent skill for expert Slayers that want to finish a dungeon as quickly as possible.

1.1.3 Slayer Skills and Glyphs (Damage) cont.
Heart Thrust (HT)

After briefly gathering strength, the Slayer makes a lethal thrust forward, with a lot of forward momentum behind it. Depending on race, HT can hit targets 5-8m away.

This skill CANNOT be canceled early by Evasive Roll. If it is canceled before any damage hitboxes are produced, HT does not go on cooldown.

This skill makes the Slayer immune to knockdowns and staggers during its animation.

Heart Thrust is the Slayer’s hardest hitting skill behind Eviscerate and MS, so it is the ideal combo starter in OHS/Eviscerate rotations. However, HT is infamous for being difficult to use on small targets. Because HT is a forward stab instead of a slash, its small hitbox often fails to come into contact with enemies. Here is a visualization of the situation:

SoonTM

[6]Glyph of Power
[4]Glyph of Persistence
[5]Glyph of Carving
Get all of the glyphs available for HT. HT is one of the biggest sources of damage for the Slayer, so it makes sense to enhance it. However, some Slayers do decide to take off Glyph of Persistence when facing mobile enemies that don’t stay in one place very long, or when they participate in PvP.

Overpower (OP)

The Slayer instantly gets a buff that boosts the damage of the next attack for 20 seconds. Glyph of Powerlink and Glyph of Carving are also activated instantly with Overpower, and do not have any time limits.

If a skill damages a shield while Overpower is active, the skill will still deal boosted damage, but Overpower and its glyph buffs will not be consumed, as the buffs only go away after the Slayer does damage to a target’s health.

Overpower adds a good bit of damage to Slayer combos, and is especially useful for destroying shields, but because of the animation it should not be used constantly. I will talk more about using Overpower in the Rotations section.

[3]Glyph of Brilliance
Don’t use mana cost reduction glyphs.

[5]Glyph of Carving
The added crit rate from this glyph helps ensure that the next skill will hit like a truck. It works particularly well with HT/Eviscerate, since those two skills already have a very high base damage value.

[5]Glyph of Boost
This is a decent glyph, but in my opinion, the five glyph points are better spent elsewhere. Slayers that use this glyph do so to specialize in burst damage, which is effective in PvP, and against BAMs with limited vulnerability windows.

In Cold Blood (ICB)

The Slayer instantly gets a buff that boosts all damage for 20 seconds. When upgraded to In Cold Blood II, ICB will also boost attack speed, and grant Ultimate Overhand Strike over its duration.

After obtaining the Icy Veins passive effect, using ICB will also instantly reset the cooldowns on WW, KDS, and HT.

This is the Slayer’s express ticket to DPS town. It has a long cooldown, so smart use of ICB is important for maximizing DPS. ICB is best used either to get through difficult DPS checks, or when it is apparent that the target will remain stationary for a long period of time. Try to only use ICB when OHS is off cooldown. Even though UOHS does not have a cooldown, the Slayer still has to wait for OHS to become available in order to use UOHS. This would waste valuable time on ICB.

[3]Glyph of Brilliance
Don’t use mana cost reduction glyphs.

[2]Glyph of Blaze
It’s not the best glyph, but since my build only gives me two leftover points, I just put this in since there’s no other glyph that costs two points.

Measured Slice (MS)

[/previewimg] After gathering strength, the Slayer performs a 270° slash that hits everything in the arc. During the slash, momentum propels the Slayer forward, meaning that MS can hit targets 5-8m away. MS has a high chance to knockdown mobs, and a good chance of knocking down or staggering BAMs that are vulnerable to knockdowns/staggers.

Measured Slice can cancel Overhand Strike early.

This skill can be canceled early by Evasive Roll. If it is canceled before damage hitboxes are produced, MS does not go on cooldown.

When Ultimate Overhand Strike is not available, Measured Slice will always be the Slayer’s hardest hitting skill. Thus, it is important to use it as many times as possible. As I will get into in the Rotations section, the Slayer’s main goal is to use Measured Slice every time it becomes available.

[6]Glyph of Carving
[6]Glyph of Power
MS does massive damage to enemies, and these glyphs make it do even more. Should be a no-brainer.

1.1.4 Slayer Skills and Glyphs (Damage) cont.
Eviscerate

The Slayer performs a quick underhand slash upward. The sheer force of the blow creates a blast zone that extends the range of Eviscerate by several meters, allowing the Slayer to hit targets up to 8m away.

Eviscerate has a high chance to stagger enemies that are vulnerable to staggers when used by itself. If it is used after one of the skills listed in its description, it will knock down targets instead.

In terms of damage, Eviscerate is second only to MS/UOHS. Its glyphs also make the Slayer’s other skills more powerful, and to top it all off, it has a far shorter cooldown than HT. Just like MS, using Eviscerate as often as possible will maximize the Slayer’s damage potential.

[5]Glyph of Power
Higher base damage on one of the Slayer’s hardest hitting skills. Sign me up.

[4]Glyph of Powerlink (Overhand Strike)
Because the duration of this glyph is longer than the cooldown for OHS, making use of this glyph is extremely easy if the Slayer rotates through skills correctly.

[4]Glyph of Energy
Normally I don’t like using cooldown buffs, but this one in particular is effective because Eviscerate has high base damage, and because it is one of the two links to MS. It also helps against bosses that are vulnerable to knockdowns/staggers.

[3]Glyph of Powerlink (Measured Slice)
In PvE, I only use MS after OHS or Eviscerate, so it makes sense to add a damage bonus to MS on a skill that is almost always used before MS.

1.2.1 Slayer Skills and Glyphs (Mobility/Evasion)
Evasive Roll

The Slayer makes a quick evasive maneuver forward. At the same time, the Slayer becomes untargetable for about 1.25 seconds, gaining immunity to many effects including damage, and debuffs.

Roll can also allow the Slayer to pass through actors, such as other players and enemies.

Attack speed quickens the animation of this skill, thus lowering the duration of untargetability.

When upgraded to Evasive Roll II, the Slayer can Roll up to two times before the skill goes on cooldown. The skill will only go on cooldown if the Slayer rolls twice within 4 seconds.

TERA gives every class a way to reduce or avoid damage altogether, and the Evasive Roll is the Slayer’s answer to this problem. In addition to granting a small amount of mobility, Roll makes the Slayer essentially invincible for its duration. Skilled use of Roll is a foundation of high-level Slayer play, because Rolling through enemies allows easier access to their back, and because a dead DPS does no damage.

It can be hard to grapple with the idea of rolling through an attack, but the Basilisks at Oblivion Woods are a good enemy to practice against until it is time to move onto faster, more difficult BAMs.

Good Slayers should keep in mind that this invincibility cuts two ways, however. It is possible to “dodge” heals and buffs from Priests and Mystics, since Roll also makes the Slayer untargetable to spells such as Focus Heal, Healing Circle, etc.

[4]Glyph of Fleetfoot
This doesn’t do anything in PvE, as the Slayer already has enough mobility to deal with any situation. Relying on this glyph as a crutch would just lead to bad habits later on.

[4]Glyph of Persistence
This could actually be a decent glyph if it had a higher chance to activate. But 20% is too low, especially since the glyph only has one chance to activate, after the Slayer rolls twice within 4 seconds.

[4]Glyph of Powerlink (Fury Strike)
This glyph has to be only for the most hardcore Slayers, since Slayers that use Fury Strike builds already walk a very fine line. Sacrificing a safety net for even more damage on Fury Strike is highly risky, but can also pay off big-time.

[4]Glyph of Powerlink (Backstab)
Backstab barely does any damage to start with, making this glyph useless.

Dash

The Slayer instantly gains a bonus to on-foot movement speed, both in combat and out of it.

In combat, the difference between someone with Dash active and someone without it is clear as night and day. The massive speed boost provided by Dash has a variety of uses, from AoE dodging to chasing those annoying BAMs that jump all over the place.

[4]Glyph of Energy
The Slayer has enough mobility already. If mobility is a must, for whatever reason, I would rather take Glyph of Energy on Headlong Rush rather than Dash.

Headlong Rush

The Slayer sprints toward the target, or if no target is detected, the Slayer simply sprints forward for about 15m.

When this skill is activated, the Slayer gets a buff that boosts the speed of the next action. Any action that can be sped up WILL be sped up by Headlong Rush, so it is possible to increase the speed of Resurrection Scrolls with this skill, or waste the buff with an Evasive Roll.

This skill can be canceled early by Evasive Roll.

Rush makes up a large part of the Slayer’s mobility, but it can be also be used offensively. Against BAMs – like Mephisis in Bathysmal Rise – that do not have wide area attacks that might need to be avoided, Rush can be used to speed up lengthy attack animations. When the Slayer is right next to a boss, Rush stops immediately, but the attack speed buff is preserved. A popular use of Rush is to speed up WW or KDS.

When Slayers need to use Rush to get away from BAMs, however, they should be careful not to place any of the BAM in the crosshairs before using Rush. It is never fun to die because Rush locked onto the wrong enemy. A good way to make sure that there is no target locked is to look down and away from any enemies that the Slayer needs to get away from.

[5]Glyph of Energy
Slayers already have enough mobility. It could be useful for those learning to fight against new BAMs, but it can also develop some bad habits if used for too long.

[4]Glyph of Powerlink
Useless. If, for whatever reason, more KDS damage was needed, then the Glyph of Power on KDS itself would be a much better choice.

Leaping Strike

The Slayer quickly leaps forward, ending with a stab into the ground at the end of the jump. There is a very lengthy animation lock at the end of the jump, as the Slayer must pull the sword out of the ground, but it can be cancelled by OHS.

Leaping strike does not do that much damage in PvE unless the target is knocked down. However, since BAMs rarely get knocked down, most Slayers just use Leaping Strike for its mobility. Leaping Strike is effective at escaping lethal AoE attacks, but it only works as a pure movement tool if OHS is available to use. Using Leaping Strike without OHS just for movement is ineffective, since waiting out the animation lock at the end of the skill ruins the point of using Leaping Strike in the first place.

[4]Glyph of Brilliance
Don’t use mana cost reduction glyphs.

1.2.2 Slayer Skills and Glyphs (Mobility/Evasion) cont.
Backstab

The Slayer looks at a target up to 10m away and becomes untargetable for about 1.5 seconds.

If the area behind the target is clear, the Slayer teleports behind the target and performs a quick slash. If it hits, and the target is vulnerable to stuns, the target is rooted for 8 seconds.

If the area behind the target is obstructed, the Slayer stays in place and slashes the air instead. The slash cannot hit anything, but the Slayer’s untargetable status does not end early.

Attack speed quickens the animation of this skill, which actually lowers the duration of untargetability.

Backstab has two main uses. If the Slayer is feeling confident against the enemy, Backstab can be used as a way to get in place for back crits quickly. Otherwise, the Slayer can save Backstab as an extra safety net.

Although the Slayer has to be aiming at a target to use Backstab, many inanimate objects with a health pool are technically considered “enemies” by the game, such as the gates in Corsair’s Stronghold, and Backstab can be used on them.

[5]Glyph of Energy
Does not reduce the cooldown of Backstab enough to make it worthwhile in place of a damage glyph.

[3]Glyph of Blaze (Heart Thrust)
[4]Glyph of Blaze (Knockdown Strike)
Not useful at all, especially since this glyph is on a skill with a 25 second cooldown.

1.3.1 Slayer Skills and Glyphs (Utility)
Triumpant Shout

The Slayer instantly restores a small amount of mana, and will not have mana decay for 20/22 seconds.

Shout is not that remarkable of a skill, as Combo Attack restores a similar amount of mana, or more. However, it is still useful if the Slayer needs to keep mana bars up during long periods of downtime.

[3]Glyph of Spriit
Does not restore enough mana to make it worth the glyph points.

[3]Glyph of Energy
Still does not restore enough mana to make it worth the glyph points.

[5]Glyph of Grounding
I can’t remember the last time I had to use this glyph, but it could be useful in a select few situations, or if the healer/tank simply cannot be trusted to perform. Against some bosses, an extra 20% endurance could prevent an instant death.

Retaliate

When knocked down, Retaliate picks the Slayer back up after performing a quick 360° slash. When Retaliate is used, it also grants brief immunity to further knockdowns, staggers, and stuns.

Retaliate also has a moderate chance of knocking down targets itself.

For PvE, Retaliate can be used without much thought, since that are not many points in the game at which the cooldown of Retaliate matters, and because the Slayer has three different skills that grant brief immunity to knockdowns (WW, KDS, HT). However, it is still a good idea to keep the cooldown of Retaliate in mind for certain situations such as fighting a swarm of mobs/minions. Smart use of Retaliate is especially important for Slayers that also participate in knockdown-heavy PvP battles, as knowing when to use Retaliate and when NOT to is the mark of an experienced Slayer.

[3]Glyph of Power
Retaliate is not a hard-hitting skill by any means. Even if it was, nobody should be using Retaliate to do DPS.

[5]Glyph of Powerlink
Leaping Strike doesn’t do that much damage either.

[4]Glyph of Energy
This glyph is not needed for PvE.

Startling Kick

The Slayer quickly kicks any targets in front, and uses the force of the kick to fly backwards several meters. Kick has a high chance to stun any mobs that are hit for about 3 seconds.

Kick does not do that much in PvE, since many BAMs are immune to most forms of crowd control. Still, there are a handful of fights in which chaining crowd control on mobs is important, such as the ghosts that Darkan summons in Sky Cruiser Endeavor. Most of the time, though, Kick is used as a mobility tool, or as a combo starter for OHS/Eviscerate rotations.

[4]Glyph of Brilliance
Don’t use mana cost reduction glyphs.

[4]Glyph of Lingering
This glyph is only useful against the ghosts Darkan summons in Sky Crusier Endeavor. Even then, it is only really needed if the party lacks crowd control.

[4]Glyph of Blaze (KDS)
[4]Glyph of Blaze (HT)
[3]Glyph of the Swift
Not useful in PvE. The points are better spent elsewhere.

Tenacity

The Slayer instantly restores a moderate amount of mana, and becomes immune to most debuffs with red borders for 5 seconds. (These are called stuns in-game, although not all debuffs with red borders are stuns)

In PvE, Tenacity is only really useful for mana restoration, as there are few situations in which the stun resistance makes a difference.

[4]Glyph of Balance
As far as I am concerned, balance is a completely useless statistic. Even as a level 65 Slayer with good gear, I can still get knocked down by level 1 mobs. In TERA, attacks that are meant to knockdown targets can always do so, regardless of the target’s balance rating.

[3]Glyph of Energy
If a Slayer is truly strapped for mana, the next glyph would be a much better option.

[3]Glyph of Infusion
If the glyph activates, the Slayer gets a guaranteed 30% mana back, on top of the 480 MP Tenacity already provides. A pretty good glyph for when the healers are asleep.

Stunning Backhand

The Slayer quickly hits everything in front with the broad side of the sword, but must suffer through some animation lock while recovering from this blow. This can be avoided with OHS or Eviscerate, however. Backhand has a high chance to stun any mobs that are hit for about 2.5 seconds.

For PvE, Backhand is pretty much the same thing as Kick, except that it does not have the mobility of Kick, and also does less damage than Kick. So, again, its usefulness is restricted to a few battles, and as a combo starter for OHS/Eviscerate rotations.

[3]Glyph of Power
Like the Glyph of Power for KDS, I’d like to have this glyph, but I just don’t have the points for it.

1.3.2 Slayer Skills and Glyphs (Utility) cont.
Exhausting Blow

The Slayer performs a quick forward slash. If it hits any enemy players, their cooldowns are increased by 50% for 15 seconds.

Like the skill description says, this skill does not do anything in PvE.

[4]Glyph of Power
[6]Glyph of Energy
This skill isn’t used in PvE, so there’s no point in putting any glyphs onto it.

2. Rotations
Contrary to popular belief, the Slayer is not simply a “spacebar” class. Most high level players know this, though, and just say it to have a bit of fun trolling other people.

The main goal of a Slayer’s DPS rotation is to use skills in a way that allows the Slayer to get off as many Measured Slices, OHS, and Eviscerates as possible. This requires some foresight and advance planning, and in the heat of battle, it can be tough to stay on top of skill orders when both HT and OHS have a random chance to reset.

The Go-To Rotation

Most Slayers open fights with this rotation:
OP > HT > OHS > Eviscerate > OHS (if it reset) > MS

This is always the rotation that will produce the most damage, so when HT, OHS, Eviscerate, and MS are up, this rotation will always be the most optimal.

What to Do When the Go-To Rotation is Down

Even when MS is on cooldown, however, good Slayers can continue to do DPS. The priority of skills to be used while MS is down looks like this:

  • HT > OHS/Eviscerate if available
    AND/OR
  • WW > OHS/Eviscerate if available
    AND/OR
  • KDS > OHS/Eviscerate if available (If using the WW Powerlink glyph, swap places with WW)
    AND/OR
  • First two shots of Distant Blade
  • Kick > OHS/Eviscerate (Do not use if OHS/Eviscerate are on cooldown)
    ONLY IF AND/OR CAN BE USED
  • Backhand > OHS/Eviscerate (Do not use if OHS/Eviscerate are on cooldown)
    ONLY IF AND/OR CAN BE USED
When to Use Overpower

Overpower enters the equation during downtime, or when, while working through the above skills, OHS/Eviscerate are on cooldown but are around a second away from becoming available. Using Overpower fills the brief period of time that that would otherwise be spent waiting for OHS/Eviscerate to recharge, and gets the most out of the Slayer’s abilities.

Manipulating cooldowns like this to ensure OHS, Eviscerate, and Measured Slice are always in use is a surefire way to become top DPS. If OHS, Eviscerate or MS are ever NOT on cooldown, something is wrong.

What to Do During Downtime

When Kick and Backhand are the only skills left available, there are still several things a Slayer can do. If low on mana, this is a good time to use Combo Attack to restore mana. Or, the Slayer can use Distant Blade as a filler, and then use Overpower to prepare for the next attacks.

Remember when I talked about using Measured Slice as much as possible? Here’s where that foresight comes in. When Measured Slice has less than 5.5 seconds left on its cooldown, it is actually better to save either OHS or Eviscerate so MS can be used right away. It can be difficult to resist using OHS and Eviscerate, but delaying MS multiple times during a fight can add up to a lot of lost DPS.

Using ICB Optimally

Now for rotations with ICB up.

After going through the Go-To rotation
HT > OHS > Eviscerate > OHS (if it reset) > MS

It is possible to proceed as normal, just with guaranteed OHS resets. It is also possible to spam UOHS like this:

Startling Kick > OHS > Stunning Backhand > OHS > KDS (Cancel) > OHS > KDS (Cancel) > OHS > KDS (Cancel) > OHS etc.
CANCEL W/CANCEL W/CANCEL W/

Basically, just spam UOHS as many times as possible. And when Eviscerate and MS come off cooldown, use those too. However, this burns through mana EXTREMELY quickly, so it may not be worth doing in situations where mana is tight.

Demonstration video and pictures coming SoonTM.

3. Equipment
Image Credit: Teradatabase.net
Maximize Critical Chance

Since the launch of TERA, the availability of crit damage multipliers from weapon crystals and consumables has made critical hits the main source of damage for all DPS classes. The sheer amount of damage that can be done with criticals has always far exceeded the amount of damage that would be dealt through maximizing non-crit damage.

However, BAMs have gained crit resist over time, and with the introduction of level 68 bosses, it is harder than ever for DPS to score crits. Because of this trend, the optimal builds for DPS classes have moved away from maximizing power, towards maximizing crit factor. It is generally accepted that getting many smaller critical hits is preferable to only occasionally scoring a big critical.

Along these lines, I have found that 210 crit factor is a good minimum for Slayers currently. Since Slayers have 56 base crit factor, they should aim to achieve at least 154 bonus crit factor through gear bonuses. This is a high number that involves getting crit factor from nearly every single piece of equipment, though the highest tier of equipment does have some leeway since it is possible to have over 200 bonus crit factor, or about 190 maximum if using an Intense weapon.

Gear Progression

After achieving level 65 and finishing all the story quests available in Northern Arun, the Slayer will be granted a set of Idoneal equipment. This is basic gear given to all level 65 players. Besides Idoneal, there are three sets of relevant equipment in TERA currently. From worst to best, these sets are:

  • Ambit
  • Discovery
  • Generation

Ambit and Discovery gear can be found in dungeons, but Generation is only available through crafting. For PvE, Generation gear is currently best-in-slot.

For more information on upgrading gear and gear bonuses, refer to nan0teck’s guide here:
http://teratoday.com/content/tera-guide/tera-general-guide/tera-fate-of-arun-enchanting-guide-nan0teck

Intense, Keen, and Quick Weapon Variants

I will talk briefly about the different variants available for Discovery and Generation weapons. In short, Intense is the best variant. However, if the luck just doesn’t seem to be there, don’t stress too much about using a Keen or a Quick weapon, because despite what other people will say, Keen and Quick weapons DO NOT lag that far behind Intense in terms of DPS. I won’t really elaborate further since weapons in the next content update will not have different variants.

3.1 Greatsword and Weapon Crystals
Weapon Crystal Setups
  • All Fine Niveots can be purchased from Vanguard Initiative credit vendors.
  • The best Rare Dyad crystals are the same as those listed below, with either a Poisedly or Relentlessly prefix.
    (I don’t suggest using Dyads in Ambit weapons, because they bind themselves to the first weapon they are equipped in.)
Against bosses that commonly enrage (health bar pulses red):
Fine Carving Niveot
Fine Bitter Niveot
Fine Savage Niveot
Fine Focused Niveot
Against bosses that do not commonly enrage:
Fine Carving Niveot
Fine Bitter Niveot
Fine Savage Niveot
Fine Pounding Niveot
Against groups of normal monsters:
Fine Carving Niveot
Fine Bitter Niveot
Fine Backbiting Niveot
Fine Savage Niveot
For extra cheap/lazy Slayers:
(NEVER DO THIS unless the party approves, or if the healer is having a lot of trouble. This build does work, because actually having mana to use skills beats having no mana and extra damage.)
Fine Carving Niveot OR Fine Focused Niveot
Fine Bitter Niveot
Fine Savage Niveot
Fine Glistening Niveot
Ambit Greatsword
  • Bind on Pickup and Bind on Equip swords can be found in Bathysmal Rise Normal, and rarely from Rift’s Edge.
  • Bind on Pickup sword can also be purchased with Ambition tokens, or from Vanguard Initiative credit vendors.
  • Crafted sword can be made by artisan weaponcrafters. The recipe is sold by crafting NPCs.
  • I don’t suggest using permanent level II or III etchings on Ambit weapons, because it is relatively easy to upgrade from Ambit to Discovery gear.
Ideal rerollable random bonuses
  • “Do X% more damage when you attack.”
  • “Do X% more damage when you attack enraged monsters.”
  • “Do X% more damage when you attack targets from behind.”
Ideal rerollable random bonuses
  • “Do X% more damage when you attack.”
  • “Do X% more damage when you attack enraged monsters.”
  • “Do X% more damage when you attack targets from behind.”
Ideal rerollable random bonuses
  • “Do X% more damage when you attack.”
  • “Do X% more damage when you attack enraged monsters.”
  • “Do X% more damage when you attack targets from behind.”
Intense Discovery Greatsword
  • Bind on Pickup and Bind on Equip swords can be found in Bathysmal Rise Hard and Sky Cruiser Endeavor Normal.
  • Bind on Pickup sword is also a VERY rare drop from Bathysmal Rise Normal and Ravenous Gorge.
  • Crafted sword can be made by master weaponcrafters. The recipe is a rare drop from level 65 dungeons.
  • I don’t suggest using permanent level III etchings on Discovery gear, because level III etchings are often more expensive than Discovery gear.
Ideal rerollable random bonuses
  • “Do X% more damage when you attack.”
  • “Do X% more damage when you attack enraged monsters.”
  • “Do X% more damage when you attack targets from behind.”
Ideal etching
  • “Keen Etching II: Increases Crit Factor by 12.”
Ideal rerollable random bonuses
  • “Do X% more damage when you attack.”
  • “Do X% more damage when you attack enraged monsters.”
  • “Do X% more damage when you attack targets from behind.”
Ideal etching
  • “Keen Etching II: Increases Crit Factor by 12.”
Ideal rerollable random bonuses
  • “Do X% more damage when you attack.”
  • “Do X% more damage when you attack enraged monsters.”
  • “Do X% more damage when you attack targets from behind.”
Ideal etching
  • “Keen Etching II: Increases Crit Factor by 12.”
Intense Generation Greatsword
  • Crafting requires at least 400 weaponcrafting skill. Recipe is obtained from an item called “Fovarth’s Missive,” which can be obtained very cheaply from the trade broker.
Ideal rerollable random bonuses
  • “Do X% more damage when you attack.”
  • “Do X% more damage when you attack enraged monsters.”
  • “Do X% more damage when you attack targets from behind.”
  • “Increases your crit rate by X.”

OR

  • “Increases attack speed by X%.”

This is particularly useful for Slayers that often party with Mystics instead of Priests.

Ideal etching
  • “Keen Etching III: Increases Crit Factor by 18.”

OR

  • “Pumped Etching III: Increases Power by 10.”

This is acceptable if the Slayer has sufficient Crit Factor from other sources.

3.2 Cuirass and Armor Crystals
Armor Crystal Setup
  • All Fine Niveots can be purchased from Vanguard Initiative credit vendors.
  • I don’t suggest using Dyads in Ambit armor, because they bind themselves to the first cuirass they are equipped in.
Fine Hardy Niveots
Rare Hardy Niveots
Glisteningly Hardy Niveot
Glisteningly Hardy Niveot
Brilliantly Hardy Niveot
Brilliantly Hardy Niveot
Why Hardy Crystals are Better than Relentless Crystals in PvE

Given a Slayer with a maximum HP value of 100,000, four Fine Hardy Niveots would give the Slayer effectively 124,400 HP against monsters. On the other hand, using four Fine Relentless Niveots would only raise the Slayer’s HP to 121,736.

Hardy Crystals are even better when taking outside heals into consideration. Because they mitigate incoming damage instead of raising max HP, Hardy Crystals make incoming heals more effective. Going back to the previous example, a healer would only have to heal for 100,000 instead of 121,736 in order to restore the Slayer to full health.

The only time Relentless Crystals are useful, then, are for specific situations and attacks that hit for fixed amounts of damage. If a boss has a mechanic or attack that deals 50,000 damage no matter what, and a player only has 99,000 HP, then a Relentless Crystal could help the player survive two of these attacks rather than one.

This guide is currently a work in progress. Expect additional content and changes to existing content before the guide is finished.

Even while lugging around a huge greatsword, the Slayer enjoys unparalleled mobility at no expense of damage. While slow to start, endgame combat will see the Slayer in a frenzy, animation canceling skills and micromanaging cooldowns in order to maximize DPS.

With a vast array of defensive options on top of a lethal arsenal of sword skills, the Slayer can often be easier to play than TERA’s ranged DPS classes. While there is inherent risk in playing a melee DPS class, Slayers thrive in high-pressure situations, able to evade damage long after other classes have exhausted their defensive abilities.

I will use several acronyms to refer to several of the Slayer’s most used abilties:

WW = Whirlwind
OHS = Overhand Strike
UOHS = Ultimate Overhand Strike
KDS = Knockdown Strike
HT = Heart Thrust
OP = Overpower
MS = Measured Slice

Animation canceling

While playing Slayers, an important concept to master is the idea of animation canceling. In TERA, every almost every action has an animation associated with it. 99% of the time, these animations are longer than they need to be.

For example, when the Slayer uses Knockdown Strike, less than half of the animation involves the Slayer actually hurting the enemy. Both before and after the slash, the Slayer spends a lot of time locked in place doing nothing useful. While the windup before the slash can’t really be avoided, the amount of time the Slayer is locked in place doing nothing productive can still be minimized by using Overhand Strike to cancel KDS right after the slash is completed.

Basically, the idea of animation canceling is to minimize downtime, get through rotations faster, and reduce the vulnerability to damage the Slayer has to deal with in between skills. While animation canceling is a part of every class in TERA, it is especially important for Slayers, since OHS and Eviscerate can cancel almost every damage skill early, and after that, MS can cancel OHS early.

Crit Rate vs Crit Factor

They’re the same thing. With the release of the gunner class, En Masse decided for whatever reason to change any references of Crit Rate to Crit Factor. So if anything says Crit Rate in this guide, that’s what’s up.

Table of Contents
1. Slayer Skills and Glyphs

  • 1.1 Damage
    • Combo Attack
    • Whirlwind (WW)
    • Knockdown Strike (KDS)
    • Overhand Strike (OHS)
    • Distant Blade
    • Fury Strike
    • Heart Thrust (HT)
    • Overpower (OP)
    • In Cold Blood (ICB)
    • Measured Slice (MS)
    • Eviscerate
  • 1.2 Mobility/Evasion
    • Evasive Roll
    • Dash
    • Headlong Rush
    • Leaping Strike
    • Backstab
  • 1.3 Utilty
    • Triumpant Shout
    • Retaliate
    • Startling Kick
    • Tenacity
    • Stunning Backhand
    • Exhausting Blow

2. Rotations

3. Equipment

  • 3.1 Greatsword and Weapon Crystals
  • 3.2 Cuirass and Armor Crystals
  • 3.3 Gloves
  • 3.4 Boots
  • 3.5 Earrings and Earring Crystals
  • 3.6 Rings and Ring Crystals
  • 3.7 Necklace
  • 3.8 Brooch
  • 3,9 Belt
  • 3.10 Underwear

4. Consumables

5. Dungeon-Specific Advice

6. Race-Specific Advantages and Disadvantages

1. Slayer Skills and Glyphs
Glyphs are graded on usefulness based on color:

indicates bad glyphs that are never used

indicates glyphs that have situational uses at best

indicates good glyphs that are useful everywhere

They appear in the same order as they do in the skill description. All glyph points listed are the point costs of advanced glyphs unlocked through glyph boxes, Sabex Armory, or Macellarius Catacombs.

1.1.1 Slayer Skills and Glyphs (Damage)
Combo Attack

Quick sweeping slashes that hit everything around the Slayer. If individual attacks are performed in quick succession, the Slayer’s attacks build up as part of a four-attack combo.

If the Slayer hits the same target four times with Combo Attack, Whirlwind will be sped up if used within the next 10 seconds. This does not apply to minions.

Combo Attack restores mana to the Slayer when it hits enemies. The amount restored is based on the difficulty classification of the enemy hit. Minions restore less mana, mobs restore more, and bosses restore the most.

Lower-level Slayers will find themselves using Combo Attack often, as skills and mana pools are limited. However, at the endgame, Combo Attack should be used as little as possible, since almost every skill the Slayer has does more damage, and because there are plenty of ways to restore mana.

Against some BAMs that summon groups of additional enemies, a single Combo Attack can restore huge amounts of mana, since each enemy hit by Combo Attack restores a flat amount of mana.

[6]Glyph of Power
This glyph is never useful at any point in the game. By level 20, the Slayer should have much better ways to kill things.

[4]Glyph of Spirit
There is not enough added mana regeneration to make this glyph worth it.

[4]Glyph of the Swift
There are much better ways to boost damage than this glyph. Having to use Combo Attack first before boosting the speed of other skills ruins the point of the glyph.

Whirlwind (WW)

Two sweeping slashes that hit everything around the Slayer. The second slash does more damage than the first. However, the first slash will consume the Overpower buff, so WW is not the best skill to use after Overpower.

This skill can be canceled early by Evasive Roll. If it is canceled before any damage hitboxes are produced, WW does not go on cooldown.

This skill makes the Slayer immune to knockdowns and staggers during its animation.

The Slayer’s first skill is also one of the most versatile in the entire kit. Whether it is used for mobbing or tearing through a BAM’s health, WW is one of the Slayer’s hardest hitting skills, especially after unlocking Glyph of Carving. WW is also one of the few attack skills that can be canceled early by Evasive Roll, meaning that the Slayer cannot be caught off guard while using this skill.

[4]Glyph of Brilliance
Don’t use mana cost reduction glyphs. There are so many ways to restore mana through both consumables and healer skills that it isn’t worth sacrificing damage.

[5]Glyph of Carving
One of the Slayer’s best glyphs on one of the Slayer’s best skills. This is a must on every PvE Slayer build.

Knockdown Strike (KDS)

The Slayer walks forward while performing a 270° slash that hits everything in the arc. KDS has a high chance to knockdown mobs, and a good chance of knocking down or staggering BAMs that are vulnerable to knockdowns/staggers. Because the animation for KDS involves the Slayer walking forward, it can hit targets that are 5-6m away.

This skill CANNOT be canceled early by Evasive Roll. If it is canceled before any damage hitboxes are produced, KDS does not go on cooldown.

This skill makes the Slayer immune to knockdowns and staggers during its animation.

KDS does enough damage to make it worth using in the Slayer’s typical DPS rotation, but it is most known for its utility. It is called Knockdown Strike, after all. This skill is important to consider for bosses that have interruptible attacks, such as Tantibus in Bathysmal Rise. Later, when In Cold Blood II is obtained, KDS is also a good way to get off many Ultimate Overhand Strikes, since it is one of the skills that does not go on cooldown when it is canceled early enough.

Against BAMs, using KDS at a bad time can get the Slayer killed because of the animation lock. If they are fast enough, Slayers that are locked into the animation for KDS but desperately need to get out of the way of an attack can first cancel KDS with OHS or Eviscerate, then use Evasive Roll. If both OHS and Eviscerate are on cooldown, however, tough luck.

[5]Glyph of Powerlink (Whirlwind)
This is one of the Slayer’s best glyphs, make no mistake. Many Slayers use it, but I prefer to spend points elsewhere because I don’t like being locked into using WW only after using KDS for maximum efficiency. Still, the damage bonus is pretty substantial, and after the Slayer’s upcoming glyph cost reduction, this is probably the glyph I would pick up. Note that not using this glyph actually leaves a lot of damage on the table, so for less demanding dungeons, sacrificing Overpower’s Glyph of Carving or Eviscerate’s Glyph of Energy for this could be a good choice,

[6]Glyph of Powerlink (Overhand Strike)
My personal testing has concluded that this glyph does not affect Ultimate Overhand Strike. If this is true, then this glyph would not be worth the six glyph points, since it only works when OHS resets many times in a row. If anyone has evidence that this glyph DOES boost Ultimate Overhand Strike, feel free to submit it to me.

[5]Glyph of Strength
This glyph is not useful. KDS does enough on its own.

[5]Glyph of Power
Flat damage increases are always nice to have, since they boost a skill’s base damage and make crits that much more powerful. Unfortunately, there just aren’t enough glyph points to fit this glyph into the build.

1.1.2 Slayer Skills and Glyphs (Damage) cont.
Overhand Strike (OHS)

After gathering strength, the Slayer slashes straight down. Not only is this skill much faster when activated after the skills listed in the description, it also cancels the animations of those skills when used.

Ultimate Overhand Strike replaces Overhand Strike for the entire duration of In Cold Blood II. UOHS has much higher base damage than OHS, and has no cooldown.

OHS/UOHS have a small chance to knockdown enemies that are vulnerable to knockdowns.

This skill can be canceled early by Evasive Roll. If it is canceled before any damage hitboxes are produced, OHS does not go on cooldown.

OHS is, in my opinion, the skill that defines the Slayer class. On top of being used for damage, OHS is also used to avoid lengthy animation locks, is one of the two links the Slayer has to Measured Slice, and can even be used for mobility when combined with Leaping Strike or Startling Kick. With practice, Slayers can get through their rotations much faster by timing OHS to cancel other skills right after they apply their damage. At level cap, OHS can even become the Slayer’s hardest hitting skill after using In Cold Blood II. A good critical strike from Ultimate Overhand Strike can rival Measured Slice in damage.

[5]Glyph of Persistence
This glyph is what makes the Slayer the Slayer. The majority of the Slayer’s skills involve animation canceling with OHS/Eviscerate, so it would be ridiculous not to have this glyph selected.

[4]Glyph of Restoration
In party play, this glyph is usually not needed. However, for solo play, or if the healer simply cannot be trusted, this glyph can go a long way towards keeping the Slayer alive. Keep in mind HP is only restored if OHS damages an enemy.

Distant Blade

The Slayer quickly slashes the air, producing a magical projectile with a range of about 16-17m. Distant Blade can be used up to three times in quick succession before it goes on cooldown. The third shot does the most damage, but it carries with it a much lengthier animation lock.

Distant Blade has a fair amount of forward momentum that can move the Slayer a good distance.

The animation lock after the third shot of Distant Blade can be cancelled with Evasive Roll.

Distant Blade has two main uses. The first is acting as a filler skill in a Slayer’s DPS rotation when the other heavier-hitting skills are on cooldown. The second is acting as a makeshift mobility tool in combat, since the Slayer takes a quick step forward after each shot of Distant Blade.

Most of the time, Slayers just use the first two shots of Distant Blade, since the third shot does not do enough damage to make it worth the animation lock. It can be used to some effectiveness if Roll is available to cancel the animation lock, but then the Slayer would be exchanging a valuable dodge for not that much damage. Not the best use of Roll, in my opinion.

[4]Glyph of Brilliance
Don’t use mana cost reduction glyphs.

[5]Glyph of Numbing
This glyph does not have much effect on BAMs. Against mobs, this glyph still doesn’t do much because Distant Blade only affects 1 target at a time.

Fury Strike

The Slayer performs a quick slash with a roughly 180° arc, and lot of forward momentum. Depending on race, the skill can hit targets 5-7m away. The skill does more damage the lower the Slayer’s health is.

This skill CANNOT be canceled early by Evasive Roll.

Fury Strike does not find much use in PvE unless the Slayer is specifically built to take advantage of builds that rely on being below 50% HP. Most Slayers only use these builds in easy dungeons to get through them faster, however. Above 50% HP, Fury Strike is usually not worth using because of its large mana cost, and the fact that it does not chain into OHS/Eviscerate.

[4]Glyph of Blaze
Since Fury Strike cannot be canceled by any skill, using this skill to add speed to another one ruins the point of the glyph.

[4]Glyph of Restoration
There’s no way to reset the cooldown on Backhand, so this glyph is useless. Plus, if the Slayer intentionally is fighting at low HP, this glyph would actually work against the Slayer.

[5]Glyph of Power
Even without this glyph, Fury Strike can hit harder than both MS and UOHS when the Slayer is near death. Tack on 25% bonus damage and Fury Strike becomes an excellent skill for expert Slayers that want to finish a dungeon as quickly as possible.

1.1.3 Slayer Skills and Glyphs (Damage) cont.
Heart Thrust (HT)

After briefly gathering strength, the Slayer makes a lethal thrust forward, with a lot of forward momentum behind it. Depending on race, HT can hit targets 5-8m away.

This skill CANNOT be canceled early by Evasive Roll. If it is canceled before any damage hitboxes are produced, HT does not go on cooldown.

This skill makes the Slayer immune to knockdowns and staggers during its animation.

Heart Thrust is the Slayer’s hardest hitting skill behind Eviscerate and MS, so it is the ideal combo starter in OHS/Eviscerate rotations. However, HT is infamous for being difficult to use on small targets. Because HT is a forward stab instead of a slash, its small hitbox often fails to come into contact with enemies. Here is a visualization of the situation:

SoonTM

[6]Glyph of Power
[4]Glyph of Persistence
[5]Glyph of Carving
Get all of the glyphs available for HT. HT is one of the biggest sources of damage for the Slayer, so it makes sense to enhance it. However, some Slayers do decide to take off Glyph of Persistence when facing mobile enemies that don’t stay in one place very long, or when they participate in PvP.

Overpower (OP)

The Slayer instantly gets a buff that boosts the damage of the next attack for 20 seconds. Glyph of Powerlink and Glyph of Carving are also activated instantly with Overpower, and do not have any time limits.

If a skill damages a shield while Overpower is active, the skill will still deal boosted damage, but Overpower and its glyph buffs will not be consumed, as the buffs only go away after the Slayer does damage to a target’s health.

Overpower adds a good bit of damage to Slayer combos, and is especially useful for destroying shields, but because of the animation it should not be used constantly. I will talk more about using Overpower in the Rotations section.

[3]Glyph of Brilliance
Don’t use mana cost reduction glyphs.

[5]Glyph of Carving
The added crit rate from this glyph helps ensure that the next skill will hit like a truck. It works particularly well with HT/Eviscerate, since those two skills already have a very high base damage value.

[5]Glyph of Boost
This is a decent glyph, but in my opinion, the five glyph points are better spent elsewhere. Slayers that use this glyph do so to specialize in burst damage, which is effective in PvP, and against BAMs with limited vulnerability windows.

In Cold Blood (ICB)

The Slayer instantly gets a buff that boosts all damage for 20 seconds. When upgraded to In Cold Blood II, ICB will also boost attack speed, and grant Ultimate Overhand Strike over its duration.

After obtaining the Icy Veins passive effect, using ICB will also instantly reset the cooldowns on WW, KDS, and HT.

This is the Slayer’s express ticket to DPS town. It has a long cooldown, so smart use of ICB is important for maximizing DPS. ICB is best used either to get through difficult DPS checks, or when it is apparent that the target will remain stationary for a long period of time. Try to only use ICB when OHS is off cooldown. Even though UOHS does not have a cooldown, the Slayer still has to wait for OHS to become available in order to use UOHS. This would waste valuable time on ICB.

[3]Glyph of Brilliance
Don’t use mana cost reduction glyphs.

[2]Glyph of Blaze
It’s not the best glyph, but since my build only gives me two leftover points, I just put this in since there’s no other glyph that costs two points.

Measured Slice (MS)

[/previewimg] After gathering strength, the Slayer performs a 270° slash that hits everything in the arc. During the slash, momentum propels the Slayer forward, meaning that MS can hit targets 5-8m away. MS has a high chance to knockdown mobs, and a good chance of knocking down or staggering BAMs that are vulnerable to knockdowns/staggers.

Measured Slice can cancel Overhand Strike early.

This skill can be canceled early by Evasive Roll. If it is canceled before damage hitboxes are produced, MS does not go on cooldown.

When Ultimate Overhand Strike is not available, Measured Slice will always be the Slayer’s hardest hitting skill. Thus, it is important to use it as many times as possible. As I will get into in the Rotations section, the Slayer’s main goal is to use Measured Slice every time it becomes available.

[6]Glyph of Carving
[6]Glyph of Power
MS does massive damage to enemies, and these glyphs make it do even more. Should be a no-brainer.

1.1.4 Slayer Skills and Glyphs (Damage) cont.
Eviscerate

The Slayer performs a quick underhand slash upward. The sheer force of the blow creates a blast zone that extends the range of Eviscerate by several meters, allowing the Slayer to hit targets up to 8m away.

Eviscerate has a high chance to stagger enemies that are vulnerable to staggers when used by itself. If it is used after one of the skills listed in its description, it will knock down targets instead.

In terms of damage, Eviscerate is second only to MS/UOHS. Its glyphs also make the Slayer’s other skills more powerful, and to top it all off, it has a far shorter cooldown than HT. Just like MS, using Eviscerate as often as possible will maximize the Slayer’s damage potential.

[5]Glyph of Power
Higher base damage on one of the Slayer’s hardest hitting skills. Sign me up.

[4]Glyph of Powerlink (Overhand Strike)
Because the duration of this glyph is longer than the cooldown for OHS, making use of this glyph is extremely easy if the Slayer rotates through skills correctly.

[4]Glyph of Energy
Normally I don’t like using cooldown buffs, but this one in particular is effective because Eviscerate has high base damage, and because it is one of the two links to MS. It also helps against bosses that are vulnerable to knockdowns/staggers.

[3]Glyph of Powerlink (Measured Slice)
In PvE, I only use MS after OHS or Eviscerate, so it makes sense to add a damage bonus to MS on a skill that is almost always used before MS.

1.2.1 Slayer Skills and Glyphs (Mobility/Evasion)
Evasive Roll

The Slayer makes a quick evasive maneuver forward. At the same time, the Slayer becomes untargetable for about 1.25 seconds, gaining immunity to many effects including damage, and debuffs.

Roll can also allow the Slayer to pass through actors, such as other players and enemies.

Attack speed quickens the animation of this skill, thus lowering the duration of untargetability.

When upgraded to Evasive Roll II, the Slayer can Roll up to two times before the skill goes on cooldown. The skill will only go on cooldown if the Slayer rolls twice within 4 seconds.

TERA gives every class a way to reduce or avoid damage altogether, and the Evasive Roll is the Slayer’s answer to this problem. In addition to granting a small amount of mobility, Roll makes the Slayer essentially invincible for its duration. Skilled use of Roll is a foundation of high-level Slayer play, because Rolling through enemies allows easier access to their back, and because a dead DPS does no damage.

It can be hard to grapple with the idea of rolling through an attack, but the Basilisks at Oblivion Woods are a good enemy to practice against until it is time to move onto faster, more difficult BAMs.

Good Slayers should keep in mind that this invincibility cuts two ways, however. It is possible to “dodge” heals and buffs from Priests and Mystics, since Roll also makes the Slayer untargetable to spells such as Focus Heal, Healing Circle, etc.

[4]Glyph of Fleetfoot
This doesn’t do anything in PvE, as the Slayer already has enough mobility to deal with any situation. Relying on this glyph as a crutch would just lead to bad habits later on.

[4]Glyph of Persistence
This could actually be a decent glyph if it had a higher chance to activate. But 20% is too low, especially since the glyph only has one chance to activate, after the Slayer rolls twice within 4 seconds.

[4]Glyph of Powerlink (Fury Strike)
This glyph has to be only for the most hardcore Slayers, since Slayers that use Fury Strike builds already walk a very fine line. Sacrificing a safety net for even more damage on Fury Strike is highly risky, but can also pay off big-time.

[4]Glyph of Powerlink (Backstab)
Backstab barely does any damage to start with, making this glyph useless.

Dash

The Slayer instantly gains a bonus to on-foot movement speed, both in combat and out of it.

In combat, the difference between someone with Dash active and someone without it is clear as night and day. The massive speed boost provided by Dash has a variety of uses, from AoE dodging to chasing those annoying BAMs that jump all over the place.

[4]Glyph of Energy
The Slayer has enough mobility already. If mobility is a must, for whatever reason, I would rather take Glyph of Energy on Headlong Rush rather than Dash.

Headlong Rush

The Slayer sprints toward the target, or if no target is detected, the Slayer simply sprints forward for about 15m.

When this skill is activated, the Slayer gets a buff that boosts the speed of the next action. Any action that can be sped up WILL be sped up by Headlong Rush, so it is possible to increase the speed of Resurrection Scrolls with this skill, or waste the buff with an Evasive Roll.

This skill can be canceled early by Evasive Roll.

Rush makes up a large part of the Slayer’s mobility, but it can be also be used offensively. Against BAMs – like Mephisis in Bathysmal Rise – that do not have wide area attacks that might need to be avoided, Rush can be used to speed up lengthy attack animations. When the Slayer is right next to a boss, Rush stops immediately, but the attack speed buff is preserved. A popular use of Rush is to speed up WW or KDS.

When Slayers need to use Rush to get away from BAMs, however, they should be careful not to place any of the BAM in the crosshairs before using Rush. It is never fun to die because Rush locked onto the wrong enemy. A good way to make sure that there is no target locked is to look down and away from any enemies that the Slayer needs to get away from.

[5]Glyph of Energy
Slayers already have enough mobility. It could be useful for those learning to fight against new BAMs, but it can also develop some bad habits if used for too long.

[4]Glyph of Powerlink
Useless. If, for whatever reason, more KDS damage was needed, then the Glyph of Power on KDS itself would be a much better choice.

Leaping Strike

The Slayer quickly leaps forward, ending with a stab into the ground at the end of the jump. There is a very lengthy animation lock at the end of the jump, as the Slayer must pull the sword out of the ground, but it can be cancelled by OHS.

Leaping strike does not do that much damage in PvE unless the target is knocked down. However, since BAMs rarely get knocked down, most Slayers just use Leaping Strike for its mobility. Leaping Strike is effective at escaping lethal AoE attacks, but it only works as a pure movement tool if OHS is available to use. Using Leaping Strike without OHS just for movement is ineffective, since waiting out the animation lock at the end of the skill ruins the point of using Leaping Strike in the first place.

[4]Glyph of Brilliance
Don’t use mana cost reduction glyphs.

1.2.2 Slayer Skills and Glyphs (Mobility/Evasion) cont.
Backstab

The Slayer looks at a target up to 10m away and becomes untargetable for about 1.5 seconds.

If the area behind the target is clear, the Slayer teleports behind the target and performs a quick slash. If it hits, and the target is vulnerable to stuns, the target is rooted for 8 seconds.

If the area behind the target is obstructed, the Slayer stays in place and slashes the air instead. The slash cannot hit anything, but the Slayer’s untargetable status does not end early.

Attack speed quickens the animation of this skill, which actually lowers the duration of untargetability.

Backstab has two main uses. If the Slayer is feeling confident against the enemy, Backstab can be used as a way to get in place for back crits quickly. Otherwise, the Slayer can save Backstab as an extra safety net.

Although the Slayer has to be aiming at a target to use Backstab, many inanimate objects with a health pool are technically considered “enemies” by the game, such as the gates in Corsair’s Stronghold, and Backstab can be used on them.

[5]Glyph of Energy
Does not reduce the cooldown of Backstab enough to make it worthwhile in place of a damage glyph.

[3]Glyph of Blaze (Heart Thrust)
[4]Glyph of Blaze (Knockdown Strike)
Not useful at all, especially since this glyph is on a skill with a 25 second cooldown.

1.3.1 Slayer Skills and Glyphs (Utility)
Triumpant Shout

The Slayer instantly restores a small amount of mana, and will not have mana decay for 20/22 seconds.

Shout is not that remarkable of a skill, as Combo Attack restores a similar amount of mana, or more. However, it is still useful if the Slayer needs to keep mana bars up during long periods of downtime.

[3]Glyph of Spriit
Does not restore enough mana to make it worth the glyph points.

[3]Glyph of Energy
Still does not restore enough mana to make it worth the glyph points.

[5]Glyph of Grounding
I can’t remember the last time I had to use this glyph, but it could be useful in a select few situations, or if the healer/tank simply cannot be trusted to perform. Against some bosses, an extra 20% endurance could prevent an instant death.

Retaliate

When knocked down, Retaliate picks the Slayer back up after performing a quick 360° slash. When Retaliate is used, it also grants brief immunity to further knockdowns, staggers, and stuns.

Retaliate also has a moderate chance of knocking down targets itself.

For PvE, Retaliate can be used without much thought, since that are not many points in the game at which the cooldown of Retaliate matters, and because the Slayer has three different skills that grant brief immunity to knockdowns (WW, KDS, HT). However, it is still a good idea to keep the cooldown of Retaliate in mind for certain situations such as fighting a swarm of mobs/minions. Smart use of Retaliate is especially important for Slayers that also participate in knockdown-heavy PvP battles, as knowing when to use Retaliate and when NOT to is the mark of an experienced Slayer.

[3]Glyph of Power
Retaliate is not a hard-hitting skill by any means. Even if it was, nobody should be using Retaliate to do DPS.

[5]Glyph of Powerlink
Leaping Strike doesn’t do that much damage either.

[4]Glyph of Energy
This glyph is not needed for PvE.

Startling Kick

The Slayer quickly kicks any targets in front, and uses the force of the kick to fly backwards several meters. Kick has a high chance to stun any mobs that are hit for about 3 seconds.

Kick does not do that much in PvE, since many BAMs are immune to most forms of crowd control. Still, there are a handful of fights in which chaining crowd control on mobs is important, such as the ghosts that Darkan summons in Sky Cruiser Endeavor. Most of the time, though, Kick is used as a mobility tool, or as a combo starter for OHS/Eviscerate rotations.

[4]Glyph of Brilliance
Don’t use mana cost reduction glyphs.

[4]Glyph of Lingering
This glyph is only useful against the ghosts Darkan summons in Sky Crusier Endeavor. Even then, it is only really needed if the party lacks crowd control.

[4]Glyph of Blaze (KDS)
[4]Glyph of Blaze (HT)
[3]Glyph of the Swift
Not useful in PvE. The points are better spent elsewhere.

Tenacity

The Slayer instantly restores a moderate amount of mana, and becomes immune to most debuffs with red borders for 5 seconds. (These are called stuns in-game, although not all debuffs with red borders are stuns)

In PvE, Tenacity is only really useful for mana restoration, as there are few situations in which the stun resistance makes a difference.

[4]Glyph of Balance
As far as I am concerned, balance is a completely useless statistic. Even as a level 65 Slayer with good gear, I can still get knocked down by level 1 mobs. In TERA, attacks that are meant to knockdown targets can always do so, regardless of the target’s balance rating.

[3]Glyph of Energy
If a Slayer is truly strapped for mana, the next glyph would be a much better option.

[3]Glyph of Infusion
If the glyph activates, the Slayer gets a guaranteed 30% mana back, on top of the 480 MP Tenacity already provides. A pretty good glyph for when the healers are asleep.

Stunning Backhand

The Slayer quickly hits everything in front with the broad side of the sword, but must suffer through some animation lock while recovering from this blow. This can be avoided with OHS or Eviscerate, however. Backhand has a high chance to stun any mobs that are hit for about 2.5 seconds.

For PvE, Backhand is pretty much the same thing as Kick, except that it does not have the mobility of Kick, and also does less damage than Kick. So, again, its usefulness is restricted to a few battles, and as a combo starter for OHS/Eviscerate rotations.

[3]Glyph of Power
Like the Glyph of Power for KDS, I’d like to have this glyph, but I just don’t have the points for it.

1.3.2 Slayer Skills and Glyphs (Utility) cont.
Exhausting Blow

The Slayer performs a quick forward slash. If it hits any enemy players, their cooldowns are increased by 50% for 15 seconds.

Like the skill description says, this skill does not do anything in PvE.

[4]Glyph of Power
[6]Glyph of Energy
This skill isn’t used in PvE, so there’s no point in putting any glyphs onto it.

2. Rotations
Contrary to popular belief, the Slayer is not simply a “spacebar” class. Most high level players know this, though, and just say it to have a bit of fun trolling other people.

The main goal of a Slayer’s DPS rotation is to use skills in a way that allows the Slayer to get off as many Measured Slices, OHS, and Eviscerates as possible. This requires some foresight and advance planning, and in the heat of battle, it can be tough to stay on top of skill orders when both HT and OHS have a random chance to reset.

The Go-To Rotation

Most Slayers open fights with this rotation:
OP > HT > OHS > Eviscerate > OHS (if it reset) > MS

This is always the rotation that will produce the most damage, so when HT, OHS, Eviscerate, and MS are up, this rotation will always be the most optimal.

What to Do When the Go-To Rotation is Down

Even when MS is on cooldown, however, good Slayers can continue to do DPS. The priority of skills to be used while MS is down looks like this:

  • HT > OHS/Eviscerate if available
    AND/OR
  • WW > OHS/Eviscerate if available
    AND/OR
  • KDS > OHS/Eviscerate if available (If using the WW Powerlink glyph, swap places with WW)
    AND/OR
  • First two shots of Distant Blade
  • Kick > OHS/Eviscerate (Do not use if OHS/Eviscerate are on cooldown)
    ONLY IF AND/OR CAN BE USED
  • Backhand > OHS/Eviscerate (Do not use if OHS/Eviscerate are on cooldown)
    ONLY IF AND/OR CAN BE USED
When to Use Overpower

Overpower enters the equation during downtime, or when, while working through the above skills, OHS/Eviscerate are on cooldown but are around a second away from becoming available. Using Overpower fills the brief period of time that that would otherwise be spent waiting for OHS/Eviscerate to recharge, and gets the most out of the Slayer’s abilities.

Manipulating cooldowns like this to ensure OHS, Eviscerate, and Measured Slice are always in use is a surefire way to become top DPS. If OHS, Eviscerate or MS are ever NOT on cooldown, something is wrong.

What to Do During Downtime

When Kick and Backhand are the only skills left available, there are still several things a Slayer can do. If low on mana, this is a good time to use Combo Attack to restore mana. Or, the Slayer can use Distant Blade as a filler, and then use Overpower to prepare for the next attacks.

Remember when I talked about using Measured Slice as much as possible? Here’s where that foresight comes in. When Measured Slice has less than 5.5 seconds left on its cooldown, it is actually better to save either OHS or Eviscerate so MS can be used right away. It can be difficult to resist using OHS and Eviscerate, but delaying MS multiple times during a fight can add up to a lot of lost DPS.

Using ICB Optimally

Now for rotations with ICB up.

After going through the Go-To rotation
HT > OHS > Eviscerate > OHS (if it reset) > MS

It is possible to proceed as normal, just with guaranteed OHS resets. It is also possible to spam UOHS like this:

Startling Kick > OHS > Stunning Backhand > OHS > KDS (Cancel) > OHS > KDS (Cancel) > OHS > KDS (Cancel) > OHS etc.
CANCEL W/CANCEL W/CANCEL W/

Basically, just spam UOHS as many times as possible. And when Eviscerate and MS come off cooldown, use those too. However, this burns through mana EXTREMELY quickly, so it may not be worth doing in situations where mana is tight.

Demonstration video and pictures coming SoonTM.

3. Equipment
Image Credit: Teradatabase.net
Maximize Critical Chance

Since the launch of TERA, the availability of crit damage multipliers from weapon crystals and consumables has made critical hits the main source of damage for all DPS classes. The sheer amount of damage that can be done with criticals has always far exceeded the amount of damage that would be dealt through maximizing non-crit damage.

However, BAMs have gained crit resist over time, and with the introduction of level 68 bosses, it is harder than ever for DPS to score crits. Because of this trend, the optimal builds for DPS classes have moved away from maximizing power, towards maximizing crit factor. It is generally accepted that getting many smaller critical hits is preferable to only occasionally scoring a big critical.

Along these lines, I have found that 210 crit factor is a good minimum for Slayers currently. Since Slayers have 56 base crit factor, they should aim to achieve at least 154 bonus crit factor through gear bonuses. This is a high number that involves getting crit factor from nearly every single piece of equipment, though the highest tier of equipment does have some leeway since it is possible to have over 200 bonus crit factor, or about 190 maximum if using an Intense weapon.

Gear Progression

After achieving level 65 and finishing all the story quests available in Northern Arun, the Slayer will be granted a set of Idoneal equipment. This is basic gear given to all level 65 players. Besides Idoneal, there are three sets of relevant equipment in TERA currently. From worst to best, these sets are:

  • Ambit
  • Discovery
  • Generation

Ambit and Discovery gear can be found in dungeons, but Generation is only available through crafting. For PvE, Generation gear is currently best-in-slot.

For more information on upgrading gear and gear bonuses, refer to nan0teck’s guide here:
http://teratoday.com/content/tera-guide/tera-general-guide/tera-fate-of-arun-enchanting-guide-nan0teck

Intense, Keen, and Quick Weapon Variants

I will talk briefly about the different variants available for Discovery and Generation weapons. In short, Intense is the best variant. However, if the luck just doesn’t seem to be there, don’t stress too much about using a Keen or a Quick weapon, because despite what other people will say, Keen and Quick weapons DO NOT lag that far behind Intense in terms of DPS. I won’t really elaborate further since weapons in the next content update will not have different variants.

3.1 Greatsword and Weapon Crystals
Weapon Crystal Setups
  • All Fine Niveots can be purchased from Vanguard Initiative credit vendors.
  • The best Rare Dyad crystals are the same as those listed below, with either a Poisedly or Relentlessly prefix.
    (I don’t suggest using Dyads in Ambit weapons, because they bind themselves to the first weapon they are equipped in.)
Against bosses that commonly enrage (health bar pulses red):
Fine Carving Niveot
Fine Bitter Niveot
Fine Savage Niveot
Fine Focused Niveot
Against bosses that do not commonly enrage:
Fine Carving Niveot
Fine Bitter Niveot
Fine Savage Niveot
Fine Pounding Niveot
Against groups of normal monsters:
Fine Carving Niveot
Fine Bitter Niveot
Fine Backbiting Niveot
Fine Savage Niveot
For extra cheap/lazy Slayers:
(NEVER DO THIS unless the party approves, or if the healer is having a lot of trouble. This build does work, because actually having mana to use skills beats having no mana and extra damage.)
Fine Carving Niveot OR Fine Focused Niveot
Fine Bitter Niveot
Fine Savage Niveot
Fine Glistening Niveot
Ambit Greatsword
  • Bind on Pickup and Bind on Equip swords can be found in Bathysmal Rise Normal, and rarely from Rift’s Edge.
  • Bind on Pickup sword can also be purchased with Ambition tokens, or from Vanguard Initiative credit vendors.
  • Crafted sword can be made by artisan weaponcrafters. The recipe is sold by crafting NPCs.
  • I don’t suggest using permanent level II or III etchings on Ambit weapons, because it is relatively easy to upgrade from Ambit to Discovery gear.
Ideal rerollable random bonuses
  • “Do X% more damage when you attack.”
  • “Do X% more damage when you attack enraged monsters.”
  • “Do X% more damage when you attack targets from behind.”
Ideal rerollable random bonuses
  • “Do X% more damage when you attack.”
  • “Do X% more damage when you attack enraged monsters.”
  • “Do X% more damage when you attack targets from behind.”
Ideal rerollable random bonuses
  • “Do X% more damage when you attack.”
  • “Do X% more damage when you attack enraged monsters.”
  • “Do X% more damage when you attack targets from behind.”
Intense Discovery Greatsword
  • Bind on Pickup and Bind on Equip swords can be found in Bathysmal Rise Hard and Sky Cruiser Endeavor Normal.
  • Bind on Pickup sword is also a VERY rare drop from Bathysmal Rise Normal and Ravenous Gorge.
  • Crafted sword can be made by master weaponcrafters. The recipe is a rare drop from level 65 dungeons.
  • I don’t suggest using permanent level III etchings on Discovery gear, because level III etchings are often more expensive than Discovery gear.
Ideal rerollable random bonuses
  • “Do X% more damage when you attack.”
  • “Do X% more damage when you attack enraged monsters.”
  • “Do X% more damage when you attack targets from behind.”
Ideal etching
  • “Keen Etching II: Increases Crit Factor by 12.”
Ideal rerollable random bonuses
  • “Do X% more damage when you attack.”
  • “Do X% more damage when you attack enraged monsters.”
  • “Do X% more damage when you attack targets from behind.”
Ideal etching
  • “Keen Etching II: Increases Crit Factor by 12.”
Ideal rerollable random bonuses
  • “Do X% more damage when you attack.”
  • “Do X% more damage when you attack enraged monsters.”
  • “Do X% more damage when you attack targets from behind.”
Ideal etching
  • “Keen Etching II: Increases Crit Factor by 12.”
Intense Generation Greatsword
  • Crafting requires at least 400 weaponcrafting skill. Recipe is obtained from an item called “Fovarth’s Missive,” which can be obtained very cheaply from the trade broker.
Ideal rerollable random bonuses
  • “Do X% more damage when you attack.”
  • “Do X% more damage when you attack enraged monsters.”
  • “Do X% more damage when you attack targets from behind.”
  • “Increases your crit rate by X.”

OR

  • “Increases attack speed by X%.”

This is particularly useful for Slayers that often party with Mystics instead of Priests.

Ideal etching
  • “Keen Etching III: Increases Crit Factor by 18.”

OR

  • “Pumped Etching III: Increases Power by 10.”

This is acceptable if the Slayer has sufficient Crit Factor from other sources.

3.2 Cuirass and Armor Crystals
Armor Crystal Setup
  • All Fine Niveots can be purchased from Vanguard Initiative credit vendors.
  • I don’t suggest using Dyads in Ambit armor, because they bind themselves to the first cuirass they are equipped in.
Fine Hardy Niveots
Rare Hardy Niveots
Glisteningly Hardy Niveot
Glisteningly Hardy Niveot
Brilliantly Hardy Niveot
Brilliantly Hardy Niveot
Why Hardy Crystals are Better than Relentless Crystals in PvE

Given a Slayer with a maximum HP value of 100,000, four Fine Hardy Niveots would give the Slayer effectively 124,400 HP against monsters. On the other hand, using four Fine Relentless Niveots would only raise the Slayer’s HP to 121,736.

Hardy Crystals are even better when taking outside heals into consideration. Because they mitigate incoming damage instead of raising max HP, Hardy Crystals make incoming heals more effective. Going back to the previous example, a healer would only have to heal for 100,000 instead of 121,736 in order to restore the Slayer to full health.

The only time Relentless Crystals are useful, then, are for specific situations and attacks that hit for fixed amounts of damage. If a boss has a mechanic or attack that deals 50,000 damage no matter what, and a player only has 99,000 HP, then a Relentless Crystal could help the player survive two of these attacks rather than one.

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