This guide’s information is relevant as of the Counterpunch Patch
Sup, I’m Sam. I’m a Editor/sorta translator/co-admin of Essentialmana and I’ve been playing Tera since Fate of Arun. Slayer was my first character and it just clicked when I played it and as a result i’ve been playing it ever since. This guide was co-authored by me, Kenzy, and Saabi, I hope it helps you out with understanding Slayer.
Hi, I’m Kenzy/Slash/Haiji I started on MT and I transferred to TR during the Arsenal patch. I started playing the game at the end of TSHM patch, Slayer was my first character and I’ve been maining slayer ever since.
What’s good? I’m Saabi, I been playing TERA since it’s release but I’ve started playing Slayer as a main towards the end of Queen patch. Fate of Arun patch is when I really played Slayer seriously and has been my main ever since.
This guide is intended to help both new and veteran players who are looking to start or improve their Slayer gameplay. This is a heavily PvE focused guide and will not cover PvP. This guide will cover all aspects of Slayer PvE gameplay in detail.
So why should you play Slayer over the other classes?
Fluidity, Slayer skills are extremely fluid in their chaining and animations. This has kept me playing Slayer even when it wasn’t a good dps class. Moderate difficulty and low ping dependency makes it a good starter class for many players who want a little challenge to learning the game. The propulsion passive has boosted slayers to top tier in terms of damage and has made the class even more fun.
Slayer is also the only melee class with High sustain DPS along with a traditional “bun” or “steroid”, the latter which takes the form of In Cold Blood. This allows you to experience both sides of DPS classes in TERA. As a result Slayer ranks highly among DPS classes in terms of value, losing out only to Berserkers and in some cases Warriors. You may ask, what determines the value of a DPS? The answer: being able to push the boss quickly to it’s enrage phases and burning the boss during it. Slayer as a class excels in both aspects.
Top Stat Roll:
Decreases skill cooldowns by 7.2% –
Increases damage by 9.3% when attacking enraged monsters
Preference based, typically on short fight/Harrowhold Phase 4 you would take Enraged Damage and Cooldown Reduction for longer fights.Bottom Stat Rolls: Standard Bottom Line Rolls
Decreases skill cooldowns by 7.2%
Increases damage by 9.3% when attacking enraged monsters
Increases damage by 6.9% when attacking from behind
Increases damage by 6% (take out this line if you do not have Frostmetal or Stormcry)
Top Stat Roll:
10% Overhand Strike Damage – Overhand Strike damage is the safest pick as it is always in effect and affects both overhand strike and ultimate overhand strike, the latter capable of doing insane damage. Boosting the damage on a core skill is always good to have.
15% In Cold Blood Cooldown Reduction – This particular chestline is good when running with brawler/warrior as your tank, as your burns wont sync with enrage without it. With a Lancer you still want Overhand Strike damageBottom Stat Rolls:
Decreases damage taken by 6%
Decreases damage taken from frontal attacks by 6.9%
Decreases damage taken from enraged monster by 10%
Raises max HP by 8% (take out this line if you do not have Frostmetal or Stormcry)
GlovesStandard DPS Rolls:
Increases Attack Speed by 2.25%
Increases Power by 5
Increases Crit Factor by 9
Increases Endurance by 4
Increases Movement Speed by 6%
Replenishes 2% of total MP every 5 seconds
Here we’ll talk about the different types of etchings you should run on Slayer
Weapon and Gloves
Keen – These will typically be used if you are lower geared and cannot hit a decent amount of crit. Can also be used in Slaying/HH to help your crit a bit.
Energetic – Your mainstay etchings, smooths out your animations and cooldowns. I suggest getting tier III energetic etchings from doing high tier IoD bams when you get gear with 4 bottom lines. HIGHLY RECOMMENDED to get tier IV etchings when you reach top tier gear.
Armor and Boots
Endurance – Not much else to take, I guess you could make an argument for HP but it’s not needed.
Keen – Keen, Tier 2 is BiS since Tier 4 is a massive pain to get and not worth the cost, at least on the NA servers. Going higher will only increase your HP which does not help your DPS.
For Slayers the propulsion passive makes critical hits directly affect the way your cooldowns work so stacking crit is currently the best way to go. This will mean there’s 2 setups that you can use, 1 using the 3 piece older gear and 2 new Earrings, see below for the possible setups:
Full new crit:
This grants the highest possible crit and future upgrade possibilities. If you are completely unsure go this route, as it is the safest to take. Newer players you’re stuck with this as there isn’t a good way to get the older stuff now.
Utilized 2 resized Godsbane rings and a resized Godsboon necklace(or their PvP counterparts). This allows you to get the 3 piece 4% attack speed bonus from the older accessories. This is paired with 2 new crit earrings, recommended if you can get your hands on ALL the older pieces needed. [ Keep in mind that the bonuses will be removed with the Talisman patch ]
Below is an example of both sets and what they will look like:
You will be aiming for Quatrefoil Brooch or Marrow brooch and the rolls you will want on these are:
6 Crit Factor
On the circlet you want to roll 8 Crit FactorIf you are unable to get these then you will want to go for a Quickcarve Brooch which will not allow you to roll Power so you’ll go for:
6 Crit Factor
4 Crit Factor
On the belt you want to roll these:
6 Crit Factor
For Rings you’ll be using
4 Crit Factor
For Necklace you’ll be using
For Earrings you should be using
For innerwear you’ll be trying to get a 16/20/24 Crit Factor. Don’t worry too much if you can’t get a top tier innerwear off the bat, any Crit Factor innerwear is fine but as you get better gear you want to upgrade that as well.
Pounding, Focused, Savage, Bitter.
Slaying, Focused, Savage, Bitter.
Hardy, at least 1 glistening dyad as you will run into mana issues otherwise. It is okay to use a non-hardy glistening if you need the mana.
Keen Vyrsk or Powerful Vyrsk, we usually use Keen to increase our Crit Factor
Here we’ll be going over all the important skills for Slayer and explaining some of the logic behind them.Green colored glyphs are mandatoryYellow colored glyphs are situationalRed colored glyphs are badCombo Attack
You typically won’t be using this ever, so no glyphs taken.
- Empowered Combo Attack(4)- Increases damage by 25%
- Spirited Combo Attack(4)- Increases mana restored by 10%
- Swift Combo Attack(4)?- 10% chance to proc a buff for 15% attack speed for 10 seconds
Deals damage in front of you, moves you forward during the animation. Has high chance to knockdown. Grants immunity to stagger and knockdown during the animation.
- Powerlinked Knockdown Strike(Whirlwind)(2)- Increases the damage of the next Whirlwind by 25%, lasts 8 seconds.
Increases Whirlwind damage which is a core skill, take it
- Grounded Knockdown Strike(3)- Reduces incoming damage by 50% during the cast animation.
This is good for facetanking some mechanics, varies a bit based on gear though.
- Powerlinked Knockdown Strike(Overhand Strike)(2)- Increases the damage of the next Overhand Strike by 20%, lasts 5 seconds.
Great glyph which helps boost one of your main sources of damage.
- Strengthened Knockdown Strike(5)- Increases chance to knockdown by 20%
Useless, as many bosses are not prone to being knocked down with exceptions to some mechanic.
- Empowered Knockdown Strike(4)- Increases Damage by 30%
Solid damage increaseWhirlwind
Deals damage over 2 hits. Grants immunity to stagger and knockdown during the animation.
- Brilliant Whirlwind(4)- Reduces mana cost by 63.
Mana might be an issue but this glyph is not the solution.
- Keen Whirlwind(4)- Increases crit factor by 112 during the animation.
Whirlwind has some crit issues, while this won’t solve them all it’ll help alleviate some of it.Evasive Roll
Rolls in a direction based on camera or directional keys. Grants a invincibility frame during the animation. Can be used again within 4 seconds to put it on cooldown.
- Persistent Evasive Roll(4)- Chance to eliminate cooldown by 20% on cast.
Now while it may seem great to reset your main iframe, the chance is far too low to justify the cost of the glyph.
- Powerlinked Evasive Roll(Fury Strike)(4)- Increases damage of fury strike by 25% for 5 seconds.
Amazing for slaying as it helps boost your damage a ton during it.
- Powerlinked Evasive Roll (Backstab)(4)- Increases damage of backstab by 25% for 5 seconds.
Using a glyph to boost the damage on a skill that has terrible damage and is primarily used for iframe? Pass.
- Glyph of Fleetfoot(3)-30% chance to proc a 15% movement speed increase buff for 10 seconds.
Legit just use Dash if you really need movement speed.Dash
Increases movement speed by 55% for 15 Seconds.
- Energetic Dash(4)- Reduces skill cooldown by 25%.
You don’t use this skill that often enough to justify this at all.Backstab
Teleports up to 17m to the back of your target(nothing personnel kid) and deals damage. Roots the target. Grants iframe during the animation.
- Blazing Backstab(Knockdown Strike)(4)- Increases Knockdown Strike cast speed by 25% for 5 seconds.
You shouldn’t be using backstab for anything but the iframe/repositioning.
- Blazing Backstab(Heart Thrust)(3)-Increases Heart Thrust Cast speed by 35% for 10 seconds.
Same as above
- Energetic Backstab(5)- Decreases cooldown by 20%
This is usually not needed as backstab is a secondary iframe for emergencies and will be up when you need it.Overhand Strike
Deals to targets in front of you, chains faster after most of your skills. Legit almost all of them. Your bread and butter and helps you maintain the fluidity of the class.
- Restorative Overhand Strike(4)- Restores 3% of your maximum HP on successful hit.
Unless your healer is braindead you will never need this and even then it’s not great.
- Persistent Overhand Strike(2)- 60% chance to reset the skill.
You ABSOLUTELY need this glyph, it allows you to do everything that is Slayer.Retaliate
I don’t need to explain this, all the glyphs are bad so ignore them.
- Empowered Retaliate(3)- Increases damage by 25%.
- Powerlinked Retaliate(Leaping Strike)(5)- Increases damage of leaping strike by 25%.
- Energetic Retaliate(4)- Decrease cooldown by 20%.
Deals damage in a straight line, moves you forward. Grants immunity to knockdown and stagger during the duration.
- Persistent Heart Thrust(4)- 35% chance to eliminate cooldown.
- Heart Thrust used to be a core skill, but with the changes it is now a filler. This can be good but HT spam is no longer optimal.
- Keen Heart Thrust(4)- Increases crit factor by 112 during the animation.
- This helps it crit even more as the skill has an inherent 1.4x crit chance modifier.
- Empowered Heart Thrust(4)- Increases damage by 30%
- More damage on a high damage skill? Yes please.
Stuns targets in a large arc.
- Empowered Stunning Backhand(3)- Increases damage by 25%.
Skill barely does damage and is a low priority filler.Distant Blade
Shoots out a blade up to 15m, can be used a total of 3 times.
- Brilliant Distant Blade(4)- Reduces mana cost by 18.
- You don’t use this much other than filler.
- Numbing Distant Blade(5)- 30% chance to reduce a enemy’s attack speed by 15% for 5 seconds.
- Doesn’t even work on bosses.
Kicks backward dealing damage and stunning targets hit. Can move through both enemies and allies.
- Brilliant Startling Kick(4)- Reduces mana cost by 30.
- Lingering Startling Kick(4)- Increases stun duration by 30%.
- Stuns don’t work on bosses outside of special mechanics, even then this sucks.
- Blazing Startling Kick(Knockdown Strike)(4)- Speeds casting of Knockdown Strike by 25% for 5 seconds.
- Low priority filler, not much use if you rarely use the skill.
- Hastened Startling Kick(3)- Speeds casting by 25%.
- You can animation cancel this skill with Overhand Strike or Eviscerate, so this glyph is useless
- Blazing Startling Kick Heart Thrust(3)- Speeds casting of Heart Thrust by 25% for 5 seconds.
Slashes in front of you dealing more damage the lower your HP is. Elins have the longest reach on this skill, reaching around 7m. Maximum damage is reached when your HP is lower than 10%.
- Blazing Fury Strike(Whirlwind)(4)- Increases casting speed of Whirlwind by 25% for 5 seconds.
Speeding up Whirlwind is amazing as the skill has a long cast time.
- Mending Fury Strike(4)- Restores 4% of your max HP if you use Stunning Backhand after Fury Strike.
If you are using fury strike as one of your main damage skills you want to be low as possible.
- Empowered Fury Strike(4)- Increases damage by 40%.
Mandatory if you are doing slaying, boosts damage by a ton.Headlong Rush
Rushes forward 17m, and increases the attack speed of the next skill by 60%.
- Energetic Headlong Rush(5)- Reduces cooldown by 25%.
- On our current patch this isn’t needed, possibly in the future a build will exist where this is good.
- Powerlinked Headlong Rush(Knockdown Strike) (4)- Increases damage of Knockdown Strike by 25% for 5 seconds.
- This glyph allows Knockdown Strike to potentially exceed Measured Slice in damage, however you will still use the primary effect to speed up Whirlwind.
Gathers power to increase the damage of your next skill by 33%. Buff lasts 20 seconds. Effect persists until the first hit of damage is dealt, meaning Slayers are amazing for breaking shields.
- Brilliant Overpower(3)- Reduces mana cost by 33.
- You know the drill, mana reduction glyphs are bad
- Powerlinked Overpower(3)- Further increases the damage of the next hit by 10%.
- Boosts the total damage increase by 10% making it 43% total, pretty good if you ask me
- Keen Overpower(3)- Grants a 56 crit rate buff for your next hit.
- Helps the next hit crit, take it.
Replenishes 900 MP, grants immunity to stuns for 5 seconds.
In Cold Blood
- Grounded Tenacity(5)- Increases endurance by 20% for 10 seconds.
- Balancing Tenacity(4)- Increases balance by 15 seconds.
- Energetic Tenacity(3)- Decrease cooldown by 30%.
- Spirited Tenacity(3)- 50% chance to replenish 6% of your max mana per second for 5 seconds.
- You don’t use this skill other than just getting mana up quickly before combat. If you’re lower geared without glistening dyads you can use this along with mana potions to help keep up mana.
Increases power by 29 and attack speed by 8% for 20 seconds. Activates Ultimate Overhand Strike during this time. Ultimate Overhand Strike has higher damage, range, and no cooldown. Due to the Icy Veins Passive, the cooldown on Heart Thrust, Knockdown Strike and Whirlwind will be reset upon use.
- Brilliant In Cold Blood(3)- Reduce mana cost by 50.
Due to the long cooldown, these glyphs are not in use often enough to matter.
- Blazing In Cold Blood(2)- Speeds casting of the next Heart Thrust by 25% for 10 seconds.
Same as aboveExhausting Blow
Throws a blade 20m, Players that are hit have their skill cooldown time increased by 50% for 11 seconds.
- Empowered Exhausting Blow(4)- Increase damage by 25%.
- Energetic Exhausting Blow(6)- Decrease cooldown by 35%.
- This is a PvP skill with abysmal damage and cooldown, not worth even having on your bar in pve.
Slices all targets in 360 degree circle moving forward. Activates faster after Overhand Strike and Eviscerate.
- Carving Measured Slice(4)- Triples the chance to crit.
This skill is basically your best, take all glyphs as if they are mandatory.
- Empowered Measured Slice(4)- Increases damage by 30%
Same as aboveEviscerate
Strikes all targets in 10m line in front of you. Activates faster if used after almost everything.
- Energetic Eviscerate(4)- Decreases cooldown by 20%.
Both of the Powerlinks for this skill are persistent, and do not disappear until the cooldown runs out which means this glyph allows you to reach that 100% uptime on those buffs. Critting on this skill lowers the cooldowns on Measured Slice and Whirlwind, so having it up faster is always better.
- Powerlinked Eviscerate(Measured Slice)(2)- Increases damage of Measured Slice by 25% for 8 seconds.
You want your Measured Slice doing big damage? Here it is.
- Empowered Eviscerate(3)- Increases damage by 25%.
More damage on a core skill.
- Powerlinked Eviscerate(Overhand Strike)(2)- Increases damage of Overhand Strike by 25% for 8 seconds.
More damage for another core skill.Propulsion
Propulsion is a passive with the following effect.
- Decreases cooldown of Measured Slice by 1.5s when critting with Eviscerate
- Decreases cooldown of Measured Slice by 1.5s when critting with Whirlwind
- Decreases cooldown of Whirlwind by 2 seconds when hitting a target with (Ultimate)Overhand Strike
- Decreases cooldown of Whirlwind by 2 seconds when hitting a target with Eviscerate
Putting all the information from above into a glyph page and you’ll end up with:
First thing that need to be said is SLAYER DOES NOT HAVE A ROTATION. Following that mindset what you will do as a slayer is: use your cooldowns properly
By each HIT of (Ultimate)Overhand Strike and Eviscerate the cooldown on Whirlwind is reduced by 2 seconds
By each CRIT of Whirlwind and Eviscerate the cooldown on Measured Slice is reduced by 1.5 seconds
This is especially important as the way you prioritize skills will be based off of this
What skills do we want to prioritize?
This will usually be our highest damage skill so making sure it’s used on cooldown as much as possible is optimal.
Getting critical hits with this skill reduces the cooldown on Measured Slice, so we make this our second highest priority.
We utilize this to both maintain the glyph uptime and reducing both Measured Slice and Whirlwind cooldowns.
Reduces the cooldown of Whirlwind per hit, core to getting to your Measured Slice
We utilize this for the speed glyph for whirlwind, this skill priority moves up if slaying.
Mainly used to cancel ICB animation and as filler.
Filler Skill, used if Whirlwind doesn’t crit.
Overhand Strike/Eviscerate > Measured Slice
Fury Strike > Overhand Strike
Headlong Rush > Whirlwind > Overhand Strike
Whirlwind > Overhand Strike
Heart Thrust > Overhand Strike
Knockdown Strike > Overhand Strike
You will always start the fight in the same way:
In Cold Blood + Rootbeer + Brooch > Knockdown Strike > Overhand Strike > Eviscerate > Overhand Strike > Measured Slice > Fury Strike > Overhand Strike > Whirlwind
+ + > > > > > > >
After this point everything will be based on propulsion passive, which skill you will use next will depends on WW crits. Basically you just want to follow the skill priority after that.
Q and A and Videos
Q: Why prioritize Fury Strike over KDS/HT as a OHS chain?
A: Fury strike doesn’t do as much damage as your other fillers outside of slaying, but it gives the benefit of a faster WW casting which affects the amount of times that you can use MS. This results in more HPM ( Hits Per Minute ) on both WW/MS, which is a much better dps increase.
Q: What should I use Overpower on?
A: KDS/HT and SOMETIMES EVIS ( if you need to go for for whatever reason ), Overpowering KDS with the powerlink from HLR can make the damage exceed that of Measured Slice if it crits, however that requires relying on crits. If you want more consistent damage Overpowering HT is better.
Q: Why not Overpower Whirlwind?
A: Overpower only affects the first hit and the first hit of Whirlwind is 40% of the total damage, making it a dps loss to do.
Sample Videos of rotation (Burn + What to do after):
Kenzy Point of View
Saabi Point of View
PLEASE READ DESCRIPTION IN THIS VIDEO*
Tip: If you’re trying to improve compare your HPM on moongourd with other slayers and you will see where you may be low in terms of HPM on some skills.
Glitched ICB is referring to a bug which occurs when the player uses ICB, the skill is normally supposed to increase UOHS damage by 30% but instead makes it reach values far above that. This results in multipliers of near 300% making UOHS do insane amounts of damage. Unfortunately there is no way to make the glitch consistent and it is completely random when it occurs.
It used to be optimal to spam (OP)>KDS(cancel)>OHS during ICB if you got a high multiplier, but with the passive this is no longer optimal to do. Doing this 1 or 2 times during ICB if you have a high multiplier is fine however.
Just like Berserkers, Slayers have a skill that gets increased damage based on how low your HP is. For Slayer this is Fury Strike. Unlike most DPS classes just puting on a Slaying Crystal and doing what you normally do is not going to be optimal for Slayer because of this. Below you will see the damage increase versus Slayer’s HP.
HP Damage Increase 100%-90% 30% 89.9%-80% 60% 79.9%-70% 90% 69.9%-60% 100% 59.9%-50% 115% 49.9%-40% 130% 39.9%-30% 150% 29.9%-20% 165% 19.9%-10% 185% 9.9%-0.1% 200%Fury Strike reaches its maximum damage below 10% HP which basically is 9.99%. Which means if you have 0.1% or 9.99% hp the damage will be the same.
As a result of this literally anything will kill you at this HP, making it extremely important to be aware of the mechanics of the boss.
In order to achieve the highest damage with Fury Strike, we adjust our glyph page, which you can view below.
Your rotation slaying is quite different from the normal rotation, KDS that used to be a “core skill” is a filler. The hardest part of Slaying is recognize the times that you can do Roll > Overpower > Fury Strike which is the “core thing to do” slaying.
Note: Overpower > Roll > Fury Strike will also work
What you want to do slaying at the start of the fight is land a Roll>OP>FS and then use ICB your initial rotation should be something like
Roll > Overpower > Fury Strike > In Cold Blood > Knockdown Strike > Overhand Strike > Eviscerate > Overhand Strike > Measured Slice > Whirlwind > Overhand Strike > Heart Thrust > Overhand Strike > Startling Kick > Ovehand Strike > Eviscerate > Overhand Strike > Measured Slice > Roll > Overpower > Fury Strike
> > > > > > > > > > > > > > > > > > > >
The only thing that changes in your rotation is that you’ll prioritize Roll>OP>FS over other things and barely will need to use kds unlike the normal rotation. With the passive, slaying became much more difficult to explain and with that in mind we made two videos for you guys to watch
Sample Videos of rotation (Burn + What to do after):
[ Neither of them did it perfectly in this video. It’s just the mindset that you need to follow ](slow the videos down if you can’t see it properly)
Their rotation is pretty much alike, the only big difference is Kenzy’s choice to BKH/KICK more in an attempt to do more OHS and make chains as fast as possible and Saabi’s choice to utilize KDS for the glyphs to boost WW damage and OHS. Both do similar damage so just pick whichever matches your playstyle better
A sample of what HPM [ Hits per minute ] you should be getting on RKE last boss with a good rng crit/mechanics [ skill orders can change based on your crit, UOHS in case if glitch would be TOP #1 ]
GameplayHere is an example of a RKEM last boss run
CreditsSpecial thanks to:
Austin; for helping us with math that we’re terrible at
You the reader; hopefully this has helped you learn how to play Slayer a little more optimally, please feel free to ask questions and best of luck on your journey as a Slayer.