Caltrops' Slow as an Immobilize
No, there's a movement speed debuff cap of 90% specifically so that you can't use slowing powers as an immobilize. Otherwise it would render immobilize resistance and protection semi-useless.
Thanks for the reply!
I'd put Pacing of the Turtle Chance for Recharge Slow in there.
My spines/WP scrapper has two of them, one in Caltrops, one in Quills. The one in Quills has a chance to proc every time Quills pulses; not sure about Caltrops. She also has the Dark Watcher Despair, Chance for Recharge Slow in Rise to the Challenge.
Between the three of them, that's a fair amount of recharge slow. And recharge slow is the functional equivalent of defense (i.e. you get hit less often) without paying for, or suboptimally slotting for, defense sets.

<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
My spines/WP scrapper has two of them, one in Caltrops, one in Quills. The one in Quills has a chance to proc every time Quills pulses; not sure about Caltrops. She also has the Dark Watcher Despair, Chance for Recharge Slow in Rise to the Challenge.
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No, procs in damage auras only proc each 10 seconds, not every time it pulses. Same with caltrops.

<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Quick question about the slow in Caltrops. If 4 slotted with Pace of the Turtle Slows it has a -158% run speed. Would this in affect at as an immobilize? If not, how about if double stacked?
All input is welcome. Thanks in advance!