How do Slow enhancements work?
slow enhances enhance the -speed portions of the powers
say your power does -75% movement speeds, with enhances that can easily push up to -125% movement speeds, which will drop them to the minimum faster and be more effective on stronger targets which have more slow resist
it does not increase the duration of the slow, just the strength of the slow
The thread title made me think of this:
http://www.youtube.com/watch?v=j6FmbMiIxws
Since the question was answered already, I figured I'd share... And, no, I do not think the question was dumb! I just instinctively wanted to answer, "Slow down...".
and round up everyone that knows more than they do"-Dylan
Something to keep in mind though is that targets which resist slow tend to resist it heavily. My favorite-for-certain-values-of-the-word example is warwolves, who run in and out of slow patches like they weren't there no matter how you've enhanced it.
So while there are some interesting frankenslotting possibilities in the slow sets, enhancing for slow itself is usually not recommended.
As for confuse enhancements... well, you haven't said what kind of enhancements. Three TOs won't be that noticable. Three SOs makes a lot more of a difference. Even then it's not perfectly reliable, but those do help.
-Morgan.
I have a Ice/Storm with Arctic Air. I'm trying to decide if i need slow and/or confusion enhancements in the power. The description of the 'slow' enhancement says it improves the slow duration. But when i slot it, in the power description, it seems to make the mob's move slower, and says nothing about slow duration. So... does it mean it increases the slow duration once they mob is outside my arctic air, or make them move slower? I'm at a loss...
Also, i slotted a confusion enhancement, and it didn't seem to change ANYTHING in the power description. I six slotted the power, (3 for endurance) maybe i overdid it if slow and/or confuse enhancements don't really help. Any thoughts? Thanks. |
Arctic Air has a -81.25% run speed. Slow Enhancements only affect Run Speed and not the Recharge Debuff, which can't be enhanced. The game has a cap of -90% Run Speed for even con foes, so I found that there is almost no benefit to slotting Slow in Arctic Air -- even though higher level foes resist some of the slow, if I need more slow I just use Snow Storm. Foes who resist Slow pretty much ignore it.
Instead, slot up Arctic Air with EndRdx and Confuse. The confuse doesn't look like it is doing much, but it is. AA has a 30% chance of a mag 3 confuse pulse lasting 3.725 seconds at level 50 (shorter in lower levels). Those pulses happen every 2 seconds. So one pulse, if it hits, will only have a 30% chance to continue the confuse when the next pulse hits. However, if you fully slot Confuse (3 SOs or 96%), the duration lasts over 7 seconds, or through 3 pulses. This substantially increases your chance to continue the confuse by applying that 30% chance three times.
At level 50, plan on spending the influence to get the purple Contagious Confusion proc. It has a much longer duration and improves the effectiveness of Arctic Air substantially. The proc will also allow you to stack the Confuse Mag, so that you have a chance to confuse bosses.
In comparison, the Slow from Arctic Air lasts 2.5 seconds, so any foe who goes out of AA will only stay slowed for 2.5 seconds after after the last pulse if it leaves the area of effect.
All of these numbers can be found at the excellent City of Data site maintained by the wonderful folks at the Titan Network.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I made a ice/cold controller awhile back for pvp. I lost interest in it because (iirc) it would reach capped slows after 2-3 applications. Basically, my primary or secondary could cap slows on a target so there was no need to take both (ice and cold).
Does this seem correct?
If my whole purpose was to slow, then this build is a failure, right?
(I know there's plenty of excellent tools in the build, but I'm talking about slows only)
In short, the 2 types of slows is a waste and I should reroll into a primary or secondary thats not slow related like a cold/rad or a cold/TA controller.
Anyone agree with this comment? or have any advice for me?
also, Power Boost doesn't affect slows according to Mid's. Is that correct?
perma jump is ---> /up 1
I made a ice/cold controller awhile back for pvp. I lost interest in it because (iirc) it would reach capped slows after 2-3 applications. Basically, my primary or secondary could cap slows on a target so there was no need to take both (ice and cold).
Does this seem correct? If my whole purpose was to slow, then this build is a failure, right? (I know there's plenty of excellent tools in the build, but I'm talking about slows only) In short, the 2 types of slows is a waste and I should reroll into a primary or secondary thats not slow related like a cold/rad or a cold/TA controller. Anyone agree with this comment? or have any advice for me? also, Power Boost doesn't affect slows according to Mid's. Is that correct? |
In terms of AoE slow, you will be able to slow huge groups. Arctic Air and/or Shiver, Snow Storm and Sleet. Each of these powers is near or at the cap FOR EVEN CON FOES. You will need a little more for higher level foes if you want to hit the Slow and -Recharge caps . . . but do you really need to hit the caps? Probably not.
Is Ice/Cold a waste? My experience with Ice Control is with an Ice/Storm, which has a number of powers shared with Cold. I don't feel excessive amounts of Slow are a waste. Leveling up, I had both Arctic Air and Snow Storm -- AA was for melee while Snow Storm was my ranged Slow. Snow Storm was my "set it and forget it" toggle that also knocked foes out of the sky. (I could have used Frostbite, but the -knockback conflicted with my Ice Slick.) And then I had Freezing Rain, which I often combined with Ice Slick or sometimes alternated with Ice Slick.
Once inherent Fitness was added to the game, I also added Shiver to my build. Why? It is an awesomely huge cone that has actually come it quite handy on things like the ITF and some Incarnate Trials. Many of the later TFs and newer content features huge groups of foes, and having several AoE Slows have been very helpful. An AV hit with Snow Storm plus Shiver plus Arctic Air will noticeably slow.
With Ice/Cold, you will also have Infridgidate to add even more single target slow. No, I don't think it is a waste. I have fun with my character who is a "Slow Monster." Whether it is fun to you is individual choice.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I have a Ice/Storm with Arctic Air. I'm trying to decide if i need slow and/or confusion enhancements in the power. The description of the 'slow' enhancement says it improves the slow duration. But when i slot it, in the power description, it seems to make the mob's move slower, and says nothing about slow duration. So... does it mean it increases the slow duration once they mob is outside my arctic air, or make them move slower? I'm at a loss...
Also, i slotted a confusion enhancement, and it didn't seem to change ANYTHING in the power description. I six slotted the power, (3 for endurance) maybe i overdid it if slow and/or confuse enhancements don't really help. Any thoughts? Thanks.