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How does slow work?
Could slow from Golem stack with slow from gut siphon and then stack with decap?
Could it further stack with holy freeze merc / doom?
Would freeze from cold damage over write these slow effects?
Ultimately, would golem + decap + slow gear + holy freeze + cold charms create the awards winning ultimate snowy-slow-mancer?
The cap is 90% per source (and I believe 50% for bosses and SU's).
Sources are: yourself, minions, curses and hirelings.
I don't know how HF comes into here.
My guess is HF counts as the merc source.
(RTB correct me)
But yes: CG + decrep+ merc with kelpie snare+you with kelpie snare is one very slow moving target.
Grr pIER
Mad Mantis
05-10-2004, 14:14
Check this thread (http://www.rpgforums.net/showthread.php?t=199564) for an explanation of slow.
There is always one who knows more than you :).
Grr pIER
Ultimately, would golem + decap + slow gear + holy freeze + cold charms create the awards winning ultimate snowy-slow-mancer?
Cold charms? If you mean cold damage charms, where do they come in play? Stabbing the enemies is the only way you will get them to work, but if your snowy-slowmancer is a melee variant, then ignore this.
Nice build name though. I can't wait to see a guide ;) :p :D
bowmancer, with skellys and cold mages... just dropping some idea..
darnocpdx
05-10-2004, 16:18
Cold can and will stack with slow...
And no only one cold charm is needed weither it's a melee or bow attackto get the chilling effect, since cold is the lowest of elemental damage I'd just use one cold source (small charm) and use another element for more damage from sources (not poison though you got spells for that).
any ex-zon here can confirm what I heard?
is it true that cold charms in the inventry will give 1 sec freeze per charm?? that's why zon keep cold charm right?
but I guess that if I manage to get doom or freeze merc it dont matter.
that said, I realise to achieve 90% cap slow is not really that hard, decap(50%) + freeze merc(50%) give 90% cap slow, or Gut siphon (25%) and cold charm /magi (50%) gives 75%, with level 1 clay (11%) that is 86%.
so any combo of these skills can slow the mop quite a bit.
of couse, it is the skelly do the main damage.
Myrakh-2
05-10-2004, 17:46
is it true that cold charms in the inventry will give 1 sec freeze per charm?? that's why zon keep cold charm right?
The 1 second is in normal --- chill/freeze times are just 1/4 in hell.
Other than that, yes: Amazons can take advantage of what's called "interchangeable and cumulative chill/freeze times", meaning that the duration from all cold sources is added whenever cold damage is applied --- i.e. you fill your inventory with cold charms, and their added duration not only gives you a huge chilling time, it even adds to the freeze time from your frozen arrow: fill 5 columns with charms, and you'll get 20 seconds FREEZE time in normal, or 5 seconds FREEZE time in hell when you use frozen arrow. But even if you strafe --- 5 seconds chill duration on 20 arrows with 75% or more piercing chance means that you chill the whole pack, and keep them chilled as your keep strafing.
Frostmaidens are specifically built around this, but any bowazon likes cold charms :-)
Skeleton mages get pretty high chill times as well; 50 seconds and more (normal) is easily reached for a Skelemancer build. Same for poison duration: 500 seconds and more (both of these numbers are NOT typos). Chill times are 1/4 in hell, poison duration doesn't change.
so if I have say 5 cold charm in my inventory, do I have 5 sec freeze in normal then as a necromancer of coz.....?
assume I use normal short bow and no other mod on my gear.
Myrakh-2
05-10-2004, 18:11
so if I have say 5 cold charm in my inventory, do I have 5 sec freeze in normal then as a necromancer of coz.....?
No. To my knowledge, this only works with amazons...
ar, nevermind, just have to have skelly mage then.
darnocpdx
05-10-2004, 19:22
I'm preaty sure that it works for all classes. I seldom go without a few cold charms on my meleemancers for the added slow.
It's also the main reason my favorite weapon for barb (act 5) merc is the Shadowfang (upgraded as needed) it's got leech life and chill effect and when upgraded as good of damage as any other unique one-hander. But then again I pump my clay golemn for added slow as well.
It should be noted as well that I've noticed on Baal it's possible to slow many beasts to the point that they don't (or rarely) hit. I first noticed this when doing Baal in Norm with slojo mancer (specialisiing in curses and slow items I was experimenting with. When i got to Baal I rushed him on his bridge cast clay on the opposite side of him my act 5 merc with exceptional Shadowfang and decrept cast on him kept him from hitting my merc. I simple stood behind one of those torch pots on the bridge by him and only got hit by the frost arrow thing he casts. My merc took such little damage from him that I needed to only cast LT a couple of times and my prebuffed level 10 gumby never died or took a hit.
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