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Slowing Opponent?


bpagano

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I never understood this mechanic to the game and would like some help on clarity. What's the point of slowing your opponent with abilities? Abilities that would say "slowing the movement speed of target by X%". Could someone clear that up for me?
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It's helpful if you're moving around and want to keep a melee opponent from hitting you as frequently or if you are about to die and need to run away. Potentially also as a combat starter to get you more shots in before they get to you. It's only relevant in certain situations, so it would make sense that you don't see much need for it if you're not often in those situations.
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It covers several cases:

* A foe that's trying to "kite" you (run away to make you spend effort following it rather than attacking it)

* A foe that you are trying to kite

* A ranged character can slow a melee attacker to get more shots in before the attacker arrives

* Some slows *also* inflict a DoT (Electronet, for example), so not only can you shoot the attacker more, but it also takes damage from being slowed *and* can't leap to you (because it's also hindered and can't jump).

* In ranged-vs-ranged, you slow people to keep them in your channeled / delayed-channel(1) AoE effects for longer

 

(1) e.g. Orbital Strike / Freighter Fly-by(?name), where you cast them then they inflict multiple pulses of AoE damage after the cast ends.

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It covers several cases:

* A foe that's trying to "kite" you (run away to make you spend effort following it rather than attacking it)

* A foe that you are trying to kite

* A ranged character can slow a melee attacker to get more shots in before the attacker arrives

* Some slows *also* inflict a DoT (Electronet, for example), so not only can you shoot the attacker more, but it also takes damage from being slowed *and* can't leap to you (because it's also hindered and can't jump).

* In ranged-vs-ranged, you slow people to keep them in your channeled / delayed-channel(1) AoE effects for longer

 

(1) e.g. Orbital Strike / Freighter Fly-by(?name), where you cast them then they inflict multiple pulses of AoE damage after the cast ends.

Electronet is a very special mechanic, Plasma Probe or even specced affliction are probably better examples.

But yeah, in general it all comes down to dealing damage while avoiding some by the virtue of being outta melee range :D:D

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Slowing your opponent in pvp is a very important ability, especially in pvp where you have resolve which stops them being stunned,

 

Ie, if you are playing Hutt Ball, it is often better to slow the ball carrier down so you don’t make them immune to stuns, which lets them have a free run to the line.

 

There have been many tactics and strategies developed in pvp around slowing mechanics that some maps mechanics are designed around it.

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