Slow
From Duels Content
Paths > Path of the Staff > High Path of the Druid > Slow
Type: Opener (Tier I)
- Subtracts 10% from your opponent's Dodge, Hit and Critical strike chances for your (Intelligence + Perception) divided by 50 Turns.
- Subtracts 20% from your opponent's Dodge, Hit and Critical strike chances for your (Intelligence + Perception) divided by 50 Turns.
- Subtracts 30% from your opponent's Dodge, Hit and Critical strike chances for your (Intelligence + Perception) divided by 50 Turns.
- Subtracts 40% from your opponent's Dodge, Hit and Critical strike chances for your (Intelligence + Perception) divided by 50 Turns.
- Subtracts 50% from your opponent's Dodge, Hit and Critical strike chances for your (Intelligence + Perception) divided by 50 Turns.
Instruction
Slow's description is misleading, when you use Slow, there is a very good chance that your opponent will not be able to hit you at all for those turns. This is because of the single roll system that Duels employs, hit, crit, miss, and dodge are separate entities in this system. For example, if your opponent had 39% crit and you had 30% dodge, the roll (for your opponent) would be 39% crit, ~5% miss, 30% dodged, and 26% hit. Slow changes the 39% crit and 26% hit to miss, therefore leaving your opponent with 30% dodged and 70% miss, effectively reducing their hit to 0.
Strategy
There are 3 drawbacks to slow: it's resistible turn by turn, it requires a high amount of int and per, and it does not do damage against your opponent. As a slow druid, it is recommended that you take the skill Clarity to reduce your opponent's resist by 15% and during the duel, play the action Tornado, which reduces their resist by a further 20%. However, there is a general action called Talisman of Spellshrouding, which almost guarantees resisting slow the next turn. Usually what people will do is play Talisman of Spellshrouding, and then play an extra attacks action the turn after that so that they get 5-7 attacks on the turn that they resist slow. It is very wise to either void or stun them this turn (or just void the spellshroud). The second and third drawbacks kinda work for each other, because you need int and per to do damage, and slow just happens to depend on those two skills.
