Sticky Tar

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Sticky Tar
  • Fast
  • Induction: 2s
  • Smashes a phial of sticky tar onto the ground.

    Slows movement speed of enemies who run through tar, and makes them vulnerable to fire.

    Tar remains for 1 minute.
  • Duration: 1m
  • -50% Movement Speed
  • -10% Tactical Mitigation
  • -8% Physical Mitigation
  • Cost: [269 at Level 150] Power
  • Cooldown: 1m 30s

General Information

Class: Lore-master

Level: 46


Using this skill creates a hotspot onto the ground. Enemies within this hotspot receive the  Minor Rent Armour: Sticky Tar and  Sticky Tar: Slow effects.


Equipping four pieces of the Lore-keeper's Armour armour set increases the duration of the existence of the "hotspot" created by this skill by 15s.

Sticky Tar does not stack with other slows, such as the slow from  Burning Embers. If there are multiple slow debuffs on an enemy, the strongest one overwrites the others.

Tactical Information

Sticky Tar has two uses: slowing enemies and reducing their fire mitigation. Slowing enemies can be quite useful if a dangerous enemy needs to be kited around. Note that many bosses are immune to slows, though. Reducing your enemy's fire mitigation is useful for your own DPS, as well as for that of others dealing fire damage (e.g. other Lore-masters, Rune-keepers, and Hunters using Fire-oil).

In the Ettenmoors, Sticky Tar is very useful in both solo and group play. It helps with kiting your target around in a spar. In group play, well placed Tar can slow down an entire creep raid, whether they are chasing you or fighting you in open combat. In cases of the latter, Sticky Tar is a great combo together with  Improved Sticky Gourd.