Sticky Tar
- Fast
- Induction: 1s
- Smashes a phial of sticky tar onto the ground.
Slows movement speed of enemies who run through tar, and makes them vulnerable to attack.
This vulnerability will continue for a time after an enemy has left the tar or the tar has dissipated. - Duration: 20s
- -50% Movement Speed
- -10% Tactical Mitigation
- -8% Physical Mitigation
- Cost: [404 at Level 150] Power
- Cooldown: 1m 30s
General Information
Class: Lore-master
Trait Tree: The Ancient Master
Rank Needed: 5 (set bonus Sticky Tar)
Effects
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.
The skill is currently not working as intended, as the effects do not remain upon dissipation of the hotspot.
Trait Interactions
- The trait Force of Will in the Ancient Master trait tree increases the duration of the hotspot by up to 15 seconds.
- Specializing in the Ancient Master trait tree makes this skill apply Insult to Injury: Fire to the Lore-master, which increases the damage of the next Fire skill.
Tactical Information
Sticky Tar has two uses: slowing enemies and reducing their mitigations. Slowing enemies can be quite useful if a dangerous enemy needs to be kited around. Note that many bosses are immune to slows, though.
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.