Creeping Terrify is a Warframe Augment Mod for
Nekros'
Terrify that slows down affected enemies.
Stats[]
| Rank | Movement Speed Reduction | Cost |
|---|---|---|
| 0 | 30% | 6 |
| 1 | 40% | 7 |
| 2 | 50% | 8 |
| 3 | 60% | 9 |
Acquisition[]
- This mod can be acquired by attaining the rank of Partner under The Perrin Sequence, or the rank of Exalted under the Red Veil, and spending
25,000 to purchase.
Notes[]
- Speed reduction is affected by Ability Strength.
- Cannot exceed 80%.
- Maximum speed reduction is achievable with at least +34% Ability Strength at max rank.
- The mod can be compared to
Molecular Prime, as it slows enemies and compensates for its lack of a double damage modifier on affected targets with the ability's removal of enemy armor, making it more effective against armored units.
Tips[]
- This mod encourages players to build their
Nekros for range and strength, which already fits well on players who have builds focused on
Shadows of the Dead.
Maximization[]
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
x| Strength: | |
| Range: | |
| Efficiency: | |
| Duration: |
Terrify
| Creeping Terrify | |||||||||||||
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Media[]
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19 comments
And guess what mod was considered useless and has now become one of the best in the game
I'm guessing that with the buffs to armor strip and Terrify,the ability now fully strips armor at around 168% strength (umbral intensify+augur secrets), which means having enough strength to reach the slow cap for the augment.
Whoever the augment to me still feels more like a QoL thing to the ability, since it just an extra CC to an existing CC.
Slowing mobs is still useless, bro.
U slow them so they don't run away, cause running away is even more detrimental (at least on missions that asks for high KpMs... (most of them))
"Slowing mobs is still useless, bro" Say that to level cap enemies
If you helminth Terrify onto a Nova and combine with Molecular Prime, you can almost freeze enemies in place using this mod.
Nova built for slow has no range for it tho.
This mod works wonders in Arbitration and Index.
so useless, why would you slow a enemy that's already cc'ed ... ?
Becouse they run away from you at maximum speed. This helps you catch with them by a lot. Using full Str/Range/Dur Neckros without this could be a pain.
because a fear effect with no slow attached is the worst type of cc possible. the only thing it accomplishes is make enemies run away from you, which is completely useless and actually harmful to you bar situations where something went wrong
'You can try running away, but you'll only die tired' - Some badass probably
Guns are a thing in thise gaem, just shoot them in the back as they run away.
You don't need this, let them run while you and your army shoot them in the back. Let your minions give chase. Play Nekros like a boss not a bitch.
Its a good augment but contradicts shadows of death builds
How does Creeping Terrify contradict Shoadows of the Dead builds?
Powerstrength is better than Range for affecting Creeping Terrify Enemies (Need more Powerstrength for Armor debiff, number of enemies effected and the Augments enemy slow)
There is not a huge benefit to having large Range as you can recast to only keep enemies near you slow and debuffed allowing other enemies to still move towards you at normal pace. (Not locking them out of killing range by slowing the whole Map like M-Prime)
Shadows of the Dead uses Powerstrength for Damage Multiplier, Health Multiplier, Shield Multiplier, and for Shield of Shadows Damage Mitigation.
Shadows of the Dead doesn't necessarily need Range mods, but duration does benefit health/decay.
So both Creeping Terrify and Shadows of the Dead can utilize Base Range, Base Duration and focus on tailoring Powerstrength to preference for SOTD. Creeping Terrify will just about hit max enemy slow with Augur Secrets. Anything beyond that Powerstrength is no longer for the Creeping Terrify Augment, but is for Terrify base number of enemies affected and Armor reduction.
Augur Secrets has synergy with Shield of Shadows Augment as each ability cast will add Shields which in turn adds more effective Health for Nekros via Shields-Augment damage reduction.
To me Creeping Terrify, Despoil (w/ Equilibrium), and Shield of Shadows all work well together.
Soul Survivor is not SOTD friendly as you consume all energy to pick up a companion/player/VIP & lose energy that could have been use to heal Sahadows with a recast or CC enemies with normal Terrify or Creeping Terrify.
You share a thought and got a bible. was it worth it?
This guy got so tilted bruh how
does Terrify or this count towards Condition Overload?
No.
So, theres alot of people saying in the comments about how the max slow is 75-80% which is all very well and good but it seems no one has tested to see what the minimum ammount of power strength you need to achive the max slow is. Im thinking it is probably possible to max the slow with nothing but power drift but if xomeone could confirm that it would be nice.
Well technically all you would need is Intensify for extra 30% power strength. 30% of 60% slow is (approximately) 20% slow, 60+20 = 80% slow
I tested this with Overextended and, rather than just being slowed by 40% of the usual value, they weren't slowed at all. So we can extrapolate that it works just like Molecular Prime, in that Power Strength mods correlate 1:1 with slow amount, and therefore you'd only need +15% Strength to reach the cap.
I tested it with 120%, 130% and more power strength.
Result: 120%<130%=all over it
Maybe im wrong but thats it what i saw.
Wait so with Overextended, Power Donation and Coaction Drift you could make speedkros? I mean it's less speed than a Nova would give, and the enemies will be running randomly instead of towards the hungry maw of your farm group, but you could do it..
That's super troll, I like it :D
I love this augment.
Why?
Because it makes cleaning up kills easier?
It's a good augment, but I think Gloom is the best Helminth for Nekros (considering he builds for high range and has infinite energy), and since Gloom already slows enemies I feel like the augment is unnecessary.
I swear the reason I love Nekros so much is because of his Augments. With them he goes from ok to amazing.
They are all pretty fun and interesting
Indeed, fellow Nekros' enjoyers.
Really fun, I agree.
Lets try to min-max a build for it, overextended, stretch, r10 transient fortitude, intensify, r4-5 fleeting expertise, r10 primed continuity, creeping terrify, power drift (in exilus slot) and finally
Either natural talent for quicker casting speed or streamline for efficiency cap, or flow/primed flow instead of efficiency cap, or vitality for survivability, or cunning drift for that very last 15% power range, the choice is yours. Having 100% duration is overkill for an ability such as terrify which already has a long duration.
So, what would be a good setup for this augment?
Strength and Range of course. If you can manage to keep it around normal duration it's more than enough time to hack the helpless walking dead into lots of Desecratable pieces.
115% duration 170% efficiency 160% range 130% strength. You really dont need to high up power str.
You probably don't need power strength at all; Slow Cap is 75%, so most of what is added by Intensify is wasted. That being said, you'll probably still want Intesnfiy anyway for Shadows of the Dead.
I would consider Stretch a 'must-have' to get Terrify's range to a comfortable level. Overextended is an option but I feel that negative power strength hurts both Shadows of the Dead and Creeping Terrify pretty dramatically. You could also try stacking Overextended, Stretch, and then Intensify or Transient Fortitude for some pretty serious crowd control.
75% duration 160% range 155% strength
18,13sec 24 Meters 31% armor red 31 targets - desecrate on 40 Meters
if u go with Equilibrium/Despoil/Primed Flow thats the sweetspot for me.more duration or pwrstr are overkill, no efficiency needed. Overextended builds lack Flow/efficency or pwrstr, or u have to kick out the despoil (but who wants that?)
I bet Nekros is the next prime frame
Yup. Nekros Prime is all but confirmed, at least based on order of release and provided they stick to their MMFF pattern that they have since the beginning.
Which power strengh is the cap of the slow augment?
From what I've read and tested the slow cap is around 80%. Which means everything over 130% strenght just increases the number of affected enemies as well as the armor reduction
You do not need much power strength, I purpously didn't max it because you can easily hit the cap
can you raise their armor or make em faster with negative power?
Hmmm the negative power is strong with this one.
^ seems like it, some guys just wanna rant all day erry day.
It's not called negative because it goes below zero, ya dumbino. It's called negative because instead of adding, you're reducing power strength. Cool rant though, guy
Technically OP is right that it would be considered "Negative power str" because the 100% power str we see on our stat screens are really just arbitrary. 100% power str multiplies your abilities by 1 which doesn't change anything versus anything below 100% reduces abilities stats making it "negative"
As for Creeping Terrify's armor reduction, no it would not increase armor. It's calculated literally as Armor * (Power str / 100) so with a base value of 20 armor reduction, having 40% power str: 20 * 0.4 = 8(%) total armor reduction.
As for speed, it's not calculated the same way as MPrime. It seems to be calculated exactly the same as armor reduction. Even using an unranked augment (making it same base as MPrime), having only 40% power str, the difference in movement speed seemed almost no difference leading me to believe it was likely calculating it as 30% * 0.4 = 12% speed reduction (hardly noticable). I tried again using a maxed augment and the speed reduction was slightly noticable which would have been a 24% speed reduction.
if armor reduction affected by power str, this mod is must have. otherwise, this is quite good utility, but not 'must have mod'.
Terrify's armor reduction has always been affected by strength, yes. All this mod does it slow enemies down.
But...why would anyone want the effected enemies to be slow?? I mean if the enemies are effected by terrify, then they are running away from you...why would you want them to do that slowly UNLESS the movement reduction speed lasts even after the duration of terrify ends...Anybody??
Panicked enemies sometimes still attack you and having them running around everywhere around the map can make things chaotic. Making them super slow garantees that things stay under control.
Its even worse on defense mission if you terriefied the last few enemy and you have to run around to clean up lost mobs. the map tend to bug out and only pin where the enemy was before it was terrified. I've found enemy that run to weird location and some of them the AI just stops working and stands there brainless. If the AI cant find a route to run for denfense target it just gives up.
slow, clumpy and in your face
Is the purpose of Terrify to clear the room - or MP targets?
Also, this mod makes Terrify very useful for Raids. Despite the CC utility, normally, the EV Trin would hate you for using terrify because it makes providing energy for the whole group a huge pain, trying to target mobs fleeing in the wrong direction at full speed. By making mobs practically immobile at fulll strength, Terrified enemies would now be presumably easier to EV.
From testing the slow cap seems to be either 90% or 95%.
I believe it was data-mined to be 80%.
Anyone knows what the cap of the slowness is? Molecular Prime is at 75%, and Peaceful Provocation is at 80%
I believe it was data-mined to be 80%.
The only good augment of the released set, imo, the one for wukongs ultimate is pretty good if you like wukong for whatever reason, and ivaras is just pathetic. You really only gain the ability to not trip lasers since you can roll for 25% more speed anyway.
The sad truth, yeah :(
They should really try this playtesting they're talking about so often.
not trip lasers; think about just striding into corpus laser vaults for spy missions without giving a shit
Infiltrate trivializes Spy and Rescue missions though since you can trip lasers and even magnetic barriers without sounding alarms. Also, 25% more speed during Prowl is still faster than not having the speed boost at all, even if you abuse rolling.
While I like the possibility, I still find it too specific for an augment. Running Spy and Rescue stuff almost exclusively with Nezha for quite some time now, I have to say Blazing Chakram does the same without an augment while being faster in the process.
Edit: just bought it and I must say this should be the standard speed (Edit2: I had only 125% Power Strength, just learned the sad truth about its 'scaling') when prowled while the augment should remove the penalty alltogether. Not really using Prowl all that much because of this and whenever I do, I'm more shooting with non-silent weapons and bullet jumping around in the uncloaked time window for mobility. Hilariously, you can use the aforementioned method to bullet jump dead on into lasers (with a little bit of distance to let you re-cloak in time).