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Slow Field Dispenser
Slow Field Dispenser (Sanctum 2)
Rank 1 Rank 2 Rank 3
Total Cost 120 290 500
Fields Dispensed 1 2 3
Slow Effect 14.0% 28.7% 43.4%
Field Range 0.6 0.8 1.1

Overview[ | ]

  • The Slow Field Dispenser is an unique assistive tower. It provides a fixed amount of clusters that can be picked anytime and placed anywhere in the map. Once placed, a cluster generates a field that slows entities within. Compared to Kairos' projectile, the ones it generates feature an improvable range & a higher slow strength. However, the slow fields affect not only enemies, but also players, explorer conscripts, Simo units & G-2 companions.
  • Ranking up the tower gives additional clusters and increases their range, and overcharing it only affects the latter.
  • Unlike other dispensers, the amount of clusters is fixed and will not increase through waves.
  • The Slow Field Dispenser is unlocked at player rank 16 for players, that have the Road to Elysion DLC.


Notes & tactics[ | ]

  • This tower is similar in function to the AR- & Rupture-mine dispensers, in that it dispenses objects, that function similarly to mines. However, unlike mines, these field generators create hemispherical fields around themselves. Enemies and players within these fields move and attack at a slower rate. Also, while the mine dispensers generate new mines on each new build phase, the Slow Field Dispenser only generates fields when built or upgraded up to a maximum of 3.
  • If a dispenser is removed by a player, all fields that it had generated would also be deleted, similarly to the situation with the mine dispensers. This means that it is impossible to hoard a large amount of slow fields from a single dispenser.
  • The slow fields are more potent than the ones generated by the Kairos. However, unlike these slow fields, the orbs, generated by the Kairos do not affect the player and can randomly help for better kiting and actions in the slowed zones, without the need of the Khronos Device perk. Also the Kairos would randomly reach flying lumes that are close enough, while the slow fields would need either high towers for this, or serious buffing with Range spire and overcharges of support tower(s) for this.
  • Overcharging the dispenser only increases field radius (with 0,0525 blocks per 100 resources). A Range Spire placed close to the dispenser also increases it and so does its overcharge, although to a lesser gain per resource.
  • One should be wary that, if there are random/other slowing effects, only the strongest one applies to the affected lumes, without any stacking or multiplication. This technically means that putting a Kairos and slow fields in proximity would randomly result in lesser tower utility and that the perks Slowing presence & Slowing rounds would lose their use in the slowed zones if the slow fields are stronger.
  • If overcharged enough, the fields actually expand downwards as well, even though this is not visibily obvious.
  • Slow-fields can be carried on top of your head sometimes. Look up to the sky and deploy them. Unfortunately, they do not always stick on your head and fall through. This strategy pairs well with the perk Khronos Device. Seems to work more often joining networked games, and less often with the perk.
  • Bumping into ceilings, etc while doing this can cause the (slow)mine to shift location to a point where you can't reach it yourself anymore.
  • Also if a field is dropped into an unrechable point, including a holding player fainting into water/falling below, the slow field is lost and then the only way to "regain" it would be to remove the current slow field dispenser and put new one.
  • If the dispenser gets destroyed by a Patriarch/Super Heavy or a Hoverer queen "stuns" it, the fields will remain on the field unaffected, regardless of whether they are picked or not, similarly to the situation with any dispensed mines.
  • By placing several slow fields around the core, you can permanently slow lumes' attacks on it. Four rank 3 slow fields with their dispensers under a rank 3 Range Spire can fully cover a core, though it's not necessary as 3 fields buffed this way would almost fully surround it, and if overcharges are applied to either of these support towers, the effect would be technically same.
  • Shocking Revelation can slow enemies' attack to a minimum with this strategy. Makeshift Cannons and/or Mind control spire(s) that could reach the core also can help, and so would also random other stunning effects.
  • It's possible to heighten the slow fields and let them slow air enemies by placing a slow field on a high tower, e.g. ACP, Orbital strike relay and Violator. Sometimes even a medium-high tower can do the job, e.g. a Range spire if the lumes aren't flying very high.
    • The Anti-Air can be a good to place a slow field on, due to it's low price and convenience (the tower will stay immobile if there are no flying lumes).
  • With their range increased enough, one can place slow fields on top of the walls instead of on the ground, so their radius will affect 2 paths of lumes or fully cover an U-shaped corner.
  • Whether Slow fields or Kairos is more convenient, it appears somewhat dependent on the towers, modes and purpose. Clearly, in games with very abundant resources (Survival, or Campaign/Easy with 3/4 players and high resource reward after waves), the slow fields have more potential, regardless of the type of damage towers. All in all, they tend to find overall better use than the Kairos, especially with the better synergy between them and the Range spire, but if resources aren't that abundant, and there is no usage of Range spire, the Kairos can still find good use without being too much behind the slow fields and sometimes even feeling better. Technically if the player can effectively apply some kiting/tanking behaviour, the results of the Kairos often can be pretty satisfying, regardless of the tower type, but the easier usage & application along with better lategame potential of the slow fields often make them the preferred option.
    • The ACP, Gatling & Drone tend to work better with slow fields - since the range of these towers is limited and they would usually easily serve as sole tower(s) of this type with simple applying of overcharge, it is generally easy to buff them with slow fields for better results. If there is a bunch of Drones, slow fields close to them would still easily ensure more frequent sending of attacking drone groups since the tower range is the lowest in the game anyway and is easily covered by the fields. The Mind control spire can be surrounded with slow fields for a bigger rate of controlled enemies. The Rupture mines can feel better with slow fields, since the player can easily put the slow fields away from these particular mines, easily avoiding the situationally unwanted slowing effect, although if the Kairos is far away from the mines, it simply wouldn't matter. AR-mines can be helped better with slow fields - putting them close to the prepared mines could easily lead to more enemies suffering maximum damage due to being closer to the center of the explosion.
    • Towers that would randomly show similar results, regardless of whether Kairos or slow fields are used are Focus, Orbital strike relays, Friendship lasers & Makeshift cannons. The Focus as a tower with good range would find good boost with both towers, especially since the Kairos has lower range than the Focus and wouldn't lose utility if being put close to the Focus tower. If the player applies some tanking/kiting behavior, this can be performed more easily with the Kairos. Friendship lasers are somewhat similar in this, since their range is close to the range of the Kairos and their innate usage of close bunches of their type leaves a Kairos between them with a pretty similar overall effect. Makeshift cannons and Orbital strike relays are usually used with slow fields, but, depending on the purpose and usage, results could be pretty similar and if kiting/tanking behaviour is in action, this could easily lead to pretty satisfying outcome with the Kairos, although these two tower types also work well with local purpose & usage and slow fields would randomly shine the same way and even better if their range is boosted. Core-oriented builds with Makeshift cannons and/or Orbital strike relays are clearly better off with Slow fields and same applies if there is usage of Mind control spire(s).
    • Towers that can often feel better with Kairos are Lightnings, Violators, Cannons, Scatter lasers, Rockets & Anti-air. The reason for the Anti-air lies simply in the fact that the Kairos has enough range to slow nearby flying lumes, while the slow fields would require high placing or range buff for this. The rest of the mentioned towers tend to work better if used in multiple towers of their type due to random reasons, so if there are lots of them, this would easily lead to harder buffing with slow fields. Also the low fire rate of most of them can be easier to overcome by applying some kiting/tanking behaviour to hold the lumes in the towers' range, which is generally easier with the Kairos, unless the player(s) use the Khronos device perk.


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