Yes, there is a cap to how much you can slow monsters. Blackhorns + HF + Decrep should not put you over that cap, however- and even if you overshoot the cap, the extra slows target is useful on EF baddies.i was thinking of adding blackhorn mask(slows target by 20%) to my hF a2 merc, that along with the decripfy from reapers toll would slow alot, is there a ca on how much you can slow?
Personally, I'd recommend the Reapers for a variety of reasons.What about using a Kelpie Snare instead of reapers toll for 75% slow. and socket it with an Amn you still get 7% LL
I agree that for Necros, Reaper's is a bad idea... but for most Necros, I would advise AGAINST dropping Kelpie on the merc.The problem with decrep is that it's a curse and it triggers with a 33% chance, overriding curses of a necro, Dracul's (most melee characters) and Atma's Scarab (strafer bowazon) all the time.
IMO an upgraded, ethereal Kelpie Snare is the ultimate weapon for a necro's merc. Versus groups he has to provide the might aura and stay alive while versus bosses he provides more slowing, in addition to the clay golem and decrep. All these kinds of slowing stack to such an extent that act bosses cannot even lift a finger, being utterly helpless against a necro. The only problem might be Diablo when your minions aren't in position and he releases he breath or fire snakes while not being slowed yet. A teleportation with an amulet or Enigma will solve that problem.
Clay Golem doesn't have to hit targets to work. A Clay Golem applies his slow every time he (a) hits a creature or (b) *IS HIT* by a creature. As you can imagine, (b) happens a lot more frequently than (a).Hmm, I didn't know it's like that with respect to clay golems. In that case I wouldn't use one, I guess, although it's still a good one-point investion. A Kelpie Snare slows targets by 75%, after all, and a merc is probably far better at hitting hell monsters than a clay golem.