Fire Mine
#1
Posté 16 janvier 2015 - 11:55
The downside which is a big one is the 3 second delay to arm the mine, I also notices if enemies just touched the edge of the mine that it wouldnt go off. Basically i'm experimenting with the idea of dropping one of my abilities (I currently have Frost step, immolate, Stone fist and Barrier). I was getting some pretty decent damage numbers when I tried the first evo of it (dropped stonefist at the time) but it does seem to be a very situational power.
#2
Posté 16 janvier 2015 - 12:06
Scrub skill.
#3
Posté 16 janvier 2015 - 12:19
Scrub skill.
Im still thinking about dropping stone fist for it, will have to try an experiment a bit more later
#4
Posté 16 janvier 2015 - 12:33
You can treat Mine as your personal protection ability instead of the Barrier. In this case Cloak is better than Step. This build is weak for Perilous but overpowered for Threatening, you can tank bosses with it.
#5
Posté 16 janvier 2015 - 12:33
In my experience the slow casting time means that this is pretty much unusable in decent groups. The enemies will be downed before you arm the mine and it will be useless, the only time that you have a chance of really using this is at the door on zone 5 and there's much more useful skills to take instead
- J. Peterman aime ceci
#6
Posté 16 janvier 2015 - 01:04
you won't get 8 sec burning duration , enemies must die b4 except boss
immolate get a similar role with lower damage and faster CD
i would say drop immolate if you insist fire mine
but actually you may get miss cast more than immolate as many mentioned
fire wall is much better choice for protection and cause enemies panic
so they run around
#7
Posté 16 janvier 2015 - 01:16
Apparently it's amplified to 4800% base damage, which is nice.
#8
Posté 16 janvier 2015 - 01:17
In my experience the slow casting time means that this is pretty much unusable in decent groups. The enemies will be downed before you arm the mine and it will be useless, the only time that you have a chance of really using this is at the door on zone 5 and there's much more useful skills to take instead
Yes this is my biggest grip with the power at the moment, at times everything was already dead before my mines activated, but I only tried them on Threatening. I was hoping that on Perilous it may have more use given that most enemies are tankier. Is this not the case?
#9
Posté 16 janvier 2015 - 01:20
I also notices if enemies just touched the edge of the mine that it wouldnt go off.
That doesn't seem fair, since when enemy spellcasters use it, all I have to do is look at their mine and I get launched in the air... >:l
#10
Posté 16 janvier 2015 - 01:22
Apparently it's amplified to 4800% base damage, which is nice.
I was hitting around 3.5 to around 4k on some enemies when I tried it yesterday. The good thing is that the explosion can hit a group of enemies if they are fairly close together. With a better staff the numbers could be even higher
#11
Posté 16 janvier 2015 - 02:31
The Firewall did an overall better job for me. The long arming time killed it.
#12
Posté 16 janvier 2015 - 02:37
The Firewall did an overall better job for me. The long arming time killed it.
It's nice if you get the 30% duration ring too, the wall never goes away
#13
Posté 16 janvier 2015 - 02:38
I noticed a dog touch the outskirts of the mines while it was activated and it didnt go offThat doesn't seem fair, since when enemy spellcasters use it, all I have to do is look at their mine and I get launched in the air... >:l
Meh I'm not into firewall or Firestorm. Imolation is excellent for instant DPS and the only reason that Fire mine interests me is due to the potential numbers it can outputThe Firewall did an overall better job for me. The long arming time killed it.
#14
Posté 16 janvier 2015 - 02:42
I noticed a dog touch the outskirts of the mines while it was activated and it didnt go off
Meh I'm not into firewall or Firestorm. Imolation is excellent for instant DPS and the only reason that Fire mine interests me is due to the potential numbers it can output
I have been running Firestorm, firewall, barrier and immolate. I may not get to use my moves half the time to avoid the key glitch, but when you get to the last stage it wrecks everything.
#15
Posté 16 janvier 2015 - 02:53
#16
Posté 16 janvier 2015 - 02:53
Yes this is my biggest grip with the power at the moment, at times everything was already dead before my mines activated, but I only tried them on Threatening. I was hoping that on Perilous it may have more use given that most enemies are tankier. Is this not the case?
In my experience no, with a decent party then it will be the same. If they are not taking the mobs down that quick then it may be useful but I'm probably say that particular party is probably under-powered and in trouble for perilous.
#17
Posté 16 janvier 2015 - 03:09
In my experience no, with a decent party then it will be the same. If they are not taking the mobs down that quick then it may be useful but I'm probably say that particular party is probably under-powered and in trouble for perilous.
Thanks for the feedback - it seems the power may be more suited for solos or when playing with bad pugs. I will try a few more things out but if I can still cant get it to work for my playstyle then I can easily enough switch back to Stone fist
#18
Posté 16 janvier 2015 - 03:20
This is a very good skill on perilous because mobs come to you. On threatening, it is too slow. You wont kill things quick enough. I really cant say enough about its use on perilous though. even if you just place the mine underneath your toon.
#19
Posté 16 janvier 2015 - 03:31
#20
Posté 16 janvier 2015 - 08:36
If we fire the mine, what'll it do for work?
I ain't even sorry...
- Drasca, J. Peterman et DrKilledbyDeath aiment ceci
#21
Posté 16 janvier 2015 - 09:14
I have noticed that we like to focus on the skill on its own not in a true group setting. Fire mine under a static cage or under a PotA is deadly for example. I loveed using ice mine in that way and as a personal defense mechanism. I have yet to play with the for mine so I may be wrong.
Whilst I understand what you're saying I don't think that setting up a group just for this skill is optimal. I'd rather put a wall of fire or firestorm on a static cage due to the more diverse and quicker use of those skills. I see the potential in that skill but in practise I personally do not feel it works as well as other skills.
#22
Posté 16 janvier 2015 - 09:35
The problem with setting yourself up to better for the group is that so many scrubs play and are terrible at the game. A lot of my characters who have gear enough to sustain themselves are more so made to clean up the mess after the other people are all dead.
#23
Guest_Mortiel_*
Posté 17 janvier 2015 - 07:52
Guest_Mortiel_*
Whilst I understand what you're saying I don't think that setting up a group just for this skill is optimal. I'd rather put a wall of fire or firestorm on a static cage due to the more diverse and quicker use of those skills. I see the potential in that skill but in practise I personally do not feel it works as well as other skills.
Fire Wall + Static Cage is awesome! They get scared and run from the Fire Wall... but NOPE, jerked right back into the Fire Wall and Paralyzed!
#24
Posté 17 janvier 2015 - 08:30
Fire mine is one of those skills that, if you have a group that is talking and working together, then you're golden, but if you're playing with a bunch of pugs that just rush for kills, then it blows. Its like line in the sand, I had that ability on my templar, I just promoted her and I'm going to take something else, tired of pugs just rushing past me after I've set up a perfect chokepoint.
#25
Posté 17 janvier 2015 - 09:34
Standing on fire mine? GG Dagger Rogues, Terrors + Demon Commander.
Firewall + Despair Demon --> Fire Mine. Goodbye Despair demon as it is panicked and stops moving long enough for FM to trigger and blow their fire vulnerable bodies away with double fire damage. Applies to all other forms of central point CC as well i.e. Pull of the Abyss, Static Cage, etc.
Standard Tactic is firewall an entrance while having cover on the flank from arrows to let archers approach, let Dagger Rogues (shadow/stalker/terror) die on the mine you stand on, as they're immune to panic but die to the mine.
With FW+FM up, the ele simply does not die. Hello area CC, burst damage, and HoK self revives.
Only noobs and scrubs use immolate when there's so many better skills out there.
tired of pugs just rushing past me after I've set up a perfect chokepoint.
Play perilous, talk to people (may have to buy a mic/headset), and let the dead ones go (kick if necessary) while adding the ones that are willing to coordinate to your friends list. Goodbye bad pugs, hello friends list full of awesome people.





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