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Ice Mine - Is It Worth It?


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15 réponses à ce sujet

#1
Jeremiah12LGeek

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According to the description, it sounds very lackluster.

 

If it works against all enemies, even bosses, then I could see it being useful. Is this a hidden gem, or am I better off picking something else?


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#2
Kintosi

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So, I'm using it on my current build. what i like is that it freezes enemies and sets up shatters. The lower power cost and lower cooldown on this ability are really nice too. My build right now is winter's grasp, blizzard, ice mine, and energy barrage. Theoretically energy barrage is a combo detonator, but it doesnt seem it can proc off of my own freeze attacks.

 

TL;DR: I like it myself.  


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#3
Amartell44

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People use it sometimes in conjunction with ice armor... Standing on the mine will activate your ice armor giving you some more toughness and you can just step back if a mob gets close so they step on the mine... It can be useful with the winters stillness passive for the mana regen and cooldown reduction and the stationary gameplay style that passive lends itself to. It's not my personal playstyle preference with the necro but some people like it.
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#4
Robbiesan

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I tried it in a build recently, and it's not bad paired with Ice Armor passive.  I think perhaps this is best used in an ice mage build, great for soloing.  Overall I prefer the Walking Bomb build.  Boring perhaps, but kicks so much butt.


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#5
Boatzu

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According to the description, it sounds very lackluster.

 

If it works against all enemies, even bosses, then I could see it being useful. Is this a hidden gem, or am I better off picking something else?

it is kind of lackluster but it has its uses.  The aoe looks bigger than it actually is and its hard to get more than 1 or 2 enemies in it. It will work on the venatori commander like any other freeze ability afaik. If you are necro you can stand ontop of it and it will supply you with ice armor until it pops which is nice and probably the best thing yo ucan use it for. Dont know if its worth a slot tbh.


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#6
Jeremiah12LGeek

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Something to mull over, then. I have a couple more levels before I'll have to decide.



#7
Catastrophy

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I'm not a fan of static gameplay so both mines (fire and ice) have little use for me, especially with that long activation time.



#8
Jimbo0986

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I tried using Ice Mine in a couple of builds and did not find it very useful at all. Like Boatzu said only 2 or 3 mobs get frozen. Winters grasp with virulence passive is all you need. Winters grasp, horror, walking bomb and fade cloak is my current build and it really is fun :D


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#9
Robbiesan

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I tried using Ice Mine in a couple of builds and did not find it very useful at all. Like Boatzu said only 2 or 3 mobs get frozen. Winters grasp with virulence passive is all you need. Winters grasp, horror, walking bomb and fade cloak is my current build and it really is fun :D

 

Pretty much this.  The only diff in my preferred build is Frost Step (although Fade Cloak is awesome too).



#10
Drasca

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According to the description, it sounds very lackluster.

 

If it works against all enemies, even bosses, then I could see it being useful. Is this a hidden gem, or am I better off picking something else?

 

If you like up-front burst freeze into fade cloak and walking bomb, exploding everything, in a nightmarish frozen winterscape then yes. Otherwise WG, and wait for mana.

 

IM is best for coordinated groups, line of sight pulls, and speed runs that funnel enemies into a tight pack. If time & killing speed for large numbers of enemies is not an issue, do whatever you want.

 

In the span of the 6 seconds, you can cast either

WG+WB = 130 mana total ~3-4 s total cast time, ~1-2 delay between casts

IM+FC+WB = 120 mana total ~3-4 s total cast time, no delay for fade cloak cast, 2s delay for the blast. IM can be prepared ahead of battle removing its cast time and mana cost from battle cost.

( WG or WB ) + Blizzard.

 

You may add Frost Step to any of the above, as it has zero mana cost, but does have a cast duration and finishing animation.

 

The FC version will do the most damage, most consistently, and set-off the WB chain reaction much earlier.

 

If the primary mob group lasts longer than 6-10 seconds, your team is slow and quite possibly doing it wrong.



#11
Gya

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I've not really used it as a pure CC move, where I would agree it's a bit lacklustre; I've yet to experiment with it much in that role, though. As with several of the above posters, I've been using it with ice armor and winters stillness on my necromancer, and it works pretty well. If enemies try to bum rush you, STOP! HAMMERTIME.

Works pretty well for me, but I only PUG on threatening so YMMV (can't find PuGs willing to carry my scrub *ss through a perilous run :( )

EDIT: Fully agree with Drasca, whose thread first opened my eyes to the glory of the ice mine...!
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#12
IanLai

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does EA tell you lost connection to their sever is good

so does ice mine



#13
anagram_of_evil

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The FC version will do the most damage, most consistently, and set-off the WB chain reaction much earlier.


You can just manually detonate Walking Bomb to start the chain reaction.

IMO, Ice Mine is a waste of a slot, unless maybe you're working on the ice kills challenge.

My favorite Necro build is Walking Bomb, Winters Grasp, Fade Cloak, Spirit Mark.

Spirit Mark is lackluster in zones 1 - 4, but fantastic in zone 5 during the boss waves.

Also, by not going deep into the frost tree, you can take more passives that increase your Walking Bomb damage. You can annihilate an entire group of mobs in perilous with one WB cast.

#14
Drasca

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You can just manually detonate Walking Bomb to start the chain reaction.
 

 

Nope. Not the chain reaction I'm talking about. It isn't critical mass yet at that point. The mooks on perilous will still be standing and will kill you with WB manual detonation alone, as it is insufficient damage to finish them. FC will almost guarantee multiple mooks will die, and start the true chain detonation reaction where everything explode kills each other instead of merely taking dot damage.

 

I repeat, the matter of time is of crucial importance. If you can wait for walking bomb to tick, it won't matter what you do. If time matters, then FC is important.

 

However, time does matter, as you'll likely die before WB finishes, and enemies typically scatter before the detonation chain reaction occurs-- especially with players with no aggro management using fade step.

 

The IM is there for freeze virulence, extra support exp, and buying enough time to FC double detonate into the mob.

 

The extra WB damage passives are pretty pointless, and trivial compared to having more enemies in one spot to begin with.



#15
anagram_of_evil

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Nope. Not the chain reaction I'm talking about.

...

The extra WB damage passives are pretty pointless, and trivial compared to having more enemies in one spot to begin with.

 

Ahh, I get your points now - death explosions causing more death explosions.  I was thinking in terms of teammates adding DPS, which will get all of the things exploding.

 

Also just read your thread on your necro build with ice mine.  I may try that out now, or maybe a variation.  Want to still be effective even if not corner pulling.

 

I still disagree on the damage passives being pointless, though.  A 45% spike damage bonus from Power of the Dead + Unsullied Victim is significant.  (Overwhelming Force is worthless.)  Your teammates can potentially provide the mob herding CC.



#16
Drasca

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I still disagree on the damage passives being pointless, though.  A 45% spike damage bonus from Power of the Dead + Unsullied Victim is significant.  (Overwhelming Force is worthless.)  Your teammates can potentially provide the mob herding CC.

 

By that time, the enemy is already dead. Then again, I have high willpower and a walking bomb ring, so it may not be pointless on a lesser geared player. If you ever played with me, I may mad bomber run into allied CC, or even solo run into a mob group knowing my team isn't far behind-- depending on the team composition & enemy mob composition.

 

The damage passives are trivial because mobs don't have enough hp for the damage passives to matter, when you trigger the death explosion chain reaction on every one of them in succession. Added damage isn't going to help when the mob is already dead. If you are severely undergeared and cannot trigger chain-death explosion yourself, then sure it'll help.  Otherwise, it will not help and the damage passives are wasted points you could use for survival and versatility.