Long before AoM and and the Chinese gamers coining the word “Stalwart”, before immortal Spellbinders and all kind of mighty Purifiers, before skill modifiers on one item could make or break a build, Resist Reduction skills were scarce and not easy to get for a lot of builds. Yes, Nightblades could do it passively, thus the whole meta of OP Spellbreakers and Blademasters and even Witch Hunters. Shaman’s Mastery Raging Tempest couldn’t stack with Elemental Storm and was more or less useless. Arcanists couldn’t offer any real usable RR (and still can’t really). So only two classes could do RR effectively - Occultists and Nightblades.
Game has changed drastically since then. Here is how RR skills can be rated nowadays (disclaimer, not gonna mention “broken” RR skills, like Absolute Zero or useless RR from Inferno or Foul Eruption):
Tier 1: Passive RR skills. Nightblade’s Night’s Chill, Inquisitor’s Aura of Censure, Necromancer’s Spectral Wrath. You just say “Hey, Monsters” and everyone’s around you suddenly has lower resists, no need to press any buttons or recast anything.
Tier 2: Active RR skills. Occultist’s Curse of Frailty - Vulnerability, Soldier’s Break Morale, Inquisitor’s Word of Pain - Death Sentence. Now some of those are just freaking awesome (like CoF) and super powerful. In one cast whole screen is feeling the effects (not only RR, but also all kinds of debuffs) if you use CoF. Other skills are also pretty effective, cast and forget.
Tier 3: Decent RR skills. Shaman’s Devouring Swarm, Raging Tempest, Demolitionist’s Agonizing Flames. Not as convinient as tier 2 skills, but they have their perks. Like Agonizing Flames being flat RR for every kind of resistance. Or Devouring Swarm having huge RR values.
Tier 4: Stubbing your toe against furniture while barefoot, lying to your mom, having an asshole in a big truck in front of you break check you because you didn’t like his country music bumper stickers
Tier 5: Thermite Mines
A skill that goes against the whole game design. Like it’s been copy pasted from some shitty iphone tower defence game. Clunky to use, counter-intuitive placement, short life span against monster’s heavy ground effect spells, low radius, hard to use as a kiter, hard to use as an auto-attacker. Absolute pain to use in Main Campaign. Extremely annoying to use in Crucible.
In short: Thermite Mines suck and nobody likes that skill. Because Grim Dawn is a beautiful game, and there are a lot of skills I love casting/using personally, but this particular one is just no fun at all.
What can be done:
- Increase its radius and buff its hp. So at least we don’t have to recast it that much and beg nemesis for one last dance aground those shiny little beacons;
- Increase RR debuff duration: monster stepped in it, too bad, now sticky-icky napalm fuel is stuck to his ugly limbs as he feels the effects of resist reduction for 3-4 more seconds after he stepped out of Mine’s radius;
- Make mines immortal but decrease their life-span. Like 20 seconds life span, but no shitty ground effects can erase them. Especially relevant in Crucible where I can’t even see most of the time if mines are still there or not.
There are probably more possible solutions that would not be that hard to implement at this stage of Grim Dawn’s life span. Not even sorry for the wall of text. Been mad at Thermite Mines since I first tried them.