I think there is a antimine club in this forum. Ppl hate this skill for clunkiness and lame campfire.
I suggest to group 3 mines intro one stick and let them spin and shoot projectiles:
Check this out .
This change would bring mines closer to TQ traps that everyone love.
Common, Crete, Demo is suposed to spit with napalm, piss with gasoline and fart pure metane. Lets turn a lame mine intro spining jetfire of fun and destruction!.
One of the reasons I very rarely play my sorc nowadays is exactly this: thermite mines. It’s already a grand piano build, but trying to deploy mines while juggling BWC, Cannister Bomb, Callidor Tempest, Flashbang and spamming Stormfire is just not that fun.
Obviously I support this suggestion or really any suggestion to Thermite Mines at this point. Maybe if Mines worked like Canister Bomb, like you throw a big mine that explodes and on impact leaves a lot of burning shrapnel pieces that burn for ~10 seconds, cover good area and do resist reduction.
I’m actually pretty happy with the mines. My only real complaint is the way they bounce off of the enemies if you try to cast them even remotely near an enemy. I’d love to be able to put them under stationary enemies.
Something must be said about the fluff/lore aspect of TM as well. Its mechanism of action is that it will “sear enemies with intense jets of flame.” How does that logically lead to those enemies suffering a vulnerability to fire and lightning? It’s not entirely clear to me. There’s no stated magical or divine mechanism of action either. The Conflagration skill “unleash[es] a beam of pure flame so intense that not even the toughest armor can withstand it” and yet it has no RR. Can an intense flame only have RR if it’s a jet but not a beam? :rolleyes:
As mad_lee mentioned, TM is yet another nearly-necessary thrown active skill most Demos must manage (along with BWC and FB). And in comparison to other -% RR mastery skills like VoS, CoF, AoC, WoP, SB, etc. it has by far the most piss-poor quality of life.
The TM skill as a whole is a bit bollocks, it seems. A total rework of the skill along with lore changes would be ideal.
I don’t necessarily disagree with the post, but personally I only use thermite mine because of the chaos weakness. This being said, perhaps the mine could be reworked to have a larger AoE, but weak damage/no damage (and keeping the imperil). Pretty much any other Demo skill will be used for damage anyway. glances heavily at Big One
Eh, they’re they wouldn’t be as annoying to use if they spawned more mines and the mines had a wider AoE. Which would mean they’d actually hit enemies more easily and stationary ones wouldn’t be such a pain in the rear to use it on.
TURN IT INTO A NAPALM POOL. -fire resist? Yes cause you’ll be burned. -lightning resist? Sure if you’re hit by lightning while on napalm you’ll get burned=more effective lightning. -chaos resist? Ummm. Maybe add some magic with the mod.