Let me emphasize this: The only character I have that has Demo mastery as of this post is a Pet Pyromancer. So my views might be skewed a bit.
Anyway, playing an Elemental Pet Conjurer was pretty nice. I do wish that Wind Devils had a longer leash range, but still those buggers follow you around and actively target enemies. You can even direct them to an extent with the pet attack command.
Playing a Pet Deceiver was surprisingly fun. I mean, who doesn’t love Aura of Censure, right? Dmg reduction and -RR in a single passive skill that has a decent AoE? Sign me up plz.
Hell, even using the Guardians for RR on my Pet Oppressor was a pleasant experience. Immortal passive sources of AoE RR was nothing to scoff at.
And then… we come back to Demolitionist.
-40 RR at 16/16, 18 sec duration, 3 mines with a 6 summon limit and with 0sec CD sounded pretty great at first. But the actual mine placement combined with the fact that they are stationary and unlike say “Arcane Bomb”, the debuff only working as long as the enemy is actually stepping on the mines, makes the entire thing super clunky to use if you have to kite.
So, anyway, am I the only one who feels that Mines require a rework? Are they fine for non pet builds in their current state? Or if you feel that they could use a change to make them easier to use, how would you change them?
(P.S. I also don’t like Arcane Bomb as the other T2 devotions like Murmur and Eldritch Fire are instant and spread among enemies, so I am not asking for mines to be changed to working like AB)
/s



