I tried a lot of different builds but I always set aside the Demolitionist. But I’m decided o give it a try.
I’m confused about the thermite mines, I don’t know exactly how it works exactly neither how to use them efficiently.
It seems obvious that a foe must step on them to trigger the effect, but after that the mines erupt a pillar of fire and so what? What happens with the damage and the res reductions? Do they carry on?
When enemies enter in “short” range to the mine(s) they activate with a fire pillar erupting from them, the enemies in range now get the damage shown in the tooltip per tick and the reduction to resistances as long as they remain in range to the thermite mines. If they are not in range cause they move out of it (e.g. ranged) they dont get the damage and the reduction to resistances anymore.
These are my observations the new mines.
So the foes need to stay on the mine to be affected, right?
What is exactly the width of the AOE for each mines? Because it seems really small and thus there is limited chance to be able to benefit from the res reduction
I use them on two chars (both melee), you have six up the whole time and i only use them against bosses/heroes. In this scenario they are really great, cause i facetank most of the time, although i take them as 1pointer only (with +skills on 6-8)
I can imagine that they are not so great when used by a ranged char who dont facetank.
The effect radius is pretty small thats right (but way bigger than the mine itself), but as you have six up, you will get the debuff and damage on your enemy.
And only one mine can damage an enemy at a time, the dmg is not additive if two mines would deal damage cause of range.
I use them on a rifle pyromancer. I bound the witchblade constellation to the mines, which slow and spread the debuff as the melees close on me. Then I bound raise dead from the revenant constellation to fire strike. As the melees close on me, they stand in the mines and catch fire, so they get two debuffs and die quickly, raising skeletons that stack up on the mines to keep stuff standing in it longer.
The result is, stuff that gets closest to me takes the most damage and is busy with skeletons, while the witchblade fire spreads to the back to also debuff and damage them. It works pretty well.
im a bit confused by how they work too. the tooltip says that they scale with player bonuses, but i notced that they get targeted by my blood of dreeg buff, and that occasionally my storm raven will cast it’s buff on one of them. Are they actually effected by buffs? If there’s an aura effecting both me and the mine does that mean it gets buffed twice because of the player stat scaling? :rolleyes:
I also find Heroes and bosses don’t like to stand on them so try to path around, so you can bottle their AI that way, gaining precious seconds where your not getting hit while they are also getting toasted from the mines and my Mortars
Perfect for bosses like Log, just drop a set on his mouth, and it stays there for 60 secs, while you kite around
I have them maxed out on my Mortar build, plus a point in the modifier and they work great.
Flash Freeze the enemies on them for even more damage and fire resist debuff
The damage they do get scaled by my +% fire
They also proc devotion skills really nice - I’ve tested Meteor, Elemental Storm, Fissure, Aether fire, and Elemental Seeker on them
Especially skills that have low or no recharge
With Fissure, the stun can keep enemies on them as well.
If you use a debuff skill with them, your pretty much double dipping - stuff like Elemental Storm and Eldritch Fire (nice with the chaos damage modifier)