Rory_Rackham

Rory_Rackham



06 Sep

Comment

Originally posted by thefailtrain08

Quick extra question: do the auras from mines disappear once they detonate, or do they persist until the chain is finished?

Each mine disappears a short time after it detonates, regardless of the chain.

Comment

Originally posted by strikeg2

Can we have a clarification, can different projectiles from a single mine shotgun on single mob with big hitbox or not?

Individual Icicle Mines can only hit each target once, there is no shotgunning.

Comment

Originally posted by BloodBaneBoneBreaker

Thats great, so for clear-speed we are looking at a 3 second refresh cycle Without any increase to cool-down recovery speed.

Do we have a degradation chart at all, to see how fast it deteriorates at base?

And theoretically with a 20% Cool-down recovery speed belt, plus 15% on boots, we could get it down to 2.05 seconds? Or is that effected by this mod?

Elusive decays at a rate of 5% effect every 0.25 seconds, so 20% per second. Without any Elusive effect, it lasts for 5 seconds.

With 35% cooldown recovery, you can lower the cooldown to 2.222222 seconds, recurring of course. Actually, it rounds at some point.

Comment

Originally posted by Azurinelle

Hi Rory. Do corpses spawned or consumed by mines count towards Plaguebringer or Corpse Pact?

All corpses count towards Plaguebringer, but corpses you generate from totems or mines don't activate the chill/shock effect of Corpse Pact.

Comment

Originally posted by MoeFantasy

Thanks.

An irreverent question, does the "Minions Instability" keystone have things like tags for us to know what can support it?

Minion Instability isn't a skill so doesn't have tags/types in the traditional sense. It just has something that makes it count as Area damage for any area damage modifiers your minions might acquire.

Comment

Originally posted by Praetorian_MK-II

Not even Temporal Chains on enemies?

Slower buff expiry won't make the auras last longer, just like it wouldn't make your own auras from an ally last longer if you were cursed with Temporal Chains.

Comment

Originally posted by BloodBaneBoneBreaker

Further clarification for refeshing Elusive, Withering steps cooldown is 3 seconds, but "This skills cooldown does not recover during its effect"

Is that just the wither effect? the phasing effect? or the Elusive it grants.

And using a skill that ends its effect, does that cancel out Elusive as well? Or just the dmg buff and phasing.

Example, can one get elusive from Assassin ascendancy, 2 seconds it cast Withering step to keep max effectivnes, use a skill that removes the skills effect, start the cooldown, and then use it again after the 3 second cooldown?

Effectively allowing us to keep elusive up all of the time, with a 3 second refresh cooldown? as long as we use a skill as soon as we use elusive.

Withering Step removes the Wither effect, the Elusive and the phasing. The cooldown begins counting down the moment this occurs.

So to keep the effect as high as possible, you could gain Elusive by critting, then use Withering Step when the elusive effect drops low, then then perform another action that crits, which would clear the Withering Step elusive but let you get a fresh one. This is especially useful if you're wanting to apply Withered to enemies as well!

Comment

Originally posted by Thezanlynxer

The range they can target enemies? Do they specifically aim at enemies like Rain of Arrows, or do you mean the mine detonation radius?

Pyroclast Mine specifically targets enemies in range with its mortars, like Rain of Arrows.

Comment

Originally posted by Thezanlynxer

Does the area in which Pyroclast Mine's projectiles land scale with area of effect mods? Or does it only scale the explosion size?

Increased Area of Effect scales both the area Pyroclast Mine's mortars land (and the range they can target enemies) as well as the explosion size.

Comment

Originally posted by MoeFantasy

If the minions can use inspiration charges, will these charges functions differently on them like power/end/frenzy charges on monsters?

Inspiration Charges have no inbuilt stats on them or monsters, everything currently just comes from the Support Gem stats.

Comment

Originally posted by Pzrs

Will mines re-armed by tremor rod be placed at the end of the detonation sequence if they re-arm in time or will I have to detonate them again if they have been detonated once?

Tremor Rod re-armed mines will be able to detonate again, though detonation sequences are usually fast enough that it'll start detonating them faster than they can re-arm quite quickly.

Comment

Originally posted by Quote_a

When a mine uses a projectile attack and the projectiles Return(like on the new anointment notable), do the projectiles Return towards the mine or to the player?

The notable says "Return to you", but I'm not sure if the "you" in this case is a literal you or an all-encompassing term for "their source".

Returning Projectiles return to their source, so the mine, trap or totem that fired them.

Comment

Originally posted by Anduryondon

Demolition Specialist states "100% increased Effect of Auras from Mines". Does above imply that this affects Skitterbot Auras as well (including shock effect?)?

Demolition Specialist only affects auras from actual mines, not from mine skills.

Comment

Originally posted by -Stormblessed-

Rory not related but elusive from assassin won't override with crits right.

That's right, Elusive can't be replaced, with Withering Step being the only exception.

Comment

Originally posted by Seamstressy

Thanks.

By that metric, will both mine and minion damage modifiers apply to the damage/aoe of Infernal Legion (supporting the skits)?

Appreciate your patience in clarifying things only I seem to be interested in.

The game uses Mine Damage rather than "Damage with Mine Skills", so mine damage won't influence the damage of Skitterbots with Infernal Legion. A subtle but important distinction!

Comment

Originally posted by Nozsho

If I were to link Lightning Warp with High Impact Mine support (or the other one) while I have Trickster's Weave the Arcane ascendancy point, will there be a total reservation of 0, or will the reservation "transformation" override the node?

This is VERY important for my league start.

Modifiers to Mana Cost have no effect on the reservation cost of mines, so Weave the Arcane's "Movement Skills cost no Mana" doesn't influence mine cost at all.

Comment

Originally posted by Seamstressy

Why penalise the BM miner archetype? Seems rather arbitrary that a required aura for miners is inaccessible via BM.

It really is an unfortunate casualty of the wording that was required for mines in general and how we use tags/types to classify skills. Something we'd like to have a better system for in future, if possible.

Comment

Originally posted by therospherae

While we're asking mine questions, I've got a few quick ones.

The wording in the patch notes for Curtain Call is a little vague - it could be interpreted as the 500 DEX and 500 INT lines having their stat requirements raised to 800, or having both of those mods replaced with a single new one that grants 1 mine for having either 800 INT or 800 DEX, but can only ever get you that 1 mine, even if you hit 800 in both categories. Which of these is accurate, if either?

Also, how are multiple mines thrown at once going to be located? Will it be similar to traps with Cluster Trap, where they're scattered within a range, traps with Multiple Traps where they're in a line, or something else?

Oh, and how does the game determine which order mines detonate in if you throw more than one simultaneously, e.g. with Curtain Call, Swift Assembly or Minefield?

Curtain Call's extra mines still work the same way, just with higher requirements.

Extra mines are thrown in a small radius around the target when throwing multiple at once, similar to Cluster Trap and the new Minefield.

You'll detonate the mine closest to your cursor when you use the Detonate skill, unless your cursor is a long way from any mine, in which case it'll detonate the closest to your character.

Comment

Originally posted by dfiner

How do mines interact with mortal conviction + blood magic? Can i reserve skitterbots and still use mines with these?

Thanks in advance, you're the hero of info!

Mortal Conviction now only removes the reservation cost on non-mine aura skills, and the Skitterbots have the Mine and the Aura type, even though they're not actually mines themselves. So you'll pay full price with Mortal Conviction on, but you can have one other free aura.

Comment

Originally posted by MaXiMiUS

What is the base radius for the Skitterbot shock/chill auras?

Radius of 30

Any chance this could be increased? Unless the Skitterbots actively try to get in melee range of enemies, 30 radius seems tiny.

Skitterbots do move up close to enemies where you last targeted, similar to other minions. If you throw a trap or mine, they'll pretty reliably move to that area.