Throw Mine
I like the skill in WvW and PvE, too. The mine is quite unexpected in WvW, and often leads to people genuinely getting knocked away from say, the entrance of a keep they were trying to escape to (hrhr).
I’d love to see a buff to Gadgets in the trait lines in general. I have a power build I run in WvW that would be pretty amazing. One trait affecting cool down time just isn’t enough.
I would like to use it more, but then i play mostly PVE and there knockbacks are a waste.
This because most mobs are health sacks that we need to attrition down rather than CC and spike like we can in PVP. And knocking a mob away from us mess up the attrition rotations.
And on top of that, we can’t knock mobs off ledges (but they can knock us off, hello dredge walkways).
I would be elated if ANet changed all knockbacks into knockdowns on mobs.
I use this in my PvP Bunker build, it’s a really nice skill for interrupting, or controling your enemy’s position with it.
There is really only one thing I hate, which is that its toolbelt skill place the 5 mines randomly, it’s a great annoyance when for example you see a Warrior with Stability incoming, you used the skill, and they’re all placed behind you…
If they could make it that all 5 mines will always placed in a circle with your character being in the center, that would be nice.
This is one of the few Gadgets I actually use from time to time – it’s a decently-damaging, boon-stripping AoE knockback with a toolbelt that can be used to strip up to five boons simultaneously with a decent spike if you get lucky, and both are on a short cooldown.
I remember that during the beta, we had a “Mine kit”, with no more than 5 kittening mines…. Could you imagine a real mine field in WvW ??? Awesome !
Sadly they removed it
I use Throw mine in WvW, in close combat for the utility and in defense for the skill itself. The damage aren’t high enough…. but the debuff makes it useful sometimes.
I remember that during the beta, we had a “Mine kit”, with no more than 5 kittening mines…. Could you imagine a real mine field in WvW ??? Awesome !
Sadly they removed it
What is more sad was that every single mines from the toolbelt skill used to be Blast Finisher, it was freaking awesome back in the day when you can use it to get 15 stacks of Might or 15s of stealth easily :/
I love it! The only thing i’m not a fan of is the toolbelt skill, it’s a cool concept, it just needs some loving… maybe if it crippled or shreded a boon, or applied a condi or something…
I think the throw mine skill is fine though, it only has like an 18s CD.. although i would love to see gadgets as a whole get buffed a little, because i feel they are pretty underwhelming when compared to kits, elixirs, and turrets..
As their mother, I have to grant them their wish. – Forever Fyonna
It absolutely needs to not have that godkitten red circle. It makes absolutely 0 sense.
Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes
Imaybe if it crippled or shreded a boon, or applied a condi or something…
They do strip a boon, or at least they should be doing that.
I use it in WvW sometimes, but just for the freebie toolbelt mine field before swapping back to my regular utility. It can be a pretty good tool for dealing with backstab thieves and the like though.
If you’re using it for boon removal, something like null field will always be better for group combat, and I find I’m often better using other things. I think it would maybe have a bit more use in sPvP, but it’s a similar case with turrets.
I was hoping they would add a stealth-counter to the mine and mine field, similar to what the ranger is getting with their shout. That would give it a very unique property and would make it much more worthwhile to keep it around. It maybe wouldn’t make it quite as popular as rocket boots, but I very rarely ever see someone using the mine skill.
Imaybe if it crippled or shreded a boon, or applied a condi or something…
They do strip a boon, or at least they should be doing that.
I use it in WvW sometimes, but just for the freebie toolbelt mine field before swapping back to my regular utility. It can be a pretty good tool for dealing with backstab thieves and the like though.
If you’re using it for boon removal, something like null field will always be better for group combat, and I find I’m often better using other things. I think it would maybe have a bit more use in sPvP, but it’s a similar case with turrets.
I was hoping they would add a stealth-counter to the mine and mine field, similar to what the ranger is getting with their shout. That would give it a very unique property and would make it much more worthwhile to keep it around. It maybe wouldn’t make it quite as popular as rocket boots, but I very rarely ever see someone using the mine skill.
The mine field tool-belt skill is actually one of my favorite things about this skill. If you can get 4/5 or 5/5 of the mines to hit, it’s comparable to a Jump Shot in spvp. It’s great for baiting melee classes. My only wish was for an effect aside from just raw damage—that, and maybe a cast-time buff from 1 to 3/4 second or something of that nature. The full 1 second cast-time really does making bursting rather difficult.
Irregardless, the whole package is absolutely amazing zone control.
Imaybe if it crippled or shreded a boon, or applied a condi or something…
They do strip a boon, or at least they should be doing that.
I use it in WvW sometimes, but just for the freebie toolbelt mine field before swapping back to my regular utility. It can be a pretty good tool for dealing with backstab thieves and the like though.
If you’re using it for boon removal, something like null field will always be better for group combat, and I find I’m often better using other things. I think it would maybe have a bit more use in sPvP, but it’s a similar case with turrets.
I was hoping they would add a stealth-counter to the mine and mine field, similar to what the ranger is getting with their shout. That would give it a very unique property and would make it much more worthwhile to keep it around. It maybe wouldn’t make it quite as popular as rocket boots, but I very rarely ever see someone using the mine skill.
The mine field tool-belt skill is actually one of my favorite things about this skill. If you can get 4/5 or 5/5 of the mines to hit, it’s comparable to a Jump Shot in spvp. It’s great for baiting melee classes. My only wish was for an effect aside from just raw damage—that, and maybe a cast-time buff from 1 to 3/4 second or something of that nature. The full 1 second cast-time really does making bursting rather difficult.
Irregardless, the whole package is absolutely amazing zone control.
I think the main problem is perhaps not the mines so much (though I still do think they could use a boost *cough*STEALTH REVEAL ANET*cough*), but it’s more to do with what you have to choose not to slot in order to get them. If your game is zone control, would you rather pick mines or bomb/grenade kit? I suppose one could take bombs, grenades, and mines, but then you’re leaving yourself without a stunbreak or other sorts of escape/healing/condi removal stuff.
The main thing I’ve seen the mine used for is a glorified blast finisher on an 18 second cooldown.
I used to use Throw Mine a bit with turret builds back when I first started playing the game. Originally I had 4 turrets set up, but when I realized that the last turret was basically just there for me to detonate with Accelerent Packed Turrets, I decided to opt for the landmine instead. It was, indeed, a better alternative. But now I just use a kit.
I have also used the mine in PVE on rare occasion. Particularly when I’m fighting against karka. Their retaliation can kill me in moments, but a well placed minefield puts an end to that nonsense.
Imaybe if it crippled or shreded a boon, or applied a condi or something…
They do strip a boon, or at least they should be doing that.
I use it in WvW sometimes, but just for the freebie toolbelt mine field before swapping back to my regular utility. It can be a pretty good tool for dealing with backstab thieves and the like though.
If you’re using it for boon removal, something like null field will always be better for group combat, and I find I’m often better using other things. I think it would maybe have a bit more use in sPvP, but it’s a similar case with turrets.
I was hoping they would add a stealth-counter to the mine and mine field, similar to what the ranger is getting with their shout. That would give it a very unique property and would make it much more worthwhile to keep it around. It maybe wouldn’t make it quite as popular as rocket boots, but I very rarely ever see someone using the mine skill.
The mine field tool-belt skill is actually one of my favorite things about this skill. If you can get 4/5 or 5/5 of the mines to hit, it’s comparable to a Jump Shot in spvp. It’s great for baiting melee classes. My only wish was for an effect aside from just raw damage—that, and maybe a cast-time buff from 1 to 3/4 second or something of that nature. The full 1 second cast-time really does making bursting rather difficult.
Irregardless, the whole package is absolutely amazing zone control.
I think the main problem is perhaps not the mines so much (though I still do think they could use a boost *cough*STEALTH REVEAL ANET*cough*), but it’s more to do with what you have to choose not to slot in order to get them. If your game is zone control, would you rather pick mines or bomb/grenade kit? I suppose one could take bombs, grenades, and mines, but then you’re leaving yourself without a stunbreak or other sorts of escape/healing/condi removal stuff.
The main thing I’ve seen the mine used for is a glorified blast finisher on an 18 second cooldown.
I was running Rifle/Healing Turret/Throw Mine/Elixir Gun/Bomb Kit when trying out [Throw Mine]. I also had cool-down traits for everything, so [Throw Mine] effectively became part of a normal rotation with a 14 1/2 second cool-down. Zoning and baiting enemies was crazy.