New Skill: Throw Mine | Throw Totem | Sentry

Throw Mine
"
Throws supported Mine to the desired location within range, arming itself in fight.
It can be detonated 0.1 sec after thrown, even during flight.


Mine is thrown in the cursor's direction if aimed beyond maximum range.
If you support a spell with Remote Mine and Throw Mine, casting the spell instead throws a mine that when detonated casts that spell.


Mana Multiplier: 110%
Keywords: Mine, Support, Projectile

- The mine travel can be made faster with Increased Projectile Speed effects.

Practical Use:
This could have several uses, but I've suggested this with the idea of throwing Smoke Mine then detonating it for sneak attacks or emergency escapes. :)

Throw Totem
Mana Multiplier: 110%
Keywords: Totem, Support, Projectile
"
Throws supported Totem to the desired location within range.
Totem has 50% Less Duration.


Totem is thrown in the cursor's direction if aimed beyond maximum range.
If you support a skill with Spell Totem or Ranged Totem and Throw Totem, using the Skill instead throws a Totem that uses that Skill.


Sentries

Sentries are both Totems and Mines, benefitting from all the associated passives and gear.
However, they would have weaker damage or attack/cast speeds and an extremely limited duration: Either around 25% of a normal Totem, or a fixed amount of casts before it is destroyed.

Spell Sentry
Mana Multiplier: 110%
Keywords: Totem, Mine, Support, Projectil, Spell, Duration
"
Throws a Sentry to the desired location within range that uses Supported non-Mine, non-Totem, non-Trap Spell.
X% Less Cast Speed

Base Duration: 6 secs.
Sentry is thrown in the cursor's direction if aimed beyond maximum range.
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Last edited by Nurvus#6072 on Nov 6, 2013, 6:12:39 PM
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Last edited by Censurri#7561 on Apr 13, 2021, 9:49:18 AM
That's like saying Fireball is designed to be cast by a monster or player, and that Remote Mine, Trap and Spell Totem cross the boundaries.

And you're wrong when you compare Throw Mine to Detonate Trap.
- What makes trap a trap is the fact it detonates automatically, not the fact it is thrown.
- Being thrown is merely an extra functionality GGG decided to give them.
Traps could very well have been designed to be cast on your spot just like Mines, and would still be fundamentally different from Mines.

Throw Mine still functions like a Mine because you still need to detonate it, whereas Traps detonate automatically and totems have a continuous effect.

Hell, we could even have Throw Totem, which could have 75% less duration or fixed amount of casts/attacks.
Or make that a new type of "remote": Sentry -> Throwable Mini-Totem with a tiny lifespan or fixed amount of casts/attacks, but they count as both Totems and Traps, so you can have as many Sentries as 3 by default, more with multiple traps and trap passives.
Casting a Sentry when the total amount of Sentries+Totems exceeds your max Totems, removes the oldest totem/sentry; and when the total amount of Sentries+Traps exceeds your max Traps removes the oldest trap/sentry.

Oh, and don't forget you're wasting a Gem Slot just to be able to throw the damn Mine.
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Last edited by Nurvus#6072 on Nov 6, 2013, 4:54:40 PM
"
Nurvus wrote:
And you're wrong when you compare Throw Mine to Detonate Trap.
- What makes trap a trap is the fact it detonates automatically, not the fact it is thrown.
- Being thrown is merely an extra functionality GGG decided to give them.
Traps could very well have been designed to be cast on your spot just like Mines, and would still be fundamentally different from Mines.


As noted by Deathstar2x, Traps are thrown and are triggered, while mines are placed and detonated by the layer. I believe GGG did state that they wanted this difference.

Just because something detonates automatically, doesn't make it a trap. However:

"
Nurvus wrote:
- What makes trap a trap is the fact it detonates automatically, not the fact it is thrown.


The following gems are now traps:
Fireball
Ice Shot
Firestorm projectiles
Arctic Breath
GGG also meant Fireball to be cast by you, and then gave you ways to make it castable by traps, mines and totems.

It's funny how each player seems to have his own biased, arbitrary notion of what is meant to stay the same and what is okay to change.

Better remove the Suggestions section of the forums, then. :)
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Last edited by Nurvus#6072 on Nov 6, 2013, 8:04:47 PM
Love throw mine.

Love throw totem.

Maybe they could be combined as a single throw support.

On sentries: Somewhat off topic but I've always thought ranged-attack totem should be reskinned to a turret and renamed Weapon Sentry. While it's activated you couldn't use your weapon, but the sentry scaled to your stats.

Spell sentry sounds interesting but very niche. Could you give some examples of how it might be used, I was thinking something like a spell grenade.
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Last edited by Veta321#3815 on Nov 6, 2013, 8:56:26 PM
Well spell sentry would essentially be a low duration throwable totem that casts the supported spell X times or for a very small amount of time.
Essentially a Totem with limited "fuel".

So you could link it to Arc and it would fire arc X times, or for Y seconds.
A little in the flavor of the Lightning Sentry and Death Sentry of D2.
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Last edited by Nurvus#6072 on Nov 6, 2013, 9:04:07 PM

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