PoE Mine Skills

PoE Mine Skill Gems

# Skill Gems Description Level Tag
1 Smoke Mine Smoke Mine Throws a mine that will teleport you to it when detonated. It covers both your escape and arrival with a cloud of smoke that blinds enemies, and gives you a temporary buff to movement speed. Shares a cooldown with other Blink skills. 10 Mine, Spell, AoE, Duration, Movement, Travel, Blink
2 Stormblast Mine Stormblast Mine Throws a mine that deals damage in an area when detonated. 1 Mine, Spell, AoE, Lightning, Aura, Nova
3 Icicle Mine Icicle Mine Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing 12 Mine, Critical, Spell, Projectile, Cold, Aura, AoE
4 Summon Skitterbots Summon Skitterbots Summon a Chilling Skitterbot and a Shocking Skitterbot, which will trigger your traps and detonate your mines. Mines detonated by Skitterbots will re-arm and can then be detonated again. The Skitterbots grant you more trap and mine damage, and cannot be targeted or damaged. 16 Trap, Mine, Spell, Minion, Cold, Lightning, AoE, Aura
5 Pyroclast Mine Pyroclast Mine Throws a mine that deals damage in an area when detonated, then launches fiery projectiles that rain down around it, each dealing damage in a smaller area. 28 Mine, Spell, Projectile, Fire, AoE, Aura, Nova
6 Detonate Mines Detonate Mines Detonates a Mine, starting a Detonation Sequence which will detonate other Mines around it. 8 Mine, Spell
7 Swift Assembly Support Swift Assembly Support Supports skills which throw Traps or Mines. 4 Support, Trap, Mine
8 Trap and Mine Damage Support Trap and Mine Damage Support Supports skills which throw Traps or Mines. 18 Support, Trap, Mine
9 Blastchain Mine Support Blastchain Mine Support Supports spells, or attacks that use bows or wands. Instead of using that skill, you will throw a mine that will use the skill for you when you detonate it. Mines cannot use channelling skills. 8 Support, Mine
10 High-Impact Mine Support High-Impact Mine Support Supports spells, or attacks that use bows or wands. Instead of using that skill, you will throw a mine that will use the skill for you when you detonate it. Mines cannot use channelling skills. 31 Mine, Support, AoE, Aura
11 Charged Mines Support Charged Mines Support Supports skills which throw mines. 31 Critical, Support, Mine
12 Minefield Support Minefield Support Supports skills which throw mines. 38 Support, Mine

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How do player auras (e.g. Zealotry) interact with skills used by traps/mines? There appears to be a delay after a trap/mine triggers/detonates before the skill is fully 'affected' by the aura. This bug demonstrates the effect but how do trap/mine skills interact with player Auras to create this effect instead of just always being affected by the aura?

Traps and mines being affected by auras is a bug and will be fixed at some point. What's currently happening is that traps and mines are inherently hidden once armed, and effectively cease to exist for most purposes. Once they start to use their skill, they stop being hidden. Currently, this allows auras to start affecting the trap/mine object at that point, which should not happen. Auras take up to 250ms to start affecting a new object, so the aura currently starts affecting the trap or mine some point between one frame or 250ms after it starts using the skill.

When mines are detonated while wielding Tremor Rod with a max mines of 20, should the detonated chain be 20 or 40 mines long? Is this dependent on the re-arming time of the mines? If more mines are thrown during the duration of the detonation sequence will those mines delete existing mines like they would before they were detonated, or can re-arming mines not be deleted?

It's mostly dependent on the cast time of the spell the mines use, although re-arming time is also a factor, as is how they're placed. Mines cast spells (or use attacks) just like players do, which takes the cast time of the spell or attack time of the attack. They are "front-loaded" such that the effects of the skill happen right near the start of this time so most of the cast time for mines is follow-through rather than build up, but the total cast time stays the same, and unlike players mines can't try to animation cancel to skip part of the animation. Once a mine finishes casting it's skill, it either immediately dies or starts to re-arm. Re-arming, just like initially arming the mine before it can use a skill the first time, takes a base time of 0.5 seconds, affected by modifiers to mine arming speed. Only after both of these are done can it be detonated to use the skill again.

At the point a mine is detonated, it looks around it for other mines in range to add to the detonation sequence. These must be in-range of the detonating mine, and must be ready to use their skill at that time.

Mines that are alive always count towards the limit and will be replaced if you create too many. The only time a mine stops counting towards that limit is when it dies.

Can totems benefit from the Cruelty buff? And what about traps/mines?

Totems, Traps, and Mines use your skills. If you have Cruelty, your skills that are supported by Cruelty Support will deal more damage over time. This is true regardless of whether those skills are used by you or by your totems, traps or mines.

If a totem somehow gained the Cruelty buff itself, that would do nothing, because even if it had skills of its own, those wouldn't be supported by Cruelty support.

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