| Tremor Rod is a unique Military Staff. Requires Level 41, 72 Str, 72 Int.
Applicable skill gems socketed in this staff are supported by level 10 Blastchain Mine Support. All support modifiers are accounted for, including the mana multiplier.
The Mines can be Detonated an additional time modifier ‘re-arms’ the initial mine after the first detonation, allowing for a second detonation. It does not create an additional mine. This can be problematic when using skills with longer durations such as Pyroclast Mine, as they cannot be detonated again until the novas stop casting. It is also important to note that the ‘re-arm’ of the mines does not reset the mine duration timer. The mine laid by the character even after ‘re-arming’ will have the original mine duration of 16 seconds.
The Clever Construction notable also does not reset its 5 second timer, as the mine is not considered as re-placed.
Spells with cooldown such as Cold Snap cannot be detonated again until after a cooldown. For movement spells such as Flame Dash and Lightning Warp, the mine will be relocated to the targeted location before its second detonation.
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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.