Revolver Law's Guide to Trip Mines (I5)


Angus_Black

 

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is there a delay between setting it down and it "arming"?

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Yes, a little bit but not much. If you don't want to be in the center of the group when the mine blows up you need to key up your movement while planting the bomb (as the above poster suggests). But yeah there is a little bit of a delay (a second or so, I guess. I never measured it but the bomb definitley doesn't go off while you are still kneeling).


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playe with mines some more lasqt night and I'm getting more comfortable with them. I still hate the fact that a mob can run over one and it explodes behind them. I think they're out of the AoE range of the mine at that time.

They make soloing a lot easier but slow until I can put more recharges in it.

For team play, since I don;t have recharge I would slow the team down in most situations. I did find it useful to plant 4-5 of them in a doorway before pulling through the doorway, or make a pile right where the tank is going to pull. In almost all cases I have been using caltrops on top of them, I find that only lower minions seem to run away, and especially in groups I fight orange through purples.


 

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/traps corruptors and /traps MMs also get Trip Mines too.

One useful trick to keep mobs from running over your mines is to place them at a corner. Aggro the enemies, then run around the corner. The enemies will follow you, then when they round the corner, they'll stop to shoot at you, and then BOOM.


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3 Damages in Tripmines will almost KO most Blue con (-1 to you) minions out.

For those of you having problems with Tripmines and PvE mobs moving over them - I'd recommend taking Caltrops.


@Deadboy

 

Posted

[ QUOTE ]
[ QUOTE ]
is there a delay between setting it down and it "arming"?

[/ QUOTE ]

Yes, a little bit but not much. If you don't want to be in the center of the group when the mine blows up you need to key up your movement while planting the bomb (as the above poster suggests). But yeah there is a little bit of a delay (a second or so, I guess. I never measured it but the bomb definitley doesn't go off while you are still kneeling).

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It also beeps that it is ready. Just after that little beep it goes Boom!

Also, to keep from having one mob blowup 10 mines (it's happened to me), stagger the mines in groups of 3. The groups should be a ways apart from each other to make sure the first guy doesn't blow them all up.

If you don't have CD at least while toe-bombing, then it most likely will not work for you.


 

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I've added the tactic of starting the trip mine drop and immediately hiting the grenade launcher.

I have to stay in the middle of the group but the added "omph" of the grenade added to the mine is interesting.

Pick the strongest target for the grenade's launch.

Great guide BTW!!


 

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You have offically inspired my creation of an Energy/Devices blaster

Boom and doom baby! I only wish i could attack my own time bomb :[

*places bomb, backs up, snipes bomb* I've run this tactic in Call of duty with bouncing bettys and it's a riot when used against un-aware snipers; extreme counter-sniping >


 

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... You do realize the last post in this thread happened over 4 years ago, right?


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Now this is what I call an incarnate necro :P


 

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Well, as long as this old guide has been brought back to life I'll add a nice tactic that's appeared recently.

If at any point you have to talk to an NPC in a mission and you think you may end up fighting them when you're done talking, you can take the time to place about 10 mines at their feet before you talk. Once the conversation ends and they decide they don't like you - BAM! Suddenly the wall has an interesting new paint job.



 

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Underground, Final mission, last AV. Entire league made up of those tricky trip mine blasters. Didn't think it would work, but omg. I thought a full league or even half league of MMs was scary. This was the most hailerious IT I have ever run in my short time of COH Incarnates.

So many bombs, so many explosions, so much pwnage. So beautiful.


 

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Quote:
Originally Posted by Lulipop View Post
Underground, Final mission, last AV. Entire league made up of those tricky trip mine blasters. Didn't think it would work, but omg. I thought a full league or even half league of MMs was scary. This was the most hailerious IT I have ever run in my short time of COH Incarnates.

So many bombs, so many explosions, so much pwnage. So beautiful.
Also amusing, BAF - whilst fighting Siege, stand atop Nightstar, activate recharge reducers and start setting up the fireworks display (usually enough time between mines to fire a blast or three, so you aren't being totally useless). I've managed to do up to 10-15% damage on my own. One time three other devices/traps characters saw what I was doing and joined in. The league leader freaking out after the fact to even out the bars was priceless; "Team 1 seige, team 2 NS, team 3 adds", "WTF? EVERYONE SEIGE! EVEN OUT THE HP!!!"

Sometimes ruined buy wandering/KB'd adds, or Siege if his aggro shifts and he stumbles into the pile.

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And considering how old the guide is...
Enhancement goals
; rub up against the ED cap (95%) for both damage and recharge, and with set IOs, throw at least an SO worth of accuracy for good measure. Generally speaking, for most teaming situations, you'll be mowing through mobs at a rate that makes stopping to set up mine traps a waste of time; at best you'll be stealthing ahead of the group and opening with a toe bomb. However, certain situations that call for mines (EX; solo, taking out an EB in one big glorious fireball.), you'll want as many mines out as you can muster. This is where the recharge comes in. Nothing below AV can survive a pile of 20+ mines.

When taking out EBs in this way, ensure you place caltrops in front of the pile. Last thing you want is one of the underlings setting it off before the EB gets there, and most EBs will just cruise over the caltrops ahead of their minions.


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Quote:
Originally Posted by The Grim Heaper View Post
This is where the recharge comes in. Nothing below AV can survive a pile of 20+ mines.
How about an MI when you get the timing wrong and they all go off whilst she's phased?


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