How to fix Mortar

How to fix Mortar

in Profession Balance

Posted by: Miltek.2104

Miltek.2104

So I’ve asked myself how to fix mortar skill. In fact that’s realy easy.
Let’s make Mortar somewhat close to Lich Form.

  • Allow mortar to perform a critical hit
  • Mortar is now summoned for 20 seconds
  • Increases precision by 910 like Lich form, but doesn’t increase Vitality

And it’s fixed.

Let’s make smal comparision with Lich Form with mortar after this fix now:

  • Damage: Lich’s auto-attack 2120dmg 0,85s cast , Mortar auto-attack 2,700dmg(traited) 1,70s cast (double , ouch)
  • Range Lich: 1200, piercing, Mortar: 1500 traited , 180 AoE very slow projectile
  • Surviability: Lich: Bonus 910 Vitality + Full Condi AoE Transfer 20 sec stability, Mortar: Immobilized, 1sec of stability every sec, 0 bonus stats, but you can leave it heal yourself and get back.
  • Cooldown: Both 180s
  • Duration : Both 180s

So why Mortar would be compareable to Necro’s Lich form ? Becouse of AoE efects and range, much slower but hit’s harder. Perfect addition to zerk granadier like Lich to Powershroud.

Trust me. I’m engineer

(edited by Miltek.2104)

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Posted by: Liewec.2896

Liewec.2896

i’ve heard a few suggestions,

the most popular being to simply increase the damage,

another is to make it a kit like charzooka,

a third interesting suggestion is to turn it into a turret that automatically fires at any enemy in range.

i just hope they do something with it, it is utterly useless at the moment, you’re better off auto attacking with and weapon/kit.

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Posted by: dancingmonkey.4902

dancingmonkey.4902

I love how you just blurt out the “its fixed” as if the hive mind unanimously agrees. You didn’t mention anything that solves any of its problems. All your doing to trying to compare it and change it based on some odd concept you have of necro skills.

As Liewec mentioned, I, and others have mentioned making it a kit. Relatively similar skills that it has no, but it functions comparatively to the only other elite kit in the game.

The last thing I want to see is any more engineer skills compared to that of another professions. We already can get a chance that elixir X gives us plague form.

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Posted by: Miltek.2104

Miltek.2104

Ok, i agree with both of you.
But do you realy think that Arena would completly redone whole skill ?
Increasing damage etc, is far more easier to do, than redesigning the skill.
Especially when you have devs that doesn’t have time for it.

Trust me. I’m engineer

(edited by Miltek.2104)

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Posted by: dancingmonkey.4902

dancingmonkey.4902

You changes take more effort then mine do. You redesigning every skill. ANd doing so in a manner that is detrimental to the elite, not to mention, doesn’t solve the problem that it is completely immobile.

My suggestions simply requires them to slot the skill values into the already existing skill of charzooka, then to chose the weapon model for it.

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Posted by: Miltek.2104

Miltek.2104

That’s also a good idea I would love to play 5xkit
But major problem is lack of critical.

Trust me. I’m engineer

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Posted by: dancingmonkey.4902

dancingmonkey.4902

why would you assume there is no crit on a elite kit? ALl the kits crit. The only reason the mortar doesn’t is because it is flagged in the games systems as a turret. Why would you assume it wouldn’t crit once it was a kit?

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Posted by: Miltek.2104

Miltek.2104

Well If it was a turret it would work with turret traits but it doesn’t work with any, so we can’t tell that’s becouse of it.
Let’s end that discution becouse we are talking samething over and over.
Peace

Trust me. I’m engineer

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Posted by: dancingmonkey.4902

dancingmonkey.4902

Well If it was a turret it would work with turret traits but it doesn’t work with any, so we can’t tell that’s becouse of it.
Let’s end that discution becouse we are talking samething over and over.
Peace

We can because the devs have informed of this in communications with us in the past.

Until they communicate otherwise, I will go with that information. They have said specifically in the past that they do not link some of the other traits to it because it is an elite and they only want traits that are specific to elites to work with it. Which always seemed odd to me based on the fact that they are fine with elixir traits effecting Elixir X and what not.

(edited by dancingmonkey.4902)

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Posted by: Fiorrello.8126

Fiorrello.8126

I thin fixing the turret so it can actually deal damage is the least of the changes it needs.

The turret needs much better range. The 2500 – 3000 range at least.

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Posted by: Shaogin.2679

Shaogin.2679

There is only one way to fix mortar. Keep it the same except give it only the auto attack. The auto attack insta kills anyone it hits, including your own teammates.

Finally, a way to kill the people I hate on my team.

Doc Von Doom – Asuran Necromancer
Gate of Madness
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Posted by: BurrTheKing.8571

BurrTheKing.8571

  • I would rather see it be a 20 seconds kit/transformation than a stationary object. I just can’t see it being useful outside of a few situations otherwise. If you wanted to get fancy you could have it so that you can enter it at any time like other kits but each attack has longer CDs.
  • Perhaps have it on your back and give it a damage bonus when you fire it while standing still.
  • To make it feel different from the Nade kit perhaps make it have the same mechanic as WvW Mortars do, a charge up. It would make it tricky to use for those not used to it but after you pick it up it could be pretty fun in all game modes.
Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

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Posted by: Sarrs.4831

Sarrs.4831

me am fix mortar

Mortar and skills:
1. The Mortar has been replaced by the Mortar Kit.
a. Launch Mortar Shot has had its cooldown removed.
b. Launch Caltrops Mortar has had its cooldown increased to 20 seconds.
c. Launch Elixir has had its cooldown increased to 30 seconds.
d. Launch Ice Mortar has had its cooldown increased to 30 seconds.
e. Concussive Barrage has had its cooldown increased to 35 seconds.

Firstly, changing the Mortar to a kit makes it something that’s actually kind of usable. It would play a lot better with the engineer in general for it to be a kit.
The cooldown on Mortar Shot should be removed because a spammed 1 skill should never have a CD.
The cooldown on the other skills should be increased because as it is now a kit, its skills can be woven in with the rest of the Engineer’s lineup. It’s either a high CD on the skills, or a CD on the kit itself, and with no precedent for CDs on kits, I went with the first.

Traits which should affect Mortar skills:
Shrapnel, Forceful Explosives, Explosive Powder, Fireforged Trigger, Juggernaut, Elixir-Infused Bombs.
Kit Refinement grants… idk, a knockback similar to Accelerant-Packed Turrets? An Earthquake? I’m not sure what kinda power scale we would expect here.
The Mortar should dip decently into traits you already want, but not so much that the Mortar becomes a no-brainer or a blatant improvement over other weapons; if you want a perfect Mortar you need to run all over the place to get everything you want. Building a normal Engi which is focused on one or two kits should give you plenty of traits affecting the Mortar.
Elixir Shot can also benefit from a few more traits: Acidic Elixirs, Potent Elixirs, 409, HGH.

Other stuff:
Knock down Grenade Kit range from 1200/1500 to 900/1200.
This is a pet peeve that I’m never gonna stop going on about. Why can you throw three grenades at a time further than a mortar can shoot one? It’s crazy.

Nalhadia – Kaineng

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Posted by: Yamsandjams.3267

Yamsandjams.3267

180s duration lich form? That’s one of my recurring stress dreams… good god.

The most effective use I’ve ever seen of the mortar is some guy that would pop a skill or two off and then go back to fighting normally. Most often they’d just pop the #5 to cause some AoE CC, and maybe the chill field. They definitely wouldn’t just sit on it. This was in a dueling scenario though.

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Posted by: Holl.3109

Holl.3109

20 second lich man ;D

All 80’s – PvP/WvW
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