(edited by Rezzet.3614)
Could we get a mortar rework?
June-23-2015 (17:56)
Mortar has been converted into a kit
June-25-2015 (03:41)
Mortar Shot: Reduced the damage by 28%.
August-8-2017
Explosive Powder (Improves damage from explosions 10%): This trait has been removed from the game.
Siege Rounds: This trait has been removed. (no more double orbital strike)
It seems to me that they dont want mortar kit to be able to do any meaningfull damage.
Mortar projectiles are too slow.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Mortar projectiles are too slow.
yeah simply running you can close 70% of the projectile’s range’s worth by the time it lands
One solution would be to let Grenadier and Short Fuse provide additional effects to the Mortar kit. Grenadier would give the Mortar kit increased projectile velocity (and possibly increasing the field size) and Short Fuse makes Mortar 1 act more akin to how Fireball works rather than being ground targeted.
I posted this in another thread but basically I always thought mortar should have been the power option and grenades the condi option.
Put the fields on grenade kit except water and make mortar full power save the 5 skill being a water field, take the old concussion barrage and put that on the kit as well and make up a couple new power based skills for the mortar, like a pulsing damage field as said above. Increase the velocity of the projectiles by 50% because hitting anything beyond 1000 range is near impossible unless the thing isn’t moving.
I posted this in another thread but basically I always thought mortar should have been the power option and grenades the condi option.
Put the fields on grenade kit except water and make mortar full power save the 5 skill being a water field, take the old concussion barrage and put that on the kit as well and make up a couple new power based skills for the mortar, like a pulsing damage field as said above. Increase the velocity of the projectiles by 50% because hitting anything beyond 1000 range is near impossible unless the thing isn’t moving.
Is it sad that I actually miss the stationary mortar for the reason that it had actual damage?
mortar rework:
cannon kit (shoulder mounted cannon, think of Horrik)
- Cannon Ball /1.5k range AA / high velocity & linear projectile / 0.75s cast time / medium dmg / explodes on impact with a 130 range aoe / explosion / 100% projectile finisher
- Lance Shot / 1.5k range / high velocity & linear projectile / 0.75s pre-cast / high dmg / pierces 5 targets / 1sec daze / 6sec cd
- Canister shot / 900, 600, 300 range / 90° front cone AoE / inflicts 2,3,4 stacks of bleed / launches targets / small, medium, high dmg / 5 targets / 12 sec cd / 0.75s pre-cast / explosion
- active heat sink / 240 range AoE fire-field / ticks medium dmg / ticks 1 stack of burning for 2 seconds / ticks 5 times / applies frost-aura to allies for 3 seconds / 18 sec cd
- Bombardement / 1.5k range / fires 6 projectiles in a high, slow moving arc / 180 range AoE on impact / very high dmg per projectile / daze for 1 sec / 25 sec cd / explosion
Toolbelt:
Stays as is
new trait – replaces orbital command:
dense powder
- 10% cd reduction on cannon kit
- Cannon Ball and Bombardement are now a 20% chance blast finisher
(edited by Arantheal.7396)
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Excellent. I’ve just finished perfecting my pirate looks.
I may be wrong but for me the real problem with mortar in wvw was always projectiles hate. I don’t care at all about what it offer, about its damages and effects, since I can’t use it at all. The more a projectile is good, the less you want it to be reflected, and the best way to not be reflected in wvw is to choose something else over any projectile.
new trait – replaces orbital command:
dense powder
- 10% cd reduction on cannon kit
- Cannon Ball, Bombardement, and Lance shot can’t be reflected or destroyed anymore. (Block still works)
I just recently came back to the game, so I’ve been out of it for a while, but it seems to me that Mortar Kit and Grenade Kit really feel like the same kit… Yeah, one is range 900, the other is 1500, but they both have all AOE targeted abilities with a basic damage skill, a chill, a poison, and a blind field skill. But the mortar kit, for whatever reason, takes up the elite slot. Just seems kind of strange to me, but what do I know!
I just recently came back to the game, so I’ve been out of it for a while, but it seems to me that Mortar Kit and Grenade Kit really feel like the same kit… Yeah, one is range 900, the other is 1500, but they both have all AOE targeted abilities with a basic damage skill, a chill, a poison, and a blind field skill. But the mortar kit, for whatever reason, takes up the elite slot. Just seems kind of strange to me, but what do I know!
That’s because they literally are the same. 4/5 of the skills on both mortar and nades deliver the EXACT same thing: straight damage, blind, poison, chill. The only difference is the range and bleed on nades and water field on mortar. Mortar needs complete removal of every field except water and make 3 new power skills and the fields need to be added to grenades.
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Excellent. I’ve just finished perfecting my pirate looks.
“Does this look familiar? It should! I got it off of that pirate you slaughtered mercilessly OVER AND OVER AGAIN!”