Elixer X sucks. Mortar range increase
Elixir traits don’t work with Elixir X? I wonder if that’s a bug. >_>;
I do like Elixir X as my underwater elite, but you’re absolutely right about mortar. Even if you consider its damage decent its 1200 range makes it worthless due to its incredibly slow rate of fire. Granted the #5 attack is ok, but its cooldown is lengthy.
Elixir X only benefits from Potent Elixirs (20% duration), according to the Engi bug thread… But it definitely isn’t working for me currently, testing in PVE. I’ll try Mists later.
The other elixir traits do not affect it whatsoever, definitely a bug.
Elixir Gun’s Super elixir is also not affected by elixir traits, despite being marked as an Elixir ability. Though, to be fair, the 20% CD reduction on EG abilities already affects Super Elixir. An additional 20% would be kinda silly, unless maybe it was multiplicatively added.
For the toast!
(edited by Halcyon.7352)
- Elixir X profits from the reduced cooldown trait on elixirs, but the tooltip doesn’t show.
Try it: use the trait and than drink elixir X and watch the cooldown.
The tooltip will say 120 seconds, but the timer will start at 90 ish.
So at least that elixir trait works.
- Elixir Guns Super Elixir or Mist can’t benefit from elixir traits since they both already benefit from other traits: the gun skills from Elixir Gun cd reduction, and the Mist from spending points in Tools trait line.
They can’t double dip…
- mortar range is shorter than traited grenades, which is beyond any logic.
Mortar should be the longest range any engineer weapon can have.
To make it worse: not only base range is too short, but the range increasing talent doesn’t work for it (it does work on Supply Crate and Elixir X duration, but not the mortar range).
Mortar also has issues with slow responding skills, not only do they have a long global cooldown, they sometimes trigger their own cooldown but never were shot at all…
I would like to use mortar, I really would… but it needs serious help to be more viable than a blast finishing, stunning supply crate!
I did just try it. The cooldown is the full 120 seconds. (Not counting the time it takes for the effect to wear off). Elixir reduction does nothing to Elixir X, both in PVE and sPVP. Both in tooltip and timer.
None of the elixir traits work Elixir X currently, aside from HGH.
For the toast!
I came to engi from warrior so forgive me for not knowing about the traits bugs (warrior has alot too). Anyway give it a few patches and they will be fixed/corrected maybe even changed completely.
Elixir X should be changed to a customizable elite that you can design yourself depending on the elixirs you have in utility with a bit of balancing.
I did just try it. The cooldown is the full 120 seconds. (Not counting the time it takes for the effect to wear off). Elixir reduction does nothing to Elixir X, both in PVE and sPVP. Both in tooltip and timer.
None of the elixir traits work Elixir X currently, aside from HGH.
testing it now and you are correct: after the duration all of the remaining cooldown is there, traited or not.
I tried this in the Mists a few weeks ago, and if i remember correctly the trait took of time from the cooldown.
So maybe one of the latest patches changed it.
Or I remember wrong of course.
I think it’s more likely that a patch changed (broke) it, as even the bugs compilation agrees with you.
For the toast!
Elixir X is extremely situational. And in those situations were it is viable, you also need quite a bit of luck with the rng to get the transform that fits the situation. This combined with the fact that one of the recent updates re-broke alchemy traits working with elixir x makes it fairly worthless.
Mortar has always been pretty bad. The damage is pretty terrible compared to anything, and the survivability of the mortar itself is abysmal. I think 2 random auto/aoe attacks will kill it tbh.
Mortar is unlikely to see a range buff simply because it looks like all classes were designed with a hard range cap of 1500 (or less).
Elixir X at least has a use. Drink the thing when you want to chain CC enemies or any situtation a tornado or bezerker would be used (not many but they exist)
Mortar however is completely outshined by grenades. I really don’t see the use other than letting teammates play around with it. Even if you wanted to try like a 4 turret then mortar base setup it would be better to drop turrets with supply drop and bring grenade kit.
Elixir X at least has a use. Drink the thing when you want to chain CC enemies or any situtation a tornado or bezerker would be used (not many but they exist)
Mortar however is completely outshined by grenades. I really don’t see the use other than letting teammates play around with it. Even if you wanted to try like a 4 turret then mortar base setup it would be better to drop turrets with supply drop and bring grenade kit.
That’s just it. Elixir X feels like a crappy racial elite, rather than a profession elite. Some racials have situation uses, sure. I like switching to Take Root for example, on my Sylvari Necro, when I wanna kill my Flesh Golem cause he’s being a twat and not attacking anything, except for everything when I’m trying to escape. >_>
On a more serious note, I kinda feel like that’s sorta one big problem with both Necromancer and Engineer atm. There’s… only one viable elite for each class.
Plague is useless, yes, even with a spammable blind. You’re better off simply freezing/crippling and fear spamming, and just not being hit in general. And condition builds should be spreading conditions via Epidemic, Plague is only moderately useful for the extra HP. Lich form is most useful for it’s /dance. And uh… yeah. Dancing. And getting focused in PVP.
The situation with engineer feels very much the same.
For the toast!
mortal definitely needs a range increase, and also whenever you use it the camera needs to pan out so we have a bit more visibility when using it. Its annoying to setup the camera just right so i can start nuking correctly
It would be cool if you could run around with mortar for at least 30 seconds or so before it gets rooted.
What if they just made mortar into a very strong turret and you could manually use it for the stronger skills.
Saying Mortar range needs to be increased is just another way of saying Grenades need to be nerfed.
Grenade range should be 900 at maximum, and even then they’d be able to hit up to 1050 with the blast radius.
But I do think Mortar could be improved as well. Range is nice, but I personally think it should deal more damage.
As an offensive elite skill, you should be motivated to use it over standard weapons/kit for DPS.
Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~
(edited by DreamOfACure.4382)
Saying Mortar range needs to be increased is just another way of saying Grenades need to be nerfed.
Grenade range should be 900 at maximum, and even then they’d be able to hit up to 1050 with the blast radius.
But I do think Mortar could be improved as well. Range is nice, but I personally think it should deal more damage.
As an offensive elite skill, you should be motivated to use it over standard weapons/kit for DPS.
Grenades have nothing to do with mortar. If grenades had 0 range and 0 dps, people still wouldn’t use mortar because mortar is terrible. It dies in 2 hits and has terribly low damage compared to any ranged attacks from anyone (heck, i think post-buff guardian scepter does more damage over a given time interval). Its not only grenade engineers that don’t use mortar. No bomb kit builds use mortar, no static discharge builds use mortar, no alchemy builds use mortar, no engineer builds whatsoever make good use of mortar.
And, fyi, grenades have been nerfed. Several times, in fact.
And, fyi, grenades have been nerfed. Several times, in fact.
And yet it’s still the best kit for Engies, and is the main object of comparison when it comes to the Mortar’s range.
Hue.
Grenade range is very influential to the viability of Mortar.
Try learning about ‘seeing the bigger picture’ sometime. It helps so much~
Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~
And, fyi, grenades have been nerfed. Several times, in fact.
And yet it’s still the best kit for Engies, and is the main object of comparison when it comes to the Mortar’s range.
Hue.
Grenade range is very influential to the viability of Mortar.
Try learning about ‘seeing the bigger picture’ sometime. It helps so much~
Honestly, your last sentence is hugely ironic. You mention “the bigger picture” yet you completely ignore the fact that mortar does abysmal damage over a given interval compared to ALL ranged attacks (even post-buff scepter guardians). If grenades had 0 dps and 0 range, most grenadiers would switch to static discharge, alchemy, bunker, or “tankcat” builds and STILL not take mortar.
Consider the bigger picture. We have loads of non-grenade builds and NONE of them use mortar. Because mortar is worse than ALL of the ranged options from all of the classes in the game. Your straw-man argument, attacking grenades when the problem lies with mortar, is a total failure.
For your benefit, straw-man argument: http://en.wikipedia.org/wiki/Straw_man
(edited by PotatoOverdose.6583)