Mortar kit details
that looks kinda weak. theres no direct dmg listed on the tool tips though so maybe incomplete.
what about the caltrop shot that applied bleeding and cripple? no more concussion barrage?
instead we get poison and light fields? bleh
Edit: as a wvw played im actually ok with a good poison field but srsly no one wants more light fields. Why not a lightning stun field? The blast finisher is missing from skill 1, guess it got moved to orbital strike /sadface
(edited by Synosius.9876)
He has 21k hp in the video, so I’m assuming hes like celestial or something. So if u go full Power gear the orbital strike might actually reach 1,2k base dmg
The fact that damage, healing, or duration timers are missing from several of these means , to me, they are still trying to work all that out. To be honest, I’d be surprised if MK#3 doesn’t get a blind.
As for bleeding and cripple, if all of these end up counting as explosions (like grenades, bombs, etc…), then the explosions GM trait gives you some decent opportunity to do that with all the shells.
I want to know how much the #1 attack hits for. That is the deciding factor of whether this is a good kit or not. If the #1 attack hits like a wet noodle, then this kit will be next to useless for a power build.
I want to know how much the #1 attack hits for. That is the deciding factor of whether this is a good kit or not. If the #1 attack hits like a wet noodle, then this kit will be next to useless for a power build.
According to napkin math, mortar #1 hits about 47% harder than rifle 1. The rest of the mortar skills do less damage but have more utility.
According to napkin math,.
On a scale of bearbow to calculus math, where does napkin fall? :P
dude napkin math is where like all the important astrophysics and string theory calculations happen
that kitten is real
and its so far beyond calculus
(omg thats like .01% less than bomb 1)
head here to discuss wvw without fear of infractions
I want to know how much the #1 attack hits for. That is the deciding factor of whether this is a good kit or not. If the #1 attack hits like a wet noodle, then this kit will be next to useless for a power build.
According to napkin math, mortar #1 hits about 47% harder than rifle 1. The rest of the mortar skills do less damage but have more utility.
That is insane damage on a .5 sec cast time O.o
Does this mean it still won’t scale or crit?
Does it still have a universal Cooldown each time a round is fired?
That’d put a damper on the AA’s damage, I’d think.
It sounds like mortar kit’s AA is going to make the kit worth being called an elite all on its own. This is both exciting and concerning for my “1” button on my mouse and keyboard.
Will it count like an explosion?
Wtb glass cannon reskin for mortar
I want to know how much the #1 attack hits for. That is the deciding factor of whether this is a good kit or not. If the #1 attack hits like a wet noodle, then this kit will be next to useless for a power build.
According to napkin math, mortar #1 hits about 47% harder than rifle 1. The rest of the mortar skills do less damage but have more utility.
Thank you very much, I am pleased!
Hey! I know it’s not really Mortar Kit related, but seeing you Josh active in this thread, I decided to ask my question here. During the initial livestream you said that Rifled Barrels (longer range for rifles) will be a baseline from now on. However we haven’t heard anything about it on Monday and I couldn’t find it in the notes either. Could we get a clarification on that please? Thanks!
Yeah, I started a separate thread here. Hoping he or someone else will spot it:
https://forum-en.gw2archive.eu/forum/professions/engineer/Baseline-changes-and-clarification/
I want to know how much the #1 attack hits for. That is the deciding factor of whether this is a good kit or not. If the #1 attack hits like a wet noodle, then this kit will be next to useless for a power build.
According to napkin math, mortar #1 hits about 47% harder than rifle 1. The rest of the mortar skills do less damage but have more utility.
Does the Mortar kit offer a similarly satisfying experience for condition builds as the Grenade kit did?
I want to know how much the #1 attack hits for. That is the deciding factor of whether this is a good kit or not. If the #1 attack hits like a wet noodle, then this kit will be next to useless for a power build.
According to napkin math, mortar #1 hits about 47% harder than rifle 1. The rest of the mortar skills do less damage but have more utility.
Does the Mortar kit offer a similarly satisfying experience for condition builds as the Grenade kit did?
The mortar seems to focus on soft cc-condis rather than damaging ones
so far it seems like poison (poison-field), blind(lightfield) & chill(frostfield). beyond that we get a healing tick (waterfield) and an AA that hits as hard as Bomb AA, on 1.5k range.
Also all of them will most likely be counted as explosions, so bleed, cripple and vulnerability are potentially added on top of this.
If you then take bombkit, you have access to all fields the engineer is capable of, and all conditions the engineer is capable of, 2 of the hardest hitting AA’s (both “explosions”), & 2/3/5 blasts (number depends on the traits chosen) . That leaves 2 slots open for your pleasure, especially since we get a trait that allows automated stunbreaks…
This is the wet dream of every hybrid build.
Happy hunting, folks.
(edited by Arantheal.7396)
And dont forget trait what make those effects last 40% longer:-P Perma blind is real
Tekkit’s Workshop
That’s nice, we are more and more an alternative to thief (PVE wise).
And don’t forget that kit refinement might give mortar kit an ethereal field
What’s the projectile speed? Will it remain the same? Does first skill have to be ground targeted?
All skills, including AA, will be ground-targeted, but the projectile speed is comparable to rifle, at least judging from the stream.
Maybe a bit slower.
edit: also it has a slight firing arc, so terrain obfuscations shouldn’t be an issue in general, still it’s much more narrow than nades or the current mortar, so it will not be able to hit on top of walls in WvW(depending on the impact size it may still be viable for bombing siege), nor will it be able to fire above walls of reflection, if fired from the same elevation-level.
(edited by Arantheal.7396)
Could we have a way to keep the button pressed to continue autoattacking instead of having to click the button repeatedly (both for mortar and grenades)?
My fingers and hands would gladly thank you for such an improvement.
yeah, the only thing im concerned about here is can we get a Cast ground target skills on my target button? i would like that for this elite and other skills similar to it
ohhhhh babbby mortar HGH hype
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria
How “elixir fields” are affected by alchemy traits ( hgh, condi removal) ? Do they grant stuff on initial impact only or on every pulse tick?
How “elixir fields” are affected by alchemy traits ( hgh, condi removal) ? Do they grant stuff on initial impact only or on every pulse tick?
Given how they have gone about balancing this class, my bet is that it occurs on every tick. All concept of balance was thrown out the window when it came to engies.
At least I already have a frequent alt to embrace the status as pvp overlords.
Question: Will mortar shots count as explosions and be affected by Explosive Powder grandmaster minor trait?
Edit: and Shrapnel trait?
(edited by Deax.1572)
will it be possible to use the mortar kit under water? i mean we dont have the 1500 range with grenades under water anymore ^^
Could we have a way to keep the button pressed to continue autoattacking instead of having to click the button repeatedly (both for mortar and grenades)?
My fingers and hands would gladly thank you for such an improvement.
^This.
I did some math (or atleast tried to) xD
I got full zerker gear: ascended trinkets, exotic gear and ascended assassins rifle which gives me about 2700 Power with bloodlust.
The rifle AA does 781 dmg, and since the mortar auto would deal about 47% more dmg than the rifle AA that would be about 1148 dmg.
If the mortar AA will be an explosive it’d be affected by the 10% dmg increase and do like 1262 dmg which seems pretty nice!
jupp, seems like ranger AA, but as 100% projectile finisher, aoe-impact and proc for steel-packed powder & shrapnel.
Can’t wait to peel glassy builds with it^^
jupp, seems like ranger AA, but as 100% projectile finisher, aoe-impact and proc for steel-packed powder & shrapnel.
Can’t wait to peel glassy builds with it^^
Hype is real!
I did some math (or atleast tried to) xD
I got full zerker gear: ascended trinkets, exotic gear and ascended assassins rifle which gives me about 2700 Power with bloodlust.
The rifle AA does 781 dmg, and since the mortar auto would deal about 47% more dmg than the rifle AA that would be about 1148 dmg.
If the mortar AA will be an explosive it’d be affected by the 10% dmg increase and do like 1262 dmg which seems pretty nice!
thats with rifle mod right? thatll affect rifle 1 the same as explosive powder affects mortar 1, so dont double count.
it seemed to me from head math that they matched it to slightly less than or equal to bomb 1.
head here to discuss wvw without fear of infractions
I did some math (or atleast tried to) xD
I got full zerker gear: ascended trinkets, exotic gear and ascended assassins rifle which gives me about 2700 Power with bloodlust.
The rifle AA does 781 dmg, and since the mortar auto would deal about 47% more dmg than the rifle AA that would be about 1148 dmg.
If the mortar AA will be an explosive it’d be affected by the 10% dmg increase and do like 1262 dmg which seems pretty nice!thats with rifle mod right? thatll affect rifle 1 the same as explosive powder affects mortar 1, so dont double count.
it seemed to me from head math that they matched it to slightly less than or equal to bomb 1.
Not with rifle mod. But I did forget I use Runes of scholar ( 10% icnreased dmg above 90% Health) so might have to recalculate!
will it be possible to use the mortar kit under water? i mean we dont have the 1500 range with grenades under water anymore ^^
Would love an answer to this, since grenades are hilariously inaccurate underwater unless you’re right next to the enemy, at which point you’re better off with bombs.
If mortar kit 1 is going to use ground targeting (my poor fingers) will the explosive radius and projectile speed be fast enough to actually land the attack on a moving player? especially if one is sitting at around 200-400 ms speed? I really want to go Mortar kit but i am worried about aiming issues for me at least.
If mortar kit 1 is going to use ground targeting (my poor fingers) will the explosive radius and projectile speed be fast enough to actually land the attack on a moving player? especially if one is sitting at around 200-400 ms speed? I really want to go Mortar kit but i am worried about aiming issues for me at least.
https://youtu.be/Pbdl5WoAI90?t=1h5m18s
From the livestream, they fire off a mortar shot a fairly decent range to show it off. Think if you keep watching, they eventually swap back too it and fire a few more shots off.
Looks to be fairly speedy. Don’t think it should be too hard to hit targets on the move as long as you lead them a bit. Certainly easier than nade’s would have been at the range they showed off.
Is it me or does the Mortar just end up being a charrzooka?
Is it me or does the Mortar just end up being a charrzooka?
They’re still working on it, so i guess it will change.
But, I’m a bit scared about de radius of the mortar shot .. 120 radius, it’s our grenade. I thought it will be 240 at least ..
Is it me or does the Mortar just end up being a charrzooka?
They’re still working on it, so i guess it will change.
But, I’m a bit scared about de radius of the mortar shot .. 120 radius, it’s our grenade. I thought it will be 240 at least ..
Mortarkit will functionally be very similar to the (old) traited Grenadekit. Everything is ground targeted, with a travel time, shallow arch, 1500range. It even has a poison field, a way to freeze enemies and something called Flash Shell (that doesnt really do anything however except add to an already super common field-type.)
They just replaced the Shrapnel Grenade with a Healing ability. So the mortar is better for support, but junk for condition builds. So anyone who enjoyed using conditions and long-range will unfortunately be tough out of luck.
I hope the AA will get 240 radius just like the other skills, 120 is just way too small. Mortar-kit is replacing grenades that’s right, but no argument for this small radius because we throw 3 grenades the same time so we were hitting a much larger area.
The fact we can’t use mortar effectively for condition builds isn’t such a big problem I guess. Grenades will still be the kit to take for condis and at 1500 they were really hard to use and got much more effective in mid range.
Is it me or does the Mortar just end up being a charrzooka?
They’re still working on it, so i guess it will change.
But, I’m a bit scared about de radius of the mortar shot .. 120 radius, it’s our grenade. I thought it will be 240 at least ..
Well, they are still working on it, it’s true, but it’s from a recent video.
If this is the final skin, it will not stop me from playing the mortar, but… It will be a bit disappointing. Especially with the change with the Med Kit (left handed syringe!) and the bombs.
If we revert back to having 3 kits that looks a bit close to each others… (I mean, 3 “rifles”.)
Mortarkit will functionally be very similar to the (old) traited Grenadekit. Everything is ground targeted, with a travel time, shallow arch, 1500range. It even has a poison field, a way to freeze enemies and something called Flash Shell (that doesnt really do anything however except add to an already super common field-type.
Couple of quick additions/corrections from the other Mortar thread:
1.) MK1 is the only AoE projectile finisher in the game. Players and enemies just need to be in the area where it goes off to receive the bonus, instead of standing right next the enemy struck by the projectile.
2.) Flash shell is a light field AND pulses blind.
3.) Ice Shell creates an ice field which is new for engies that will pulse chill instead of being a one time application like grenades.
4.) Tooltips and the stream demo showed a 240 area
5.) I hate lists that fall short of 5 items.
That all seems pretty useful and unique to me. There are still lots of unanswered questions, but maybe we’ll get that clarity today. Otherwise, we’ll know for sure tomorrow.
Mortarkit will functionally be very similar to the (old) traited Grenadekit. Everything is ground targeted, with a travel time, shallow arch, 1500range. It even has a poison field, a way to freeze enemies and something called Flash Shell (that doesnt really do anything however except add to an already super common field-type.
Couple of quick additions/corrections from the other Mortar thread:
1.) MK1 is the only AoE projectile finisher in the game. Players and enemies just need to be in the area where it goes off to receive the bonus, instead of standing right next the enemy struck by the projectile.
2.) Flash shell is a light field AND pulses blind.
3.) Ice Shell creates an ice field which is new for engies that will pulse chill instead of being a one time application like grenades.
4.) Tooltips and the stream demo showed a 240 area
5.) I hate lists that fall short of 5 items.
That all seems pretty useful and unique to me. There are still lots of unanswered questions, but maybe we’ll get that clarity today. Otherwise, we’ll know for sure tomorrow.
The Frost Field isn’t something new to engineers, the current mortar has it!
The Frost Field isn’t something new to engineers, the current mortar has it!
It’s new only cause no one ever used mortar kit before.
The Frost Field isn’t something new to engineers, the current mortar has it!
It’s new only cause no one ever used mortar kit before.
I did!! I Count!
Do we have any confirmation yet whether the updated mortar’s effects will counts as “explosions” for the traits which modify such abilities? Unless I’m mistaken, the current mokittenoes not trigger “explosion” traits (Shrapnel, Steel-Packed Powder).