My thoughts on Mortar

My thoughts on Mortar

in Engineer

Posted by: runeblade.7514

runeblade.7514

I play the grenade build for dungeons. I really like Mortar because I easily get into position because of the grenade build. My build is centered around being the artillery. I just sit back and spam grenades from afar. Despite engineer players complaining about how Mortar is useless and must be scrapped, I have some hope for it if only there was some tweaking.

There is a few things I want to change about mortar. One of them is to give mortar an increased DPS on auto-attack. It should at least do more dps than the grenade auto-attack. It is an elite skill, it deserves to be powerful. Grenade build is superior in damage and mobility currently. Mortars should be superior in damage while grenades are superior in mobility.

1. I suggest giving multiple might stacks and perma fury like Flamethrower to any player that is manning the mortar. Mortar is an elite. It should be more powerful than grenades.

2. I also suggest that the camera is left alone when you interact with it. It really annoys me when I get into position and then the camera jerks around so I have to re-focus the camera.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

My thoughts on Mortar

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Posted by: Sporadicus.1028

Sporadicus.1028

Mortar needs a range buff at least, and a larger radius OR a much faster travel time for the shells (Both might be a little OP. Just a little.). It sucks to hear this, but it doesn’t do enough as an elite compared to the other skills.

Elites are supposed to be gotcha or comeback moves.

Elixir X is a comeback move, as you buff up into a powerhouse mutant ready to put the beatdown on someone who has been beating you down, or you turn into a whirling tornado knocking the enemy off their feet constantly. Supply Crate’s a gotcha move by stunning people, while the engie runs around to heal himself and gets free hits in on the stunned character both in the form of the turrets and his own attacks.

Mortar . . . doesn’t do either. It doesn’t even support well since the CCs and damaging attacks are easily avoidable and the elixir’s effect radius seems small (I think EG’s SE has an equal size radius).

Malkin Rawl – Charr Engineer, Tarnished Coast
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play

My thoughts on Mortar

in Engineer

Posted by: runeblade.7514

runeblade.7514

I feel that the range is decent enough. I never had an issue about range. Just being in grenade range is enough to be in a mortar range. Although I don’t really mind if they buff the range.

I feel that Shell velocity is good, it is a mortar not a cannon. Most dungeon Mobs don’t really move around all that much to care about accuracy.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

My thoughts on Mortar

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Posted by: Lightsbane.9012

Lightsbane.9012

mortar needs nothing but for the traits paired with it to work

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

My thoughts on Mortar

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I feel that the range is decent enough. I never had an issue about range. Just being in grenade range is enough to be in a mortar range. Although I don’t really mind if they buff the range.

I feel that Shell velocity is good, it is a mortar not a cannon. Most dungeon Mobs don’t really move around all that much to care about accuracy.

if the range is that of traited grenades, and you’re using Grenadier grenades anyhow… than why the heck would you ever use the mortar?

Simply use your grenades and drop a supply crate on their heads!
You’ll be waaaay more dangerous to them using grenades.

mortar has 100 shorter range (trait doesn’t work…), it has LESS damage (try it on a dummy), it is very slow, it is stationary and gets destroyed like nothing.
It even has a minimum range restriction, you can not hit anything getting near you. Not even the knockback or the heal wha would make perfect sense.

Grenades are better, always.

mortar has a slooooow knockback, I’ll give it that.
And it has a weak heal.
Both on a long cooldown.
These 2 features alone does NOT make mortar worth using over grenades as grenadier!

Untraited grenades I can understand.
But using mortar over grenades when grenade specced with the Grenadier grandmaster trait? Never…

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

My thoughts on Mortar

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Posted by: runeblade.7514

runeblade.7514

That is why I suggest on the top post to give Mortar an increase dps. I am satisified with almost everything except the dps.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

My thoughts on Mortar

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Posted by: Wasdclick.1764

Wasdclick.1764

I’d be satisfied if it was just a “one-shot and it’s done” kind of deal… Like “Call Mortar Bombarbment” instead of a skill that has to be manned.

No other elite requires you to babysit it for it to actually do something. There’s Conjure Fiery Greatsword, but at least you can move while using it, as well as call it down in a spot for damage. And it stays until you drop it instead of staying until something farts in its general direction.

My thoughts on Mortar

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Posted by: Penguin.5197

Penguin.5197

The only situation I found to equip mortar was for its stability against the harpies in fractals. And even then it was so painful to use with how weak those shots are.

The shots definitely need to go faster and get its bugs fixed. And increase its damage. Actually even then supply crate will probably just still be better in most situations.

My thoughts on Mortar

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Posted by: Chickenshoes.6250

Chickenshoes.6250

Mortar only needs 2 things.

1. More range. In WvW I really feel like and impotent flacid phallus with a mortar that doesn’t reach while someone next to me is manning a real man’s siege like an actual tall, thick, reaching mortar or cannon. The big advantage to a MORTAR should be that you are far from danger and hitting things far away. This might also give engineer’s a role in open-field WvW zerg vs zerg other than magnet-pull roflcheese. This buff will be mitigated my long travel time of course making things harder to hit.

Doing more damage from waaaaaay back there in PvE might be exploitable, but it’s freakin PvE, I couldn’t care less. ceilings in dungeons will ruin most long-range shots anyway.

2. More durability. The mortar has no health. . If something decides to attack your mortar, or an AoE hits it too hard, it falls right apart; Boom, elite skill completely denied. It needs WAY more health and probably shouldn’t die to anything but focus-fire. What should most often kill a mortar is the 60 second time limit, enemies chasing you off of it, or blowing all the good cooldowns possibly making you run off to do something else for a bit.

Also someone is complaining that traits don’t work with it. That might need to be looked at.

(edited by Chickenshoes.6250)

My thoughts on Mortar

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Posted by: Drop Bear.5839

Drop Bear.5839

Yea there’s a trait called “Elite supplies” which is supposed to give a boost to all the elite skills (extra health packs and turrets for supply drop, extra range for mortar and I think extra duration for Elixir X) but it doesn’t seem to do anything.