4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
My thoughts on Mortar
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
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).
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
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.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
mortar needs nothing but for the traits paired with it to work
As true as Odin’s spear flies,
There is nowhere to hide.
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…
(edited by Kimbald.2697)
That is why I suggest on the top post to give Mortar an increase dps. I am satisified with almost everything except the dps.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
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.
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.
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)
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.