Showing Posts For FiendPro.6324:

Mortar Elite needs a Buff.

in Engineer

Posted by: FiendPro.6324

FiendPro.6324

All right guys.. it took me 3 minutes of thinking but I have the solution (because anet loves that “balance” of theirs) .. Here it is-

They won’t raise the damage and range because the ability lasts 180 seconds with fast skill cool downs. We can compromise (because of what a mortar is SUPPOSED to be).

Eliminate all mortar skills except for the #1 skill
Increase impact radius by 20%
Increase minimum range to 600
Increase max range to 2500 (terrain counted is fine – a balance)
Increase damage by 50% (NO CRIT CHANCE)
Turret Hp and all that jazz stays the same
Increase the cooldown of the #1 skill by 5 seconds
The mortar target location will show a red ring to the enemy upon each shot fired.

It sounds horrible you say?? Here’s the kicker
*The engineer can fire this #1 skill while on the move – away from the turret by ‘activating it’ so long as the target location is between 600 and 2500

All problems solved.. it provides additional damage for the engineer.
The engineer is still able to move, dodge, use their regular kits and weapons.
Using marks for the mortar causes the skill to act.. like a mortar.
At the cost of additional utility and dps for the engineer it is something that is easily destroy by the opposing force if they can find the mortar location(follow the rainbow).
Keeping the terrain as a factory in range will ensure the ability is not abused.

It would provide the engy with a tool that is efficient and gives the enemy cause for alarm. Even if the damage isn’t increased all that much it could scare the heck out of a group in WvW “Where the F is he shooting from?!” “Is there a zerg nearby?!”

Just another idea into the void.
One that would be very easy to program/change in the game WINK WINK ANET