DragonSlayer.1087 Posted July 19, 2018 Share Posted July 19, 2018 Why is this so weak? .... I feel like it needs some kind of other condi damage like bleeding and burning instead of blind and chill. Nothing strong, but something. Link to comment Share on other sites More sharing options...
Frostmane.9734 Posted July 19, 2018 Share Posted July 19, 2018 At least half of its value comes from the fields you put down with it. The resulting combos, from you or from teammates, can have a big impact. Link to comment Share on other sites More sharing options...
archmagus.7249 Posted July 19, 2018 Share Posted July 19, 2018 It's not meant to be damage, its meant for utility. Toolbelt is a relatively low cooldown blast finisher, every skill except the auto attack has a combo field. The auto attack is always a projectile finisher. Everything on the kit has a massive 1200 range, which is farther than pretty much everything else we have. If you have explosives traited, it gets vulnerability. Taking shrapnel gives you the chance for bleed and cripple on hit. Link to comment Share on other sites More sharing options...
Tehologist.5841 Posted July 19, 2018 Share Posted July 19, 2018 The range and rate of fire is awesome, definitely not a burst weapon. I use it a lot when defending in WvW. The water and light field is nice as is the blind when supporting allies. The damage I find comparable to rifle auto, just slower due to higher arc and longer travel its the only weapon we have other than lightning from hammer that can hit the top of keep walls. Link to comment Share on other sites More sharing options...
archmagus.7249 Posted July 20, 2018 Share Posted July 20, 2018 > @"Tehologist.5841" said: > The range and rate of fire is awesome, definitely not a burst weapon. I use it a lot when defending in WvW. The water and light field is nice as is the blind when supporting allies. The damage I find comparable to rifle auto, just slower due to higher arc and longer travel its the only weapon we have other than lightning from hammer that can hit the top of keep walls. It used to have the exact same firing speed as rifle, but they nerfed it. Link to comment Share on other sites More sharing options...
Ociocity.7560 Posted July 20, 2018 Share Posted July 20, 2018 It's for utility, not doing damage, chill field + 1 breaks boss bars (not to mention the mass slow and more cd for pvp/wvw), light field + 1 removes conditions on aoe, and water field +1 heals on aoe, the poison field is the one I found weaker, but halts healing, so it's useful too. Link to comment Share on other sites More sharing options...
Stand The Wall.6987 Posted July 21, 2018 Share Posted July 21, 2018 the damage on a zerk build is decent. the travel time is not. Link to comment Share on other sites More sharing options...
Chaith.8256 Posted July 22, 2018 Share Posted July 22, 2018 I'm in favor of tacking on a 50%+ velocity speed increase to Orbital command trait in addition to buffs to Orbital Strike and Lesser Orbital Strike. It would be like a mode change from point blank utility into being actually usable at range. Link to comment Share on other sites More sharing options...
Arimas.3492 Posted July 24, 2018 Share Posted July 24, 2018 Make the auto attack unlockable so I can sit on the edge of WvW zerg battles and collect bags pls. /s It's utility is pretty good but honestly it's all just extra, not needed imo. We have access to everything it offers easily in other places so I wish all of the skills would get reworked to be a good long range power option. Bring back the concussion barrage as a channeled ability in a similar way to meteor shower and add a high velocity rocket shot (similar to how rocket turrets tool belt works underwater). Link to comment Share on other sites More sharing options...
Remix.2086 Posted July 26, 2018 Share Posted July 26, 2018 Wouldn't mind if the community pushed for this kit to get some updating and love. Link to comment Share on other sites More sharing options...
DragonSlayer.1087 Posted July 26, 2018 Author Share Posted July 26, 2018 > @"Arimas.3492" said: > Make the auto attack unlockable so I can sit on the edge of WvW zerg battles and collect bags pls. /s > > It's utility is pretty good but honestly it's all just extra, not needed imo. We have access to everything it offers easily in other places so I wish all of the skills would get reworked to be a good long range power option. Bring back the concussion barrage as a channeled ability in a similar way to meteor shower and add a high velocity rocket shot (similar to how rocket turrets tool belt works underwater). Old school deployable Mortar but turned Rocket Launcher. lol Link to comment Share on other sites More sharing options...
Vagrant.7206 Posted July 27, 2018 Share Posted July 27, 2018 > @"DragonSlayer.1087" said: > > @"Arimas.3492" said: > > Make the auto attack unlockable so I can sit on the edge of WvW zerg battles and collect bags pls. /s > > > > It's utility is pretty good but honestly it's all just extra, not needed imo. We have access to everything it offers easily in other places so I wish all of the skills would get reworked to be a good long range power option. Bring back the concussion barrage as a channeled ability in a similar way to meteor shower and add a high velocity rocket shot (similar to how rocket turrets tool belt works underwater). > > Old school deployable Mortar but turned Rocket Launcher. lol Honestly, a rocket launcher would make it unique. Have 2-5 use the ammo system, and 1 about as strong as it currently is, buff the other skills to match. Would make it fit the engineer aesthetic (and TF2 aesthetic) and feel like a proper "elite" skill. Link to comment Share on other sites More sharing options...
Arkham Creed.7358 Posted August 2, 2018 Share Posted August 2, 2018 I'd like to throw my two cents in and say that you have to consider this kit in the power to time ratio. This is the only elite in the game that is basically infinite; it has no timer and no ammo system or usage count, so you can pop it as you as you enter a map and run with it forever if you so choose. Because of that it simply can't be as strong as other elite skills that of a more "one and done with a long cooldown" type. This skill isn't a big game changer like other elite skills, and is really just "another kit" that provides more options for the engineer in typical moment to moment play. And, as has been said here already, with the right traits to buff explosion attacks it can do a lot more than it seems at face value. Indeed in general PvE and some world events I find it to be a rather powerful condi weapon that's great for clearing out swarms of weaker enemies. Link to comment Share on other sites More sharing options...
Xyonon.3987 Posted August 8, 2018 Share Posted August 8, 2018 Mortar Kit is one of the best elites in the game. :| It's great ranged dps and access to many great fields. Link to comment Share on other sites More sharing options...
Eddie Royale.9605 Posted August 9, 2018 Share Posted August 9, 2018 Is there a good way to use mortar from walls in WvW? I find that I often have to get to the edge of the wall to target anything and then I just get AoEd down by the zerg. Link to comment Share on other sites More sharing options...
Aetatis.5418 Posted August 9, 2018 Share Posted August 9, 2018 > @"Eddie Royale.9605" said: > Is there a good way to use mortar from walls in WvW? I find that I often have to get to the edge of the wall to target anything and then I just get AoEd down by the zerg. use the arc of the projectiles. be carefull with reflects. but very often your mortar does not do much to zergs when you cast it from walls. there is no real pressure. better use the chill+blind on pushes, the poison on downstates and water on allies. Link to comment Share on other sites More sharing options...
Ovalkvadratcylinder.9365 Posted August 9, 2018 Share Posted August 9, 2018 I know alot of people like the fields, and they are veyr useful. But i just wish theyd give mortar kit some of the old abilities, like the knockback rockets.. man I loved that skill! Link to comment Share on other sites More sharing options...
Aeolus.3615 Posted August 9, 2018 Share Posted August 9, 2018 Mortar kit needs to shoot siege disablers :dizzy: Link to comment Share on other sites More sharing options...
JETWING.2759 Posted August 12, 2018 Share Posted August 12, 2018 Mortar Kit is far the best elite. One thing to add, may be: 1 - Rename the trait "Granadier" to to something like "Tank Buster", "Anti Tank", "Propeled Missiles", ... and make it affect all missile explosives (Grenades, Mortar Shels, Aim-Assistent-Missile, Explosive Rockets, Rocket, Launch Wall, Crystal-Configuration-Storm, Prime-Light-Bean, Blast-Giro-Tag). 2 - Change his functionality to increase the travel speed in 100% and the range in 33%. EXTRA 1: May be good for a better focus on explosion factor (unique for engineer profession): 1 - Rename the trait "Short Fuse" to something like "Enhanced Explosives". 2 - Change his functionality to increase all explosion radius in 33% (Affects all skills with "Explosion" factor). EXTRA 2: To complete the Mortar Kit and Grenage Kit improvements, and improving others itens: 1 - Rename ter trait "Chemical Rounds" to something like "Enhanced Armor Penetration". 2 - Change his functionality to make all missiles unblockable and unreflectable (Affects all missiles, shooted or throwed). Link to comment Share on other sites More sharing options...
Infusion.7149 Posted August 13, 2018 Share Posted August 13, 2018 You use it for fields ; it has huge range as well Link to comment Share on other sites More sharing options...
Rysdude.3824 Posted August 13, 2018 Share Posted August 13, 2018 > @"Aeolus.3615" said: > Mortar kit needs to shoot siege disablers :dizzy: I wish the projectiles took on different shapes..asura, quaggan, choya Link to comment Share on other sites More sharing options...
NeroBoron.7285 Posted August 13, 2018 Share Posted August 13, 2018 Mortar and grenades completely fail on range. They move way to slow and the grenades don't even reach their destination on unsteady terrain. Dont get me wrong beside that they are okayish. But they could be pushed way more in a decent role. Also a true range dps weapon/kit is missing, which could be filled by the mortar Link to comment Share on other sites More sharing options...
Aeolus.3615 Posted August 15, 2018 Share Posted August 15, 2018 > @"NeroBoron.7285" said: > Mortar and grenades completely fail on range. They move way to slow and the grenades don't even reach their destination on unsteady terrain. Dont get me wrong beside that they are okayish. But they could be pushed way more in a decent role. Also a true range dps weapon/kit is missing, which could be filled by the mortar That's because Anet bna class development to carry badies, they need lots of movement easy access, wich will result in lot of skills being completelly useless due how game is ment to rush n' spam. Still since they can do a decent job to make game requiring more skill and visual atention, mortar needs to be tranformed in something strong, sugested to use isege disablers on mortars at least would make it usable on WvW, to disable inner siege. :) Link to comment Share on other sites More sharing options...
DragonSlayer.1087 Posted August 21, 2018 Author Share Posted August 21, 2018 > @"Aeolus.3615" said: > > @"NeroBoron.7285" said: > > Mortar and grenades completely fail on range. They move way to slow and the grenades don't even reach their destination on unsteady terrain. Dont get me wrong beside that they are okayish. But they could be pushed way more in a decent role. Also a true range dps weapon/kit is missing, which could be filled by the mortar > > That's because Anet bna class development to carry badies, they need lots of movement easy access, wich will result in lot of skills being completelly useless due how game is ment to rush n' spam. > > Still since they can do a decent job to make game requiring more skill and visual atention, mortar needs to be tranformed in something strong, sugested to use isege disablers on mortars at least would make it usable on WvW, to disable inner siege. :) I would love to have class specific skills geared for WvW. Link to comment Share on other sites More sharing options...
Aeolus.3615 Posted August 21, 2018 Share Posted August 21, 2018 > @"DragonSlayer.1087" said: > > @"Aeolus.3615" said: > > > @"NeroBoron.7285" said: > > > Mortar and grenades completely fail on range. They move way to slow and the grenades don't even reach their destination on unsteady terrain. Dont get me wrong beside that they are okayish. But they could be pushed way more in a decent role. Also a true range dps weapon/kit is missing, which could be filled by the mortar > > > > That's because Anet bna class development to carry badies, they need lots of movement easy access, wich will result in lot of skills being completelly useless due how game is ment to rush n' spam. > > > > Still since they can do a decent job to make game requiring more skill and visual atention, mortar needs to be tranformed in something strong, sugested to use isege disablers on mortars at least would make it usable on WvW, to disable inner siege. :) > > I would love to have class specific skills geared for WvW. Game needs more in depth mechanics for that to happen, i dont think Anet likes it hehehe since they are very basic. But for sure would be fun to use it, to players could bombard inner and disable stuff, one thing that i dont remember is how engie mortar works, if its like the keeps mortar or just a aoe spell, for that to work decently it would have to work like the mortars in structures with power management. Link to comment Share on other sites More sharing options...
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