Mortar Trap - The Big One

I can’t predict exactly when it will be thrown… Does it have an internal cooldown or sth? Or does it wait for x normal shots to be fired?

Also thank god, pet attack works on this.

Well , actually it fires it first but it takes some time to land… I am not sure does it fire more than once per mortar…

Or maybe 4th or 5th shot?

What Zantai said,

The big one used to say when it fired in the tooltip, I think it was the final shot the mortar made. That might have changed though.

I believe it’s now fired toward the beginning of the overall volley, but don’t know specifically when.

Well , actually it fires it first but it takes some time to land… I am not sure does it fire more than once per mortar…

Or maybe 4th or 5th shot?

Definitely after 4-5 shots.

Tried testing it on target dummies which didn’t work so I had to venture out a bit more to check.

And it only happens once I believe but you can get up to 3 Mortars out which is pretty good.

3 Mortars out? Wow, that’s crazy. I didn’t even know I could have 2 of them out, until I loaded my pyromancer from the beta times just for some fun at the crucible and read the tooltip from level 17 Mortar a few days ago. Those things destroy everything.

Three only occurs at +8 to Mortar Trap. It isn’t exactly an easy thing to get - unless you have a good badge of mastery for it.

Yea with Badge of Mastery giving +5 I have Mortar a 26/26 and Storm Totem at 25/26.

Rather hard to gauge the damage though.

If I do not remember wrong, before it was the final shot. But as it is now its to the end of the lifespan of the mortar, but not the final shot all the time.

Demasked has it correct. It’s after every 4-5 shots.

Question though. If you have stat fluctuations like Fighting Spirit. Will the Mortar Trap also gain an increase in OA?

Or is it’s OA/DA based on your characters current stats upon summoning.

Not sure on Fighting Spirit but turning on Flame Touched had a definite effect though it’s also an aura.

Hard to know but I it would probably work imo since they are summons based on your character stats.

Pet attack command works with it, but it scales with your damage bonus, not pet bonuses.

Is there any way to increase the attack speed of the mortars?

What Zantai said,

At 4:36 of this video you’ll see me lay down a Mortar Trap. At 4:40 the first shot fired will be “The Big One”. Having said that, it’s probably bugged. I’ve set down Mortar Trap’s in front of desecrated shrines and waited 2 - 3 seconds before commencing and the Big One still only launches after 4th-5th shot. Same with bosses which have transformations. etc etc.

When they used to be Pets you could with Pet Bonuses that increased casting speed I believe.

Right now you can’t though the more you invest in the skill the more Mortars you can have out which in a way increases the attack speed while also increasing your chances with procs. So I would say what we have now is better then before.

The Big One used to be fired off at like the 8th or 10th shot or something. My guess is since they already have that system in place they just lowered the shot count to 4 or 5 (whichever it is) in which case 3-4 seconds before The Big One is used could be accurate (since it’s use takes about a second or so to hit) if the Mortar is attacking right away.

That would be my assumption.

In any case Mortar + Physical to Lightning Conversion + Stormcaller’s Pact + Tempest Devotion is a rather enjoyable combination. More so with added Storm Totems.

What about Squad Tatics on Soldier mastery? I didn’t try it, but it’s an aura that increases attack speed, not casting speed, but it doesn’t seem that the mortars “cast” their attacks.

Hard to say since Mortar’s have changed from what they used to be.

I just remember having a greater amount of pet % attack speed bonuses available back then and it didn’t seem to effect the Mortars. % Total/Cast speed would then more likely make that difference but again it wasn’t as highly available when Mortars were pets.

Also I would think they do use cast speed as I would think them to be static pets that use spells (including the big one) to attack as opposed to auto attacks like the raven/hellhound.

Ok, I made a Commando to try Squad Tatics with Mortar Trap and the attack speed doesn’t increase with Field Command on.

The mortar always shoots 17 times before expiring. With Squad Tatics level 11 it still shoots only 17 times. Squad Tatics level 11 gives 9% attack speed which would increase the number of shots to 18, but it doesn’t work.

So you were right, DeMasked, mortars use cast speed, not attack speed.

I searched Graceful Dusk for any equipment that would give a cast speed aura, but I couldn’t find, so really there isn’t a way to increase the mortar shooting frequency.

Anyway, Squad Tatics is still useful for a mortar because the +%all damage DOES work.

Auras that give % Total Speed should probably work since Mortar’s aren’t effected by pet stats.

Justice Set 10% Total Speed
of Kings 5% Total Speed (this aura I believe doesn’t stack if you have multiple items with the buff)
Chausses of Barbaros 8% Total Speed

There is also the Empowered Cruel Edge that also gives Battle Cry but I’m more interested in the 10% chance of +600% more physical damage which could be interesting to use and maybe more with dual wielding for a chance of 1200% more physical damage.