I’m playing around with a Shieldbreaker build that heavily focuses on Mortar Traps, and in theory it’s great, but getting a bunch of extra summon limit for mortar trap from items like Mythical Dawnshard Grip doesn’t actually help you much in the game, because the cooldown is so long that you can’t actually get them all on the map.
The culprit here is that the cooldown reduction on the Mythical Dawnshard Grip is simply a joke. 0.3 seconds? Mythical Anderos’ Amplifier reduces the cooldown on Mortar Traps by a whopping -2 seconds, and you can dual wield those things, provided you are a Purifier. Why is Dawnshard Grip so much worse when that cooldown reduction is essential to making any Mortar Trap build work?
In fact, why does that skill have such a long cooldown in the first place that the summon limit increases you can get from gear are worthless unless you have at least one Mythical Anderos’ Amplifier?
Oh and while we’re at it, the Mythical Mask of Infernal Truth, another +1 summon limit item for Mortar Traps gives it -25% energy cost. Really? Reduced energy cost on Mortar Trap? The bottleneck for this ability is not energy. Not even close. Even if this ability had no cooldown at all you would be hard pressed to run yourself out of energy with it.
Please, just put an appropriate recharge reduction on those items so that you can actually deploy the additional mortar traps. The ability caps at 3 traps, so 15 seconds to deploy them all. That means if you give +1 summon limit and -1 second cooldown you can now deploy four in 16 seconds, that’s ok, and at +2 summon limit and -2 second cooldown you could deploy five in 15 seconds again, so that completely breaks even. If it’s possible to give the -1 second cooldown to the Conduit of Destructive Whispers affix as well you’d wind up with 6 traps in 12 seconds, which is an improvement, but hey, by the time you’re that specialized in Mortar Traps that should be fine. Add one Anderos’ Amplifier and you’d be down to no cooldown on Mortar Traps with a summon limit of 6. That makes the artillery build available to all Demo class combos.
That makes some amount of sense, rather than what we have right now, where some items just add an extra summon without giving you the time to actually use it.
You are not taking cooldown reduction into account completely.
Just a single Terrnox tome provides -2 seconds to Mortar Trap’s cooldown and 15% global cooldown reduction. Just equipping this will bring the cooldown down on Mortar Trap to ~2.6 seconds.
Throw in that helmets, amulets and weapons can feature around 5% CDR each so you could easily push 25-30% CDR lowering the cooldown further to ~2.1-2.3 seconds.
This is without using any Legendaries - M. Anderos’ Amplifier in addition to Terrnox’s tome will easily get the cooldown down to less than a second. Mortar Trap’s cooldown is fine.
The reason why it’s split up is so that it forces the player to make hard decisions. If crate implemented what you’re suggesting, it would allow the mortar to have unparalleled freedom and that’s not what GD is about.
If you increase summon limit, you need to pair that with an item which decreases its CD if you want to focus on mortars. It’s that simple.
What are you talking about? You would still need the exact same items to get the cooldown to under a second, you’d just be able to use any combination of them instead of making the entire build impossible until you have the exact right items to be allowed to access the bonus other items give you.
But oh well “This has to be unintuitive, frustrating and only painlessly available to people on their 20th character or it’s not GD” seems to be a popular hill to die on with this community.:rolleyes:
I’m saying that in its current iteration, the player who opts to use dawnshard gloves, infernal truth helm, and conduit with +1 to mortar MUST use the anderos amplifier/terrnox’s offhand to be able to summon the maximum number of mortars.
So it forces a choice on the player -i.e. oh fuck. this OTHER weapon looks great, but if I give up my anderos gun, I will not be able to hit my max. no. of mortar summons.
EDIT: you seriously need to stop with the salt
2nd EDIT: ’ instead of making the entire build impossible until you have the exact right items to be allowed to access the bonus other items give you.’
um…and this is different from item sets how?
While I agree with “less salt please”, I also totally agree with the notion that it smells that every fun or quirkly build, with very few exceptions, only starts working on level 94.
I doubt I’ll ever get there - it gets boring before that.
Mortar Trap is not one of them as I explained above.
I’ll reiterate again - Terrnox Tome and a couple pieces of gear with % CDR and you can get the cooldown down to within the 2-2.5s range. Mortars have an uptime of 18 seconds. This is plenty.
“The least fun thing about this game affects every build” is not in any way a good argument for why nothing should be adjusted.
Making builds in this game is an interesting puzzle, but I have more fun playing around in grimcalc than actually trying to hunt down the items ingame with any character idea that is built on specific skill mods. None of the skill mods come in early and scale up throughout the game, so by the time you actually have the build you wanted there is nothing left to actually do with it. To make the build you have to have best in slot items for that character, so what else is there to get for that character?