Yeah, thatās not what I was saying. I was just talking about the difference between its effectiveness in PvE vs PvP.
For PvE, itās definitely amazing, and I agree - I donāt think the +4 mortars is necessary. I think the +4 mortars option is actually bad, unless you plan on landing every single one, all the time. The math works out something like this -
Assume 25 damage per mortar, Kleese has 720 shield:
8 Mortars - Each does 25 Dmg Base, +(720/8=90) Shield Damage, for 115 Dmg Per Mortar, or 920 Total
12 Mortars - Each does 25 Dmg Base +(720/12=60) Shield Damage, for 85 Dmg Per Mortar, or 1,020 Total
So, when you get 4 more mortars, you do get more damage overall, but each mortar individually hits for significantly less. I can never hit with every mortar, so Iād rather have more damage per mortar. The difference between 920 and 1,020 isnāt that great even in the event you do hit with all of them. And since the tradeoff is +1 Rift or Rift Cooldown, itās a hefty tradeoff. I almost always take +1 Rift in PvE and Rift Cooldown in PvP.
If you wanna optimize damage, taking āTampered Mortarsā makes it easier to hit with all or most of the mortars, but then your shield doesnāt refill. With Kleeseās new HP pool, this is less risky, but it was super risky before the change. I havenāt played much Kleese post-change (Chair heal down to +38 made me cry).
In PvP, pre-change, draining Kleeseās shield was super risky. I found myself using it in very few instances because of how risky it was. It did land me a few kills, but when I switched to +slow, my team as a whole started doing better because I could use it more often and it more often helped the team instead of just nabbing me the odd kill every now and again.