From the 5/16/17 patch notes:
“Skills and traits that previously granted pulsing stability now grant a block of stability up front in order better allow for counterplay through boon removal.”
Skills that have pulsing stab:
Engineer – Juggernaut trait || Elixir X elite skill
Necromancer – Infusing Terror shroud ability || Plague elite skill || Lich Form elite skill
Ranger – Strength of the Pack elite skill
Elementalist – Tornado elite skill
Thief – Dagger Storm elite skill
Similar but diffferent:
Revenant – Inspiring Reinforcement utility
Guardian – Hallowed Ground utility
Necromancer – Well of Power utility
Don’t make a statement as broad as the one used in the patch notes when the intention was to only affect balance in SPvP. The three pulsing stability skills nerfed were used in the top meta builds for SPvP which we all know took a massive population hit with the lack of change in season 6. These changes should have been “in PvP only” changes as such.
Yes, I was really confused how the juggernaut-trait would be affected. After all, in one of the easiest engineer builds, you play elixir/flamethrowser and stay on the flamethrower as long as possible. Maybe 3 Stacks Stability for 3 seconds on weapon-change to flamethrower with 3s ICD? ^^
But in truth, only warrior (Eternal Champion), necromancer (Infusing Terror ) and range (Strength of the Pack!) seem to be affected by this change.