Does Engineer still need more stability?
I remember reading an idea posted by someone that was for our glue abilities (glue bomb and glue shot) to provide pulsing aoe stability.
I’m not a PvP guy, but that sounds like it could be useful.
I remember reading an idea posted by someone that was for our glue abilities (glue bomb and glue shot) to provide pulsing aoe stability.
I’m not a PvP guy, but that sounds like it could be useful.
I really like this idea – it would give the pistol #5 as well as the bomb kit #5 a lot of use, as well as even Kit Refinement (if that cooldown were to be reduced – that could be a seriously awesome trait again!), on switching to the Elixir Gun.
I remember drooling over the old form of the Juggernaut trait, which provided Stability while using Flamethrower at the cost of movement speed. I never did get to try it out.
I vote they just put stability on toolkit when equipped so I can run the true melee engi I’ve ways wanted……
I do not feel we need more stability ever since they added the stun breaker to the EG tool belt skill.
Mostly I feel we just need a little bit more in condition removal. Personally I want a little more toward removing cripple, chill, and immobilize. I have little trouble out of stuns.
https://www.youtube.com/watch?v=6q3em9s5I4c
I do not feel we need more stability ever since they added the stun breaker to the EG tool belt skill.
Mostly I feel we just need a little bit more in condition removal. Personally I want a little more toward removing cripple, chill, and immobilize. I have little trouble out of stuns.
I kind of agree with this. We have to many ways to deal with CC. CC build should and need to be capable builds. They should not be invalidated simply because some players do not like being CCed.
I do not feel we need more stability ever since they added the stun breaker to the EG tool belt skill.
Mostly I feel we just need a little bit more in condition removal. Personally I want a little more toward removing cripple, chill, and immobilize. I have little trouble out of stuns.
I kind of agree with this. We have to many ways to deal with CC. CC build should and need to be capable builds. They should not be invalidated simply because some players do not like being CCed.
I was thinking of this problem, so what if Kit Refinement was buffed a bit and removes a condition or two when it activates? Kinda what it used to be but still the 20s CD (or slightly shorter).
I do not feel we need more stability ever since they added the stun breaker to the EG tool belt skill.
Mostly I feel we just need a little bit more in condition removal. Personally I want a little more toward removing cripple, chill, and immobilize. I have little trouble out of stuns.
Curious: Would adding two contions removed on gadget use into the Gadgeteer grandmaster make it worth using? That would give up to six more cleanses on the skill bar, but at least two since slotting one gadget usually isn’t that difficult and things like slick shoes and rocket boots are almost always useful.
For sure though, having one two-condition cleanse, even on a 15-20 second cooldown, does not really work against strong condition classes (condi warrior/necro being the two strongest, though condi warrior is manageable usually is kited). We don’t really need that much stability, as our own cc (knockbacks, blind, immobilize, cripple, etc) is wonderful for avoiding situations which would normally require it.
Dreams of the day when the gadgeteer becomes a well respected spec, and is considered and equal of condition engies
Also, thumper turret grants stability through toolbelt. Not the best, but it’s something if you really feel like you need to be supah stable (though what sane person would play an engineer?)
I don’t think we need more stability. I do think Toss Elixir B should be longer by a few seconds, but we don’t need more sources. Lack of stability is one of our main weaknesses, I think we would lean towards imbalance if we had lots of stability.
Jade Quarry
Imo stability is right now biggest engi weaknes. In PvE and SPvP its balanced by other abilites but in WvW we suffer a lot because of this.
Tekkit’s Workshop
I mentioned having glue “stick you to the ground”, and I do believe we need a touch of stability as it would add a lot of flexibility to builds that almost work, but not quite, without it.
However, it could easily be “just another thing to get rid of a known weakness” type power creep without some form of weakness or negative to the change.
My thought was that glue pretty much effects everyone equally. You get stability (both sides) and you get crippled (both sides). The use of glue becomes quite strategic at that point.
Between protection injection and stabilized armour I almost welcome being stunned as your damage reduction sky rockets. Of course in a zerg situation in WvW those traits won’t keep you alive but in a zerg you will get stability from someone else anyway. I would much prefer some better condi removal over more stability.
yea, awsome i prefer getting tossed and kicked around not being able to win any 1 vs 1.
NOT
I would rather have more access to stunbreakers that don’t break my skill bar than stability. That said, even with protection injection and stabilizing armor, stun/fear chains are ridiculously strong.
yea, awsome i prefer getting tossed and kicked around not being able to win any 1 vs 1.
NOT
What class is doing this to you other than maybe another engi? In both my PvP and WvW roaming build I run with no stability and half of the time no stun breaker and I win most of my 1 v 1’s. Stability won’t do anything for you against any necro with half a brain as he will corrupt your stability before chain fearing you anyway.
Again the only situation I see us needing more stability is in WvW group stuff where you can just party up with a guardian and be set. Other than heavies most classes have pretty bad access to stability, engis aren’t unique in that regard. I would welcome some better stun breakers though, it would open some trait points up for me.
Warriors, Guardians mostly. Some mesmers can stun a lot. Indeed also other engies, elementalist.
Anyway, i dont WvW a lot. Lot of running around too little action for my liking.
My exp is mostly based on spvp/tpvp
#rocketbootsstunbreak
Rocket boots are too buggy for me, half the time it doesnt even work because appearantly you have to stand still to be able to use it. Wurst skill for me.
Rocket boots are too buggy for me, half the time it doesnt even work because appearantly you have to stand still to be able to use it. Wurst skill for me.
you’re doing it wrong. idk how, but you are.
#rocketbootsstunbreak
As nice as rocket boots are, they eat up a whole slot for one (two, including toolbelt, which is a nice burn) ability (compared to EG it is a joke).
They could maybe spice up some lacklustre grandmaster trait with stability, to open up more build options. Stuff still has to compete with grenadier which is either too awesome or (almost) everything else is too weak.
Speaking of which, I’d like to see auto stability during all jumps.
Side note: rocket boots is not a stun breaker.
Red Guard
Yes it does, the new traits do offer a better boon option but there’s alot to be desired. We still don’t have enough options for condition removal and stability is one of them. We need it on a potion as well and not as an RNG in fact when we were originally telling them about the horrible RNG nature of thrown Elixirs we suggested they make Stability a permanent cast every time option on the one it was on originally but to make the other ability an RNG if they were to keep the RNG nature of the thrown elixir, they simply took it off entirely which didn’t help matters at all.
And yes unfortunately RB are not a stun breaker! I thought that was ridiculous too. Way to keep the functionality of the Gadgets down there.
well necros and mesmer dont have rly great acess to stability either, i find it ok since every proffession should need counters (dont go on me and tell that warrior doesnt have counters, warrior is a broken class and needs to be fixed, i dont count the 7% heal sig eduction as fix) engi is rly vulnerable to cc but its fine like that rly
but rocket boots need to be a stunbreaker:p
#rocketbootsstunbreak
+1000
LGN
I somewhat missed the old day when Juggernaut provided Stability, and both Elixir R and Rocket Boots were stunbreaker.
Personally I would be happy if any 1 of the above 3 changes were reverted back.
well necros and mesmer dont have rly great acess to stability either
Power break is pretty good, especially traited. One foot in the grave gives decent personal uptime with enough lf generation but can be hard to make good use of (also expensive to trait for).
Toss elixir B is kind of weird, since generally you need another stunbreak on your bar to make good use of it personally – duration is too short to be useful for precasting and it’s generally not useful in team situations due to small radius and long aim/cast time plus cooldown.
Thieves have it the worst though.
I somewhat missed the old day when Juggernaut provided Stability, and both Elixir R and Rocket Boots were stunbreaker.
As long as rocket boots aren’t reverted to “rocket your face into the dirt boots”.
(edited by icewyrm.5038)