Does Engineer still need more stability?

Does Engineer still need more stability?

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Posted by: Grenix.1576

Grenix.1576

I was wondering if our class should not be introduced to more acces to stability buff.
Right now i love the throw elixer AoE stabilty (even though its not that long) It helps a lot. Still since our class was kinda designed as a heavy class, and we are mid/close range combat class. I feel like most our effective skills (kits, gadgets, turrets) work best in close combat. Flamethrower, bombs, elixer gun, heal turret, Personal Ram, Granades (yes in pvp hitting 1500 range with grandes in 1 vs1 is nearly imposible), flame turret, thumper turret, slick shoes, etc etc.

We are like 80% a melee class, yet we get 5 sec stability? (thats if we have space in it for our build.) To make most our gadgets and turret builds work out i think stability could be a key for this.

Right now skilled wariors/mesmers/necro/ele cream us because we just have to be close to be effective class but we cant stand close because we have no chance to spam our skills.

Give rocket turret 5 sec stability instead of retaliation, or slick shoes 5 sec retaliation. I think we could stand our grounds a lot better and do what we were made to do.

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Posted by: Ronin.5038

Ronin.5038

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.

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Posted by: AngelsShadow.7360

AngelsShadow.7360

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.

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Posted by: Toolbox.9375

Toolbox.9375

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.

The class is always greener on the other side.

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Posted by: jlneedham.8219

jlneedham.8219

I vote they just put stability on toolkit when equipped so I can run the true melee engi I’ve ways wanted……

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Posted by: coglin.1867

coglin.1867

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.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

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Posted by: dancingmonkey.4902

dancingmonkey.4902

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.

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Posted by: Nightmare.8351

Nightmare.8351

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).

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Posted by: Creld.8702

Creld.8702

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?)

Asura Engineer- Aelara Fole

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Posted by: Adamantium.3682

Adamantium.3682

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.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

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Posted by: Rozbuska.5263

Rozbuska.5263

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 Mojo – Engineer
Tekkit’s Workshop

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Posted by: Bombsaway.7198

Bombsaway.7198

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.

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Posted by: Basket of Boxes.1976

Basket of Boxes.1976

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.

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Posted by: Grenix.1576

Grenix.1576

yea, awsome i prefer getting tossed and kicked around not being able to win any 1 vs 1.
NOT

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Posted by: Sins.4782

Sins.4782

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.

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Posted by: Basket of Boxes.1976

Basket of Boxes.1976

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.

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Posted by: Grenix.1576

Grenix.1576

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

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Posted by: K U T M.4539

K U T M.4539

#rocketbootsstunbreak

Basic [BS] NSP/Mag

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Posted by: Grenix.1576

Grenix.1576

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.

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Posted by: Thunderclock.7390

Thunderclock.7390

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.

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Posted by: Pannonica.5378

Pannonica.5378

#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.

Pannonica
Red Guard

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Posted by: tigirius.9014

tigirius.9014

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.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Wyrden.4713

Wyrden.4713

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

just my ytb channel

FeintFate~

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Posted by: Jim Hunter.6821

Jim Hunter.6821

#rocketbootsstunbreak

+1000

Also known as Puck when my account isn’t suspended
LGN

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Posted by: Blizt.3086

Blizt.3086

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.

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Posted by: icewyrm.5038

icewyrm.5038

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)