Juggernaut stability discussion

Juggernaut stability discussion

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Posted by: FatherZ.2946

FatherZ.2946

Hello, since the new stability changes, I was wondering if an addition of say, 1 stack of stability lasting 3 seconds every 5 seconds or something like that would be worthwhile? I know the trait used to add perma stability but was removed as it was overpowered, however with the new changes if it was just one stack, then it could easily be removed whilst buffing the trait at the same time! Apologies if this is wrong, overpowered or anything like just trying to start some discussion on the trait!

What are your opinions?

Juggernaut stability discussion

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Posted by: Zefrost.3425

Zefrost.3425

Would be pretty awesome for a stability return on that trait. Would be fun being a front line engineer with flamethrower (and dying to retaliation).

Juggernaut stability discussion

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Posted by: Drath.4750

Drath.4750

When it had stability, it also came with 50% move speed when in flamethrower. So the question is, would you take that trade off? In some scenarios the stability would be way more useful, especially in PvE where might is easier to come by and CC attacks have clear tells. But I think in PvP I’d rather have the full movement speed honestly.

The thing I don’t like about it is it has anti-synergy with the might stacking which encourages you to stay in FT while roaming to keep might high. Maybe they could move the might stacking to some other trait (like the weak GM trait Napalm specialist) so you could take one or the other or both in the combination you want. I would be a fan of the below change:

Juggernaut
1 stability for 3 seconds every 3 seconds while in flamethrower
50% move speed while in flamethrower
200 toughness while in flamethrower

Napalm Specialist
1 might for 15 seconds every 3 seconds while in flamethrower
Burns you apply last 33% longer

Juggernaut stability discussion

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Posted by: Arantheal.7396

Arantheal.7396

How about this:
1 stability for 3 seconds every 3 seconds while in flamethrower
200 toughness while in flamethrower

the movement-speed decrease is a bad idea, especially since it was a old trade-off for perma-stability. What we have now is only 1 stack, so not immunity to all cc’s, but only 1 cc every 3 sec.

Also this:
Napalm Specialist
1 might for 10 seconds when hitting a burning target.
Burns you apply last 33% longer.

Why? because FT auto now can maintain very high might stacks, if it crits regularly, and this trait also now enhances all builds it’s taken with.

Engineer is love, Engineer is life.

Juggernaut stability discussion

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Posted by: insanemaniac.2456

insanemaniac.2456

i like the idea of juggernaut giving stability but i kinda dont like the idea of engi (or anyone) always having safe stomps. its kind of an interesting tradeoff, “sacrificing” your build and a utility in order to always secure stomps, but im not convinced its either worth it or good for the game.

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head here to discuss wvw without fear of infractions

Juggernaut stability discussion

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Posted by: coglin.1867

coglin.1867

i like the idea of juggernaut giving stability but i kinda dont like the idea of engi (or anyone) always having safe stomps. its kind of an interesting tradeoff, “sacrificing” your build and a utility in order to always secure stomps, but im not convinced its either worth it or good for the game.

This is actually exactly why the original features of the trait were changed. I for one, can agree with your statement completely.

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

Juggernaut stability discussion

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Posted by: Shadelang.3012

Shadelang.3012

I wouldn’t mind a LOW amount of stability on it and a resistance to retaliation. Those alone could have it see use.

Ghost Yak

Juggernaut stability discussion

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Posted by: insanemaniac.2456

insanemaniac.2456

i like the idea of juggernaut giving stability but i kinda dont like the idea of engi (or anyone) always having safe stomps. its kind of an interesting tradeoff, “sacrificing” your build and a utility in order to always secure stomps, but im not convinced its either worth it or good for the game.

This is actually exactly why the original features of the trait were changed. I for one, can agree with your statement completely.

you know… now that i think about it, its kinda dumb that revenant will almost always have safe stomps since the lightning field road is on such a short cd. i wonder if theyve thought about that.

JQ: Rikkity
head here to discuss wvw without fear of infractions

Juggernaut stability discussion

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Posted by: choovanski.5462

choovanski.5462

i like the idea of juggernaut giving stability but i kinda dont like the idea of engi (or anyone) always having safe stomps. its kind of an interesting tradeoff, “sacrificing” your build and a utility in order to always secure stomps, but im not convinced its either worth it or good for the game.

This is actually exactly why the original features of the trait were changed. I for one, can agree with your statement completely.

you know… now that i think about it, its kinda dumb that revenant will almost always have safe stomps since the lightning field road is on such a short cd. i wonder if theyve thought about that.

or just dodge roll for stab

. Engi & Warr . Beta > 2017 Death of PvP
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria

Juggernaut stability discussion

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Posted by: insanemaniac.2456

insanemaniac.2456

the dodge roll stab doesnt last long enough for a stomp

JQ: Rikkity
head here to discuss wvw without fear of infractions

Juggernaut stability discussion

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Posted by: Nirvana.8659

Nirvana.8659

I would like the stability to come back too.
But,the movement speed penalization would be a pain.So i’m not sure.

About the stomp with stability representing a problem , i don’t agree here.

I mean,there is stealth stomp from theives or mesmers , mistform stomp from eles,stability stomp from warriors,aegis stomps from guardians,elite stomp from necro while transformed,elixir S stomp from engy ,blind stomp from engy,teleport stomp from thieves , and may be i’m forgetting something else.

If it’s true that some class must use an utility of 20-60sec+ cd to safe stomp , i don’t think the flametrower stability stomp should represent an issue anyway if we consider the stealth stomp,and if we cosnider that you have to run flametrower as kit just to have the “safe stomp” .There would be better utility to run anyway,especially if it come back with movement penalization.

I would use it just for the zerglings actions,and even there , -50% movement speed + a simple cripple,or even worst a chill = you cannot move anymore.

My argoument should be wrong , but is just my point of view.

I apologize for my english.
Engineer : Charliengine
Engineer : Brother Thompson

Juggernaut stability discussion

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

As far as i know engi has 3 sources of stability:

1. elite skills other then crate
2. toss elixir B toolbelt skill (and i don’t see many engies sacrificing a precious utility slot for this)
3. rumble tool belt skill from thumper turret (whole 1 stack, lasting one second).

So yeah…something else, might indeed be good.