Fix AI
Increase armor stat scaling
Reduce Cooldowns
Increase damage substantially
Reduce damage taken by AoE attacks by 95%
Since Turrets are completely mobile, they should be an actual threat in terms of damage; they should hit like a truck. Auto-attacks should be critting for 2-3k with Berserkers gear. These Utilities have to be area of denial pets because the are completely immobile.
No. Not a sniper rifle. Horrible choice of weapon for an Engineer.
No one will ever “balance” ranged vs. melee because balance is impossible.
Situation:
1) Make Ranged and Melee be comparatively the same
2) Everyone plays range because it’s easier and safer
3) Increase melee damage to get people to go melee
4) Everyone complains that they are forced into melee to be competitive
5) Give ranged class utility/mobility to make up for lower dps
6) Melee complain that they can’t catch ranged
7) Give melee players utility to catch ranged players
8) Ranged complaining they do less damage and can’t run from melee
9) Lower melee damage, effectively making melee and ranged the same again
10) Repeat ad infinum
You can’t balance it.
In my ideal world:
Ranged DPS is lower by 15% than Melee DPS.
Give both equal gap closers/gap openers.
Punish Ranged players for being ranged in 35% of the PVE enounters.
(edited by Aristio.2784)
As an Engineer that plays three different specs depending on activity and mood, nope. Almost every skill in my Utility pool is used, minus Mortar/Elixir X/75% of Utility Turrets.
Anybody who doesn’t like taking a Stun Breaker or Condition Removal are a little bit silly. Mobs and players use both. Ever been chain pulled by Spiders at Temple of Grenth? It’s infuriating. What, do you want ANet to just disable all those mobs just for you?
Also, most people forget that there are offensive and defense Stun Breakers, sometimes both in one Stun Breaker. Elixir S can be used to stomp, or it can be used to negate a big burst you see coming. Judge’s Intervention on Guardian can be used both to flee a fight and to get the jump on someone else.
Stop explaining how a kit doesn’t actually suffice as a melee weapon for an Engineer? We’re just telling people that don’t really seem to actually have experience playing on an Engineer.
Stop with all your dribble. Things like this:
I agree toolkit is quite gimpt.
I dunno about the rest of you but those wouldn’t be my first choices for melee weapons or skills on the toolkit. I’d have a chainsaw a drill and a nailgun for starters.
Make all Engineers look foolish.
I’ve been here since BETA3 and played Engineer more than 3/4 of my total play time. The Toolkit is a good melee weapon. It is very effective at keeping enemies in melee range due to Power Wrench trait in the Master Tools traitline and a 20 second pull at 1200 range. It’s auto-attack is VERY strong and it’s burst skill Prybar, does a ton of damage not including the added 5 stacks of Confusion.
If you’re not digging the Toolkit, you can opt in for the Bomb Kit, which is a melee range only kit which offers excellent AoE DPS. It hits 5 enemies around you and offers decent control options with Glue Bomb and Smoke Bomb. Sure, you’re not smacking the enemy directly, but that gives you the option of hitting more enemies with strategic positioning, which is always a positive. Not every profession has a “melee” option either; look at Elementalist set of skills.
We’re not going to put our Kits as a weapon slot option ever. We don’t loose out on Utility anymore, since we do have a Stun Breaker on a kit. We’re not going to be getting a new weapon set anytime soon; and why would we anyhow? What use could it be used for? Condition damage on the Pistols, direct damage with the rifle with lots of battlefield control, and the shield for added defensive cooldowns. The only possible new weapons I could see Engineers using are Torch, Hammer, and Mace.
I’ve been wondering about this since release but…
How come engies are the only class that has no melee at all ?
that is a bit odd.If you can have a stinking ranger using a greatsword surely an
engie can at the very least use a sword or something akin to that.
let’s call it a technoblade.
It’s effective on single targets. The last hit on #1 is still single-target, and it’s the most damaging hit. #3 is single-target, and #5 is also single-target. Not only this, but that requires Engineers sacrificing a Utility slot in order to have access to melee capabilities, whereas having a weapon for it would let them use all 3 slots.
Still, those are all kits, and we have to spend utilities for those.
But as a matter of fact, there is no melee main weapon.
I would say, they could put a mace for that purpose.
And maybe making it so it can somehow buff turrets, along with other effects (like, having a lighting field on skill 3 that damages enemies and puts turrets in the field on overcharge).
They should let us slot our kits in place of our weapons so we can free up utility slots. A lot, if not most, engies use kits in place of weapons so why not let us slot them like weapons and maybe be able to swap between two like other classes.
Just stop it.
Here’s a tip: Burst builds will always loose to a Bunker build. They will outlast you.
Your inquiries are silly. Never use real life logic for any video games. Ever.
Here’s a few examples:
How come I carry a stack of 250 iron ingots but can’t put two rings on top of each other?
How can an Asura carry 5+ bags of nothing but heavy metals, but can’t jump higher than 3 feet?
Why can’t the classes use all the weapons? Do I disappear into the void when I pick up a hammer on an elementalist?
1. Pet evades when you evade
Basically, when you dodge-roll, your pet is immune to damage for a certain amout of time (1.0 to 1.5 seconds). You could also make it so pets gain immunity to damage every time you evade (e.g. Serpent Strike gives your pet immunity to damage).
Pretty much this. Remove the Minor Trait Instinctual Bond and replace it with
Survival Instincts.
Pet gains 1 second of Invulnerability whenever the Ranger activates an Evade.
Works with all evades. New ranger by the way, I love traps.
or just completely reworking Blunderbuss (which I don’t think anyone would really object to).
Fire and Forget.
Fires a rocket that seeks out your target and explodes on impact. Enemies closer to the explosion take more damage.
Damage at 100 radius: 618
Damage at 200 radius: 386
Bleeding at 100 radius: 4 s(x4) (680 damage)
Bleeding at 200 radius: 4 s (170 damage)
Range: 1000
Basically, a long range Blunderbuss.
Rampager’s set is always a solid option for any Engineer.
It has to be to justify that price tag.
Buying/crafting ammo ftw.
Remember this?
Anyhow OP, I feel ya. I was just leveling up a Ranger with intentions of a pet build, but they nerfed nearly every pet.
have to spend GIL
Wrong section and wrong MMO.
Ironically, rangers in that MMO weren’t “destroyed”. In that game the rangers were very effective at their role (damage).
From what I know Rangers are the 2nd hardest hitting class in that game still.
It has to be to justify that price tag.
have to spend GIL
Wrong section and wrong MMO.
I would, if the set did not cost me 30 gold.
Tell me, what if you didn’t know your commission for a particular job until after you had already done it firsthand? Would you do that job not knowing what you’re getting out of it? No? Didn’t think so.
Real life analogies are horrible. A 10 minute jumping puzzle in a digital game is no way comparable to an actual job contract. Which you know, takes longer than 10 minutes.
Your comparison is bad and you should feel bad.
Unique conditions of course. Does not effect condition damage either.
Patch is now in and leaked notes were right on spot:
Actually they’re missing:
Throw Junk: Reduced weakness duration to 1 second.
So assuming it wasn’t accidentally left out of the notes, TY to the devs for realizing that nerfing the worst down state in the game wasn’t the best choice.
This. None of the sweeping weakness nerfs went through—not even the one to weakness itself. Same 50% chance it’s always been, now applies to crits too.
That’s far more interesting actually.
I guess they found that buffing Weakness doesn’t do much if you nerf all Weakness skills lol
It’s a reverse protection buff; essentially, a 25% damage reduction.
NEW ROCKET BOOTS ARE AMAZING!!!!
Also, so many new builds!
The animation of rocket boots looks ridiculous. Norn Male Engineer with twin pistols. It’s like I glide a little first then end with a roll.
Napalm Specialist is broken with Pistol 4. Does not apply the added burn duration.
It doesn’t add any time to Rocket Boots toolbelt skill either.
(edited by Aristio.2784)
They should treat everyone equal.
Stop complaining.
400 or so hours across all characters last time I check like a week ago. Should be like 410ish now. Been here since BETA 2.
Agreed, I started with an elementalist as I always prefer ranged casters over hack n slash but I ended up rolling a warrior. During leveling my ele I was defeated more then 100 times and I had to use my defensive skills like arcane shield all the time, as a warrior I was defeated less then 5 times and I never used any defensive skill. Took me grand 4 days to level a warrior and now I am destroying everything.
Completed personal story and only died ONCE due to my own mistake (the quest where you have to kill mouth of zhaitan). This game is no way in hell balanced.
To anyone out there, if you aren’t playing a warrior or got one maxed then you are really missing this game, as much as I hate playing melee’s but you have to be a warrior if you want any sort of fun in this game and not frustration.
Ever think you just got better at the game? 80 levels of anything would teach me how to dodge telegraphed attacks and how to level up quickly.
Just saying.
There are no “mandatory” traits. It all depends on the build, but no trait is mandatory in every build. However, there are mandatory traits to go with certain skills. You’ll have to go 30 into Explosives for Grenades, at least 20 in Firearms for rifles, 30 in Alchemy for HGH, ect.
1) HGH Pistol
2) HGH Grenade
3) Static Burst
4) Mask’s WvW roaming
I can’t think of anything beyond those. The most frequently used tool line would be Alchemy because how much better elixirs are over Gadgets and Turrets,
Flamethrower misses, a lot. The Master Tools trait Scope, doesn’t work. Sometimes Flameblast on the Flamethrower just “Obstructed” for no reason. Oh, and you can’t “throw” things on top of WvW walls. Try tossing an Elixir on top of a Stonemist wall, it won’t register. Thus, Grenades will sometimes fail.
Cleansing Formula 409, Speedy Kits, Incendiary Powder. Usually seen in almost every build.
Damage:
Flamethrower
Grenade Kit
Control:
Bomb Kit
Tool Kit
Support:
Med Kit
Elixir Gun
Take a break. Come back when something else catches your eye. You basically beat the game bro; you’re burnt out.
Cooldowns on weapon swaps make me happy that I main an Engineer. Then I realize I’m an Engineer and I’m back at square one.
Since when did you need to have a maxed out character to participate effectively in anything besides high level fractals?
Pretty much this. You can see every fractal dungeon from level 1-10. You can also complete dungeon paths in yellow gear, which cost like 5 gold to complete a full set.
Nobody is gear locked out of anything. You can see all content in level 80 yellows.
Ooo big surprise. It was the most obvious person in the most anticlimactic way.
Pretty much this. The moment she opens her mouth, it’s obvious to anyone who isn’t fourteen.
I’m curious about this little part.
“Fix a bug that allowed Engineers to execute back to back heals by using the underwater transition.”
I wonder, then, if this is referring to using your main 6 heal, going underwater, and using F1 on the medkit?
This doesn’t seem like a bug to me & would be pretty disappointed if they somehow changed it.
This alone makes me question the validity of these “notes.”
Didn’t like the story at all. Shallow and predictable starting where the main antagonist first opens their mouth.
Art was nice in the cutscene though. Other than that, was a let down after reading the praise it got from this thread. I completed it in about an hour.
Edit: Murder and death have very little meaning in the story. Who was this person who just died and why should care? No emotional attachment what so ever.
(edited by Aristio.2784)
Won’t believe it until the official notes are out. Been here long enough to never believe “leaked notes.”
If true however, I’m disappointed that Elixir Gun’s toolbelt skill isn’t a Stun Breaker. Since Kit Engineers don’t have any.
Torment on Mesmers and Thieves is ridiculous. Now when you break stun and immob to move out of that Blurred Frenzy combo get ready to eat a crap ton of damage anyway. Now when you break stun and dodge to avoid Larcenous Strike, take a crap ton of damage. What the eff is going on?! This patch will make or break my interest if it doesn’t deliver. By deliver I mean really clean up our traits and spread the stun breakers out in a way that will truly promote build diversity.
My money is on, no it won’t, because adding Torment means that condi removal is even more important which forces us down the Alchemy line which effs build diversity in the a. One step forward, a rocket boot leap backwards.
There’s a flaw in your hypothetical. This is a Condition.
People build for condition or direct damage. If they build for damage, then why are you worrying about Torment doing any sort of real damage. If they build for conditions, then why are you worrying about Blurred Frenzy doing a lot of damage? Besides, we don’t know how much damage the skill will do to begin with.
They’re giving Thieves torment because they have only Bleeding and Poison. They’re giving Mesmers torment because they only have Confusion, which is laughable in PVE, and a RNG between Vulnerability, Burning, or Bleed.
Torment, they have got to be kidding.
Here’s Confusion, do stuff and take damage. Here is Retaliation, hit me and take damage. Here is Torment, so much as move and take damage. Whats next? Dam:nation? Deals extra damage if target stays logged in?
And Thieves and Mesmers are two of the professions to get this. Seriously!? Every patch Thieves get a new mechanic or something? And dealing with these professions in particular involves a lot of moving. And its already a tough matchup. So this is just going to be so much fun…
ANet class balance still lives up to its expectations, so i expect a big disapointment for us tommorrow. And a headyhanded nerf to whatever we still call “viable”.
Thieves and Mesmers have a very small amount of conditions to work with. Along with Warrior, which I’m not sure why they didn’t on the list of candidates for the new skill.
I can see why they put Thieves and Mesmers on this new condition since they have almost zero plausible condition builds.
Incoming Engineer nerf.
. . .
Again.
the 5 trait lines are poor methods of differentiation imo, since you can have numerous amounts of different trait combinations that play more or less the same exact way as each other.
the way i see it, in 5 trait lines you can get maybe 3 distinctive roles (defense, offense, and support)
You forget the variation you get from utility skills and weapon skills as well.
I think this boils down to personal opinion and play-style. I much prefer playing a fully fleshed out gw2 class with various interchangeable options from utility skills, weapon skills and traits. Off the top of my head I can think of at least six different ways of playing my thief in GW2 just from weapon combinations alone, then I could further expand that depending on what gear and traits I am using and that is just for WvW.If I wanted to my style of play in Rift I had Nightblade. That’s it and there was very little variation in how to play it.
What really separates the two games is that GW2 doesn’t have dedicated healing classes.
you have your three sorcerer types, you have three roguish types, you have two warrior types and the healing is spread out among them and they are all subpar unless you work together with combos and finishers. Take away the Cleric Archtype in Rift and GW2 has more options.At the end of the day, Rift forced you into cookie cutter builds. I don’t ever want to have a healing or tank role as an option in a damage class because it becomes expected that you play that role. I play a thief because I enjoy that role, whether it be scout, combo blaster, Conditioner, glass cannon or controller.
I feel this post is wrong. I just can’t put my foot on what is wrong.
I think it’s the “Cleric Archtype” comment. Followed by the healing/tank role for a damage class in Rift. And maybe the playing the Nightblade “how you want it.”
Let me take this step by step. “Cleric Archtype” doesn’t really fit any calling in Rift. While Cleric does exist, there exist no cleric archtype. I say Cleric Archtype doesn’t exist because no calling is just limited to healing role, damage role, support role, or tank role. There are healing souls in Rift such as Sentinel or Chloromancer, but there is no such thing as a “Cleric Archtype.”
Secondly, as stated above; there is no such thing as a “damage calling.” There are offensive souls, which deal damage, and are located in all four callings. If you take the number of damage souls in each calling, they outnumber their non-damage souls. Seriously, the “Cleric” calling has more damage souls than healing souls. What I think is going on is thinking that Warrior=Tank or Rogue=Damage, which in Rift does not ring true.
Thirdly, Nightblade cannot be played differently. But the thing is you are reversing Nightblade and Rogue. Rogue is the base calling, while Nightblade is a way of playing Rogue. You can play/build Rogue differently, not the souls that are inside them.
I love both Guild Wars 2 and Rift. I want to see both games succeed. But, there is hardly any use trying to compare the combat/classes of both games on a 1:1 scale. It’s like trying to compare an apple and cheese. Sure, they’re both food and provide sustenance, but it just doesn’t fit on the proper comparison scale.
I’m not missing the point. I’m saying that even with everything Rift added in the first year, there’s still more content in Guild Wars 2 at launch
You missed the point in your second sentence.
From my very first post I was trying to say that Rift added more content in its first year. You took it a different way for some reason.
Edit: That period is not a comma.
But if Rift added more content in a year than Guild Wars 2 did and still had less than Guild Wars 2 at launch it’s irrelevant how much they added. They still had less than Guild Wars 2 at launch.
As I said, if you have a tiny, well polished game, it’s easier to add stuff….but if the stuff they added was still less than Guild Wars 2 had at launch, how is that bragging rights? How is that admirable? It’s just a different way of doing things.
Guild Wars 2 put out more content up front and spent time working on fixing it, Rift put out less content and fixed it as it went. In the end, there’s still more to do over all in Guild Wars 2 than their was in Rift after ten months. And if you’re not a raider that’s a whole lot more.
It’s relevant for this single reason:
Everything in this game can be completed in about a month and a half.
Once you’ve got world completion, level 80, ran every dungeon path, and got your favorite skins; storming the walls of Stonemist Castle can only hold your interest for so long.
Again, you’re missing the point. Hardly anything permanent is being added to Guild Wars 2.
I’m not missing the point. I’m saying that even with everything Rift added in the first year, there’s still more content in Guild Wars 2 at launch
You missed the point in your second sentence.
From my very first post I was trying to say that Rift added more content in its first year. You took it a different way for some reason.
Edit: That period is not a comma.
(edited by Aristio.2784)
I still think Vayne is missing the point that we’re not talking about launch content, rather, the permanent content added in the first year of each game.
It doesn’t matter who had to do what. It doesn’t matter who started with X or had Y feature. I’m just saying Rift added more permanent content in their first year than Guild Wars 2 has added so far. If Guild Wars launches an entire new zone with tons to do, then we can come back to the debate.
However, Guild Wars 2 has been a bit stale with adding permanent things to.
Only 1/6 of 3 millions copes still in the game
Where are you pulling the numbers from?
98% of the time, statistics are made up 100% of the time. 50% of the time.
The pistol’s auto attack does 118 base damage with a 2 second bleed for about 85 damage. If we are to assume a full condition build (around 1600 condition damage, full bleed duration), we’d get 122 damage per tick and 4 ticks, coming to 488 bleeding damage per auto attack. If we are to “go insane” with this and assume max might, this will give us 2450 malice, 165 damage per tick, and a total of 660 damage per auto attack.
Yes. With one stack. 165 damage per tick per stack. For every nearby person to that target, you get another stack. In zergs, you can stack up 25 bleed every auto attack instantly. 25 * 165 = 4125 AOE and it can damage infinite foes.
Think about it. If you hit the first person, all nearby foes bleed. It pierces and hits another foe. Now all foes around that foe bleed. Because the second foe was close to the first foe, they both have 2 stacks of bleeding. In WvW, it’s not uncommon to have 40+ people stacked up super tight. 5 * 40 = 200 stacks of bleeding across 40 people.
I would also like to mention: This is one engineer. Imagine a zerg of these.
That’s not how Explosive Shot works.
Edit:
I’ll make this simple:
1) If explosive shot bleeding was AoE, Coated Bullets would be crazy powerful on balled up targets. The first explosion grants 1 stack of bleeding. The second would be 2. This goes on for an infinite amount of targets. That’s why it doesn’t spread the AoE Bleed. Yes, they should update the text to make that clear.
That’s not how AOE works either.
Maximum amount of targets that explosive hit can hit is 30. Assuming you’re not re-hitting the same target. Any player attack in the game has a maximum of 5 targets only. Thus, assuming you can line 5 players up in a line, and have 5 more players around that target, you can get one bullet pass through 5 persons to hit 5 surrounding players.
(edited by Aristio.2784)
So guild missions don’t exist. The guild missions system is pretty big, but you completely ignored it. Lots of guilds make use of the guild mission system, probably more people than raided in Rift.
You forgot upgrades to WvW like the WxP which gives leveling which is something some people work for. You forgot how AC was completely redone, including all the bosses. You forgot 30 new dynamic events and 3 new jumping puzzles.
And let’s not belabor the fact though some content was temporary it EXISTED. Rift gave an event with some dailies for a new currency, NONE of their events included anything like the Mad King Dungeon, the MF dungeon, or even something as interesting/cool as Crab Toss.
Not everything will be for everyone but leaving out temporary content because it’s not there now, doesn’t mean people didn’t do/enjoy it. I absolutely love dragon ball, one of my favorite PvP matchs. Why isn’t it on your list? Because it won’t be there. The music game at Christmas was massively popular, as was the jumping puzzle. Halloween also had a popular jumping puzzle. These are all added content, just not permanent content. You can’t discount them if you could do them during the year.
Guild Wars 2 still has 2 months before it’s a year old, btw.
No I don’t think Rift offered more by this point in time, and most of the stuff they did offer in their monthly events was underwhelming.
1) Not ignoring Guild Missions/New dynamic events/Jumping Puzzles, I just forgot they existed.
2) I didn’t include WvWXP for the same reason I didn’t include Notoriety farming from Rift. It’s not actual content.
3) Crab toss is akin to Rift’s Carnival of the Ascended (Ring Toss). Again, temporary content isn’t content, since new players will never get to experience that content. Notice how I didn’t mention the World Event’s that came with EVERY SINGLE PATCH since release. From River of Souls to the Carnival of Ascended. Temporary content isn’t really content. If I joined yesterday, I won’t get to see the Holiday events that already passed so why should I care if it existed at all?
The rest is just a matter of perspective and opinions.
Stuff
http://community.riftgame.com/en/2012/02/03/rift-one-year-later/
-5 Raids
-1 Huge Zone of Content (Ember Isle)
-2 New dungeons
-2 Master mode dungeons
-New warfront
-Wardrobe system, which blows the water out of our Transmutation system
Rift added a whole lot of content with every patch. They fixed bugs and added quality of life adjustments with every patch.
I’m not saying GW2 doesn’t have content, nor am I saying that Rift is superior to GW2. I’m saying that Rift added a lot within their first year. All we got so far that is permanent content is:
-Southsun
-Fractals of the Mist
-Three new SPVP maps.
Edit:
I forgot two mini-games. Which are Moa Racing and Keg Brawl.
(edited by Aristio.2784)
They didn’t fail to deliver. They delivered fine. Some people want more than it possible, that’s all. I’ve yet to see an MMO offer this amount of content during their first year.
Rift.
/10character
I played Rift. Rift offered far less content. If you take ALL of Telera, with it’s massive TWO starting areas, and the six races, two of which are human and two of which are elves, and you look at the size of the zones and the size of the world, you’ll find that even with all the upgrades of the first year, Rift didn’t offer the amount of content Guild Wars 2 offered AT LAUNCH.
Nice try. LMAO! Rift. Small zones. Small world. 500 some odd quests. A bunch of Rifts thrown on top of it. And half a dozen zone wide events. Too funny.
Also, content=/=playing area. Rift through out 10 full content patches in their first year. Averaging new STATIC content at the rate of once every month and a half.
In fact, please, give me examples of bosses that cannot be AA’d to death.
High Priest of Grenth
Activating the Temple of Balthazar
High Priest of Balthazar
Eye of Zhaitan
Just off the top of my head.
Thief – Stealth Stomp, blind stomp (can make a blind field) and teleport stomp
Mesmer – Invulability Stomp, stealth stomp, teleport stomp
Engineer – Mini Stomp and Stealth Stomp
Guardian – Bubble stomp, stability stomp
Warrior – Stability Stomp
Necro – Death shroud stomp (not really amazing)
Elementalist – Mist form stompThief has the most stomping options and also is able to go into stealth very easily and not use up a utility slot.
You forgot Ranger. We are in the same boat as Warriors. Although we can only use one of our two stabilities since the signet of the wild is a transformation so no stompy stompy for us with that ability. We have to burn an elite (Rampage as One). To get it.
To be fair, Quickness would have the same effect because the chosen target couldn’t even get their number 2 off most of the time.
The real question is why is there a downed mechanic at all? I killed you, you’re dead. Go respawn already and stop hiding behind your friends.
I feel someone in this thread has no friends to rely on.
- The core combat mechanics are bad/overly simplified.
- Auto-attacking is sufficient to easily get through 99% of the content.
- Skills are very generic. No choice in skills.
- Most traits are ineffectual and barely change anything.
- The AI is terrible.
When people have to resort to lies like these to bash a game, you know the game is good.
GW2 is not perfect, it has issues, but those listed in that post aren’t part of them.
Absolutely none of those are lies. At all. Don’t try and defend yourself by just saying “yeah well he’s a liar” without any actual substance to your argument.
Did you just do exactly what you told the person you quoted not to do?
Don’t try to pass off an argument without any actual substance for your argument. If you want to go ahead and explain why this and that are right, then go right on ahead. Otherwise, it’s all subjective. Personally, I believe everything on the list is incorrect as well.
I hear a lot of complaining that people quit playing GW2, and from the personal experience of my previous 80-man guild, that’s true. After two months since the release I was the only one playing, and after almost a year I’m only one playing.
So my question to you is, why do you think people stop playing Guild Wars 2?
Rich Dragon Coffers
We disable ourselves more than any profession in the game. We need a stun breaker to break a stun breaker.