(edited by Grackleflint.4956)
Engineer Trait Bloat
While making builds for both the engineer and the necromancer I have encountered quite a bit of bloat. For example, Necromancer Marks are sub-par unless you have the skills for them. This requires
20 points in Spite for Spiteful Marks
20 points in Death Magic for Greater Marks and Staff Mastery
20 points in Soul Reaping for Soul Marks
And that leaves no points for condition damage, given that the main offense of marks comes form mark of blood. Ultimately to make a functioning build, you end up having to sacrifice certain staff traits for things that are more necessary and easier to build around.
However I digress: a lot of the trait bloat comes from the different kits that the engineer uses. A lot of these kits have their functions spread about different trees, making effectively using these kits require large investment. The problem arises when you take into consideration that most engineers, to be truly effective, use 2 or even 3 kits. Most kits can’t be used without traits, either, since those kits are balanced on those powerful traits thus making them necessary to function properly (coughgrenadiercough wheezejuggernauthack). This severely limits build possibilities with kits, since you’ll end up neglecting something so much that it isn’t very useful.