I like Scrapper quite a lot, which surprised me as my current Engineer build is very strained already. I’m reluctant to sacrifice any of my current traits, but Scrapper seems worth it. There’s some problems, however, that I’m not seeing you address.
I’m not going to use a heal with an effective 44 second cooldown, and if I’m hoping it dies early then there’s absolutely no reason not to use Healing Turret instead and continue either picking it up or self destructing it each time.
Sneak Gyro is completely useless in PvE. It cannot reliably and successfully follow me during a run. The livestream made that obvious. I’m assuming it will pull aggro, which will cause me or my party members to get hit when enemies try to attack it, putting us into combat and slowing us down. It was said in the livestream, if I remember correctly, that we can just wait while the Stealth charges up and then wait more while the Super Speed from a trait charges up. So… we are supposed to stand still for 30 seconds for stealth then let a good chunk of our stealth bleed away while we wait more seconds for the full Superspeed length? Shadow Refuge only takes 5 seconds, can be used on the run without pulling aggro, and heals with the only drawback being Revealed if you leave it early. Sneak Gyro needs to be useful either to prepare for a run or during a run, and right now it sounds pretty agonizing in either case.
In Meet the Scrapper, it was said: “the specialization traits were built to emphasize three overarching goals: sustainable survivability, concentrated lockdown, and mobile stability.”
This, strangely enough, is not at all the case. Don’t get me wrong, I like most of the traits, but this claim doesn’t seem to be true. We do have “sustainable survivability” in Recovery Matrix, Expert Examination, and Adaptive Armor, but where’s the “concentrated lockdown”? Where’s the “mobile stability”?
Stabilization Core can give us Stability, but this is only really useful in PvP. In PvE, very few enemies in the game have a downed state, the beta weekend events don’t appear to add any either, so the only time that would become relevant is to get a dose of Stability when reviving a party member. I’ve seen nothing in the BWEs yet that indicates to me this is something that will be in any way needed outside of a couple extremely niche encounters. So… what does that trait have to do with mobile Stability? Mass Momentum is related to Stability, but it aids neither mobility nor Stability. Finally we have Perfectly Weighted which gives us Stability on a successful evade. I guess that qualifies for the term “mobile Stability”? That one trait is hardly meets an “overarching goal” by itself, though.
The claim of “concentrated lockdown” seems especially bizarre to me as the only possibility I can think of is Shocking Speed, Rapid Regeneration, and Final Salvo encouraging us to use Rocket Charge as often as possible in the hopeful abundance of lightning fields. These traits don’t meet the supposed “overarching goal.” They just encourage something the hammer skills are already able to do, and once again only a single trait actually facilitates this goal in any way.
All that said, I don’t think the stated goals are all that important so long as the traits have some synergy and do some useful and interesting things. Ignoring the weirdness of this seemingly false claim, most of the traits are actually pretty desirable and neat. I’m having a hard time deciding on a build, and that is a good thing. A couple things do bother me, though.
As I mentioned Stabilization Core is only really useful in PvP and, depending on the situation, in WvW. Often times, the massive battles or the nature of encounters between roamers will make the Function Gyro kind of pointless, which in turn makes this trait also kind of pointless. Meanwhile in PvP, the trait is absolutely amazing to the point that a Scrapper would have to be out of his/her mind to take either of the other two traits. Seems more than a little lopsided to me.
Final Salvo seems a little disappointing to me as a grandmaster trait. On its own, it only really gives you Super Speed as a consolation for losing a gyro, and can allow you to use the Rocket Charge daze combo again before Thunderclap finishes cooling down. Of course in many situations, we can probably assume the field is NOT going to be on the enemy which means we probably aren’t going to get the full potency of the combo. This trait is pretty great when used in combination with Rapid Regeneration, but I can’t help but feel like these traits are only really great when taken together. Another claim in Meet the Scrapper is: “There is some strong synergy potential and stacking combinations between a few of these traits, but each trait also stands on its own.” That is clearly not the case here. Super Speed is just not useful enough on its own to save this trait, especially when many Engineer builds are already used to permanent Swiftness while in combat.