I would change the alchemy trait line to protection injection, self-regulating defenses and iron blooded for a bid more defense in this trait line. This allows us to swap inventions out to either firearms (High Caliber, No scope and modified ammunition) or tools (reactive lenses, speedy kits or takedown round and Adrenal Implant). If you choose fire arms and you really miss the perma +50% endurance regen you could take Heavy armor exploit in firearms with Invigorating Speed in alchemy.
For the scrapper traitline I do not agree with the fact that Mass Momentum doesn’t do anything… As you will have like 3.1k armor (with 5 stacks of adaptive armor) which would give you another 310 power from the conversion only. This is a little bit more then 10 stacks of might. Also the extra might stacks you get once you have stability allows you to stay on your 25 might stacks longer. I think you don’t need all the regen because you have enough defense with these traits + hammer + toolkit.
For the skills, Elixir gun isn’t that great anymore because I don’t run HGH anymore, also I don’t really like Elixir U. What I would use is slick shoes for sure, as that is probably the main task for engi’s in melee train, control. For the other utility I don’t know yet what to choose.. If you want to go for the most damage you should take bomb kit, higher damage then hammer AA while not being killed by retal fast compared to grenade kit. Otherwise maybe bulwark gyro could be a good choice (very good reflect toolbelt skill, very little damage reduction, AoE daze) or maybe something like elixir B.
I’ll try to respond to everything point you raised as best as I can
In alchemy, the swap to SRD and IB are very viable. My trait choices in alchemy are just what I tried, as I only had a couple of hours raiding to test the entire setup. I will definitely be trying these as alternatives come HoT release.
Now if you drop inventions, you drop healing power, condi cleanse (which the engineer lacks to begin with), mecha legs (this is the most important), and either the middle or bottom trait of both the first and third lines, depending on preference. Everything in the line is useful. With the swap to firearms, the only thing you gain is +20% crit chance and +2% damage per condition on foe. The bleeds are irrelevant (aside from the crit chance gain, which I considered), and No Scope is pretty pointless as the party already provides perma-fury with pack runes.
If you swap to tools and take adrenal implant (the obvious choice, as you suggested), the first and third minor are COMPLETELY wasted. Vigor doesn’t stack with adrenal implant and your endurance is almost never full when in heated combat. If it is, it means you’re probably not dodging. Steamlines kits is pointless as we already have perma swiftness (guard staff3, warrior horn, pack runes, etc.), which leaves us with takedown round, which is lackluster. Mechanized deployment and Reactive lenses are very good.
We get two clear and different benefits from swapping to tools or firearms, as I discussed above. However, when losing inventions, we lose 3 very viable minors as well as 3 viable major traits. In addition, asking a Scrapper to run without mecha legs is like asking a warrior to run without Dogged March. It just doesn’t happen.
Keep in mind, I wrote this build for a coordinated melee train. Mass Momentum is indeed useless (atleast for my guild). I’m not sure what other guilds run, but warriors in my guild run Phalanx Strength which, between two in a party, is a sustained 25 stacks of might. Any personal might I apply is more often than not wasted. In addition, I tried to avoid selfish damage traits like MM in my build. If you run in a guild where your parties lack 25 stacks of might in combat, then MM is absolutely the best choice. Otherwise, stick with RR.
In terms of the utility changes, the three utilities I included are not at all cemented utilities. The benefit of an engineer is that we can change utilities on demand without a build change to fit the group composition. Slick shoes is absolutely a viable trait which I will most likely take instead of E-Gun myself.
On the contrary, I disagree with the next two suggestions. Bomb kit is far less damage than hammer. First of all, the explosions are delayed which does little good for a melee train pushing into enemies. In addition, bomb kit is well known as a bunker condition kit. The only power-based bomb is the auto attack, as the next 4 are burn, confusion, smoke, and immobilize with small direct damage additions. Bomb kit seems very weak in the melee train. Also, Bulwark gyro seems weak as well. The gyro itself is awful as it currently dies very fast in a zerg setting. The daze could be good if used correctly. The reflection dome is good as well, however our guardians run Wall of Reflections and… going back to elixir U, I could get the same reflects but have quickness, fury, and might to go with it from a not-terrible utility such as B-Gyro.
Let me know what you think
I don’t completely agree. 2nd and 3rd minor traits are pretty useless in my opinion, the regen you’ll get from the healing is not that great, and the healing power stat is very weak.
As for mecha legs I am not sure that it always works. Stopped using it once I saw I got immobilized for 4 seconds while having it equipped together with hoelbrak runes and lemongrass food (should give like 93% duration reduction). Shouldn’t be able to happen as I didn’t get focussed. Not sure if there is a max to -condi duration. As I’m probably always running with hoelbrak runes and lemon grass I feel Mecha leggs is a bit overkill.
As I’m not running with pack runes I won’t have the perma fury (atleast probably not), which makes the firearms traitline a bit better. As for the Tools traitline you are right, 1st minor doesn’t work with Adrenal implant sadly enough, it still does with Iron Blooded, so not totally wasted. Would be nice to see that vigor works together with adrenal implant. Also you won’t have a 100% upkeep to the 3rd minor trait, but adrenal implant allows you to have the extra uptime. Also you are pretty tanky cause of Adaptive armor so you can take a few hits without the need to evade.
Steamlined kits isn’t the best option in a organized group for sure. Takedown round is just a bit extra DPS, not very spectacular anyway. Firearms is the offensive version, tools is the more defensive version..
Personally I think that the build with just the alchemy line, and adaptive armor is already tanky enough to survive assuming you have the hammer with a block and reflect, and toolkit. I am personally more offensive orientated, thats why I like the 310 extra power from Mass Momentum (again that is more then 10 stacks of might that don’t count as might stacks, it’s like the max stacks of might is 35 and you’re running around with 10 stacks perma). The might stacks Mass Momentum gives are negligible to the main buff the trait gives, also because you have a relative low stability uptime.
As for the bombkit AA vs hammer AA, bomb kit will probably win. Hammer AA is very very slow. Bombkit may have a delay in it but the cast time is fast compared to hammer AA. Also don’t forget that might also buffs your condi damage so the burning now the stacks stack in intensity rather in duration can hit pretty hard. That bombkit is a utility where you could have doubts that it works is true. I played with it alot (with just regular engi frontline) and I personally think it works pretty well, although it was traited with halve fuse time.
Bulwark gyro isn’t maybe the best choice but there are better skills then elixir U thb (especially if not traited with HGH). Also the Dome reflect moves with you, which can situational be better then elixir U’s wall, don’t forget that point.
Main difference between us is that I think more offensive then you do, and actually neither of us is wrong, aslong as you can manage to stay alive, which I don’t think is a problem with the traits I gave. Hope this makes it a bit more clear of how I think about the traits and stuff.