Lets talk Scrapper knockbacks, damage reduction and boon removal.
Scrapper can knockback 5 enemies and strip up to 6 boons in two fields with 240 radius , when you pair Gadgeteer and Throw Mine it goes from 15 seconds down to 12 seconds CD, you now also have a second mine at your location when casted.
A unblockable Throw Mine with a 5 player target , 300 knockback , 900 Range , 12 second cooldown and 6 boon removal its a bit too much when paired with Gadgeteer the second mine is left at your location from when you throw it.
What players have resorted is to 'abuse' this small Throw Mine cooldown and rotate abilities with Personal Battering Ram - launches an enemy for 600 has a 16 second recharge count when paired with Gadgeteer stripping 6 boons each 12 seconds so there is little to no counterplay if they take Bulwalk Gyro, they can pop Defensive field giving them 3 Stability stacks of 6 seconds. The node is almost literally free real estate once they step foot on it in a 1v1 situation.
Gadgeteer - Gadget skills are overcharged and become more powerful. Overcharged gadgets have reduced charge. Recharge Reduced: 20%
Damage reduction on Scrapper is just as good as the last spec that had tons of it and got nerfed heres why
Impact Savant - A percentage of the strike damage you deal is converted into barrier. Your vitality is reduced.
System Shocker - Disabling a foe grants you barrier. Your function gyro dazes foes when cast. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
Hidden Flask - Drink a Lesser Elixir B when struck while below the health threshold. ( AKA Gives 5 boons for 4 seconds and when paired with Iron Blooded = -10% Physical and Condi Incoming damage reduction when dropped below 75% HP threshold on top of already having barrier 20% damage reduction)
Lesser Utility Goggles - 90 second Cooldown gives 2 seconds of Resistance and breaks stun and when paired with Gadgeteer it gives 3 seconds of protection. (Amazing more damage reduction added a long with Iron Blooded)
Iron Blooded- Reduce physical and condition damage for each boon you have. Iron Blooded: -2% Incoming Damage, -2% Incoming Condition Damage
Adaptive armor - Incoming barriers are stronger. Reduce incoming condition damage while you have barrier. Barrier Increase: 15% , Condition Damage Reduced: 20%
You have 100% barrier uptime as long you are doing damage to your enemy or knocking him back/dazing him so that is 20% Condition Damage Reduction from the barrier alone and whenever the Class gets boons it stacks -2% Physical and -2% Condi incoming damage for each boon, every 12 seconds you are stripping up to 6 boons that is UNBLOCKABLE.
Adaptive armor, Iron blooded and Throw Mine could use some nerfs to lower this obnoxious walking tank Scrapper is.
This class runs around with a whopping 24% dmg reduction everytime it has 1 boon and some barrier on it. This class strips up to 6 boons every 12 seconds , this class has stab, this class knockbacks, this class does damage. Is there anything Engi doesn't do ?
Fix it engi dev in the back. FIX IT its gonna be 2 seasons of this bs.
Here's a version of the build can even take EE do w/e you want with it make sure you have tank amulet/rune and have Adaptive armor . THROW MINE and battering ram.