Scrapper - Flamethrower Might

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Focused on: Mobility.

Designed for:


Simple kit rotation with large amounts of AOE.
High Might Might uptime with supplementary Stability Stability
Ample access to combo fields and finishers.




  • : Can provide a 10% damage modifier
  • : will be more apt to deal with condi damage


Superior Sigil of Purging
Superior Sigil of Purging.pngSuperior Sigil of Purging
On hit: remove a condition. (Cooldown: 10s)
Superior Sigil of Battle
Superior Sigil of Battle.pngSuperior Sigil of Battle
Gain 2 stacks of might (20 seconds) when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Rune of the Scrapper
Superior Rune of the Scrapper.pngSuperior Rune of the Scrapper
(1): +25 Power (2): +35 Toughness (3): +50 Power (4): +65 Toughness (5): +100 Power (6): Damage reduce by 7% when within 600 units of an enemy.
Knight Amulet
Knight Amulet.pngKnight Amulet
+900 Power +900 Precision +1200 Toughness


  • Superior Sigil of Cleansing Superior Sigil of Cleansing
    Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
    Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
    for slightly more condi clear
  • Superior Sigil of Revocation Superior Sigil of Revocation
    Superior Sigil of Revocation.pngSuperior Sigil of Revocation
    On hit, remove a boon. (Cooldown: 10s)
    if stripping important buffs like Stability Stability is needed

  • Less Toughness and Power for on demand Quickness Quickness


  • Movement: will provide high Swiftness Swiftness uptime. Further movement can be gained from Can't find such trait "Shocking Speed"! Please refer to our trait index and . There are other sources of Superspeed Superspeed that are less reliable.
  • Might Might: Staying in will result with high amounts of Might Might because of which also provides further Might Might with .
  • : If you choose to revive an ally but are unable to select the downed ally, consider using the party UI with your cursor instead.
  • can be used while cc'd. This can be used to possibly prevent further crowd control as well as mitigate incoming ranged damage.
  • Capping points:
    can be used to clear a single enemy from a point if they don't have Stability Stability etc. Take care of the self knockback if you don't have Stability Stability.
    can be used similarly to clear multiple enemies from a point.
    can be used to further discourage enemies that refuse to leave a point while you are still free to continue using actions. If you are under heavy direct damage, consider using beforehand for both the Protection Protection and the frequent Healing bolts from the whirl finishers in a water field.

Testing Notes

  • Extremely poor condi clear. and may not be enough to outsustain high condi damage and is poor to disengage while suffering from overwhelming condi damage.

  • User Gewreid has made some suggestions, some of which is in the current build.

Personal Notes

  • Playing with 1-2 weapon kits with low weapon swap cooldown is simple to play and makes it easier to learn other game mechanics.
  • Somewhat high ping means it's harder to react appropriately to the situation. Having low cooldown skills is preferable when you react/act preemptively or blindly. The Vigor Vigor from & will allow for more frequent dodge rolls.
  • This is my first build page. Linking to runes, sigils, traits etc it is unclear if it refers to the pvp variant or not.
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