Difference between revisions of "Scrapper - Superspeed Grenadier Roamer"
(Created page with "{{Build | profession = Engineer | specialization = Scrapper | designed for = WvW Roaming | focus = strike damage, control | rating = test }} ==Overview== A Power-based WvW Sc...") |
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| designed for = WvW Roaming | | designed for = WvW Roaming | ||
| focus = strike damage, control | | focus = strike damage, control | ||
− | | rating = | + | | rating = great |
+ | | difficulty = 2 | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | A Power-based WvW Scrapper roaming build that focuses on CC and massive burst damage with {{ | + | A Power-based WvW Scrapper roaming build that focuses on CC and massive burst damage with {{Skill|Grenade Kit}} to get kills while having a high uptime of {{Tooltip|Superspeed}} to kite and chase enemies. Survivability is on the lower end, but sometimes the best defense is a good offense. |
Line 27: | Line 28: | ||
===Skill Variants=== | ===Skill Variants=== | ||
'''Utility''' | '''Utility''' | ||
− | * {{Skill|Shredder Gyro}} over {{Skill|Slick Shoes}} - better burst damage and AoE pressure, but you have to give up an unblockable | + | * {{Skill|Shredder Gyro}} over {{Skill|Slick Shoes}} - better burst damage and AoE pressure, but you have to give up an unblockable CC and a stun break on toolbelt for it which makes the build significantly more unforgiving to play. |
Line 47: | Line 48: | ||
{{Specialization|Explosives|top|mid|bot}} | {{Specialization|Explosives|top|mid|bot}} | ||
{{Specialization|Tools|mid|mid|top}} | {{Specialization|Tools|mid|mid|top}} | ||
+ | '''Variants''' | ||
+ | * {{Trait|Adrenal Implant}} improves survivability and has synergy with {{Trait|Explosive Entrance}} as it gives you more endurance. | ||
{{Specialization|Scrapper|top|top|mid}} | {{Specialization|Scrapper|top|top|mid}} | ||
Line 54: | Line 57: | ||
| weight = Medium | | weight = Medium | ||
| stats = Berserker | | stats = Berserker | ||
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Pack |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Hammer | | weapon1 = Hammer | ||
Line 60: | Line 63: | ||
| weapon2 = | | weapon2 = | ||
| sigil1 = Superior Sigil of Cleansing | | sigil1 = Superior Sigil of Cleansing | ||
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Celerity |
| infusion1 = Mighty WvW Infusion | | infusion1 = Mighty WvW Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
Line 69: | Line 72: | ||
| accessory2 = marauder | | accessory2 = marauder | ||
| back = marauder | | back = marauder | ||
+ | | relic = Relic of Fireworks | ||
}} | }} | ||
+ | |||
+ | |||
+ | ===Equipment Variants=== | ||
+ | '''Relics''' | ||
+ | * {{Relic|Relic of Antitoxin}} - bit higher cleansing. | ||
+ | |||
+ | * {{Relic|Relic of Isgarren}} - similar to Fireworks, this one could provide higher uptime on your damage boost but you have less control over when it's going to be active. | ||
+ | |||
+ | * {{Relic|Relic of the Chronomancer}} - better {{Tooltip|Quickness}} uptime especially when running 2 utility gyros. | ||
'''Runes''' | '''Runes''' | ||
− | * {{Rune|Superior Rune of the | + | <!--* {{Rune|Superior Rune of the Zephyrite}} - the 6th bonus fits the build perfectly and works well with {{Skill|Elite Mortar Kit}} which could make it proc every 10 seconds, but it's unnecessary when playing with {{Trait|Kinetic Battery}}. |
− | * {{Rune|Superior Rune of | + | * {{Rune|Superior Rune of Resistance}} - the build struggles a bit against conditions, this is an excellent defensive rune that could help you out in those matchups quite a lot. Works best with {{Skill|Elite Mortar Kit}} which allows you to proc the 6th bonus as often as possible for high {{Tooltip|Resistance}} uptime.--> |
+ | * {{Rune|Superior Rune of the Scholar}} - better burst damage, lower boon duration. | ||
− | * {{Rune|Superior Rune of Resistance}} - | + | * {{Rune|Superior Rune of Resistance}} - defensive rune that helps against both condition and power builds. |
− | |||
− | |||
− | |||
+ | '''Sigils''' | ||
+ | * {{Sigil|Superior Sigil of Energy}} over Celerity - lower {{Tooltip|Quickness}} uptime, higher sustain. | ||
==Consumables== | ==Consumables== | ||
'''Food''' | '''Food''' | ||
− | * {{Food|Peppercorn-Crusted Sous Vide Steak}} - passive strike damage mitigation and strong offensive stats. | + | * {{Food|Peppercorn-Crusted Sous-Vide Steak}} - passive strike damage mitigation and strong offensive stats. |
* {{Food|Plate of Clove-Spiced Coq Au Vin}} - same stats as the Peppercorn-Crusted version but offers defense against conditions instead of Power-based damage. | * {{Food|Plate of Clove-Spiced Coq Au Vin}} - same stats as the Peppercorn-Crusted version but offers defense against conditions instead of Power-based damage. | ||
Line 102: | Line 115: | ||
==Usage== | ==Usage== | ||
− | + | '''General''' | |
+ | * While Hammer is a very strong offensive option, it can be just as defensive. The build is rather squishy so CD management is very important. Try to pressure targets mostly with {{Skill|Grenade Kit}} if you want to play it safe and keep Hammer ready for situations where you'd be forced into melee or have to defend yourself. | ||
+ | |||
+ | * If you want to get the most out of {{Skill|Grenade Kit}} set up a keybind for '''About Face'''. | ||
+ | ** Go to Options {{to}} Control Options {{to}} Movement, About Face should be at the bottom. | ||
+ | |||
+ | * Grenades can be thrown at targets behind your character. You can kind of abuse this with About Face by quickly turning around to move away from your target while targeting them with grenade attacks: | ||
+ | ** Keep moving forward then hold left click briefly while pressing about face - you should now be moving in the opposite direction as long as you're holding down the movement key. | ||
+ | ** Hold the same movement key (''W'' for most players) and right click once to turn back to where you were originally facing once you've built enough distance. | ||
+ | ** Repeat these steps to stay at the edge of 900 range while throwing grenades. | ||
+ | |||
+ | * {{Skill|Function Gyro}} (F5) has massive utility value as a skill that can stomp enemies and revive allies from range. | ||
+ | ** This toolbelt Gyro grants {{Tooltip|Superspeed}} like any other Gyro while also cleansing 1 condition. In desperate sitations you could use this for personal survival instead of as a group utility tool. | ||
+ | ** You can stealth the Function Gyro with {{Skill|Sneak Gyro}}. | ||
+ | |||
+ | |||
+ | '''Damage''' | ||
+ | * Most of the damage comes from {{Skill|Grenade Kit}} and its toolbelt skill {{Skill|Grenade Barrage}}, the latter being the best burst skill in the build. | ||
+ | ** {{Skill|Shrapnel Grenade}} and {{Skill|Freeze Grenade}} do the most damage, followed by the autoattack {{Skill|Grenade}} which is a solid filler skill. | ||
+ | ** {{Skill|Freeze Grenade}}'s {{Tooltip|Chill}} is ideal for snaring enemies while pressuring them from range. | ||
+ | ** {{Skill|Poison Grenade}} doesn't hit very hard but the {{Tooltip|Poison}}'s good for pressuring bunkers and delaying rez attempts as it reduces healing received by enemies. | ||
+ | ** {{Skill|Flash Grenade}} is something of a defensive skill, low damage but the {{Tooltip|Blind}} could enable you to keep throwing grenades at your target without getting counterpressured. | ||
+ | |||
+ | * {{Skill|Function Gyro}} and {{Skill|Thunderclap}} proc the damage bonus from {{Relic|Relic of Fireworks}}. | ||
+ | <!--* Whenever you gain {{Tooltip|Superspeed}} you also gain {{Tooltip|Fury}}, so always try to get some Superspeed before unloading some of your hard hitting abilities. Every '''Gyro''' and most of your toolbelt skills grant Superspeed.--> | ||
+ | |||
+ | * Using Leap and Blast finisher in combo fields is how you maintain {{Tooltip|Fury}} from {{Trait|Kinetic Accelerators}}. Always try to use {{Skill|Rocket Charge}} inside a combo field as you can't afford to let a double Leap finisher go to waste. | ||
+ | ** {{Skill|Function Gyro}} is a quick and effective skill for obtaining {{Tooltip|Fury}} as it's both a combo field and finisher. | ||
+ | |||
+ | * Try to make sure that your burst lands by using CC and {{Tooltip|Stealth}} beforehand: | ||
+ | ** Sneak up on your target with {{Skill|Sneak Gyro}}. | ||
+ | ** Stun them with {{Skill|Thunderclap}} or {{Skill|Blast Gyro}}. | ||
+ | ** Knock them down with {{Skill|Slick Shoes}} (if taken). | ||
+ | |||
+ | * {{Skill|Blast Gyro}} takes a few seconds to charge up, use {{Tooltip|Superspeed}} and {{Skill|Rocket Charge}} to stay on top of your target. | ||
+ | |||
+ | * {{Skill|Electro-whirl}} and {{Skill|Rocket Charge}} on Hammer both do great damage in melee. | ||
+ | |||
+ | |||
+ | '''Sustain''' | ||
+ | * {{Tooltip|Superspeed}} is your best friend, use your superior mobility to leave enemies behind and get away from danger. Also provides a steady stream of healing via {{Trait|Rapid Regeneration}} along with {{Tooltip|Swiftness}}. | ||
+ | |||
+ | * {{Skill|Sneak Gyro}} is often a life-saver because of the AoE stealth. | ||
+ | |||
+ | * The only stunbreaks in the build are found on toolbelt skills: Blast Gyro's {{Skill|Bypass Coating}} and Slick Shoes' {{Skill|Superspeed}} (not to be confused with the effect of the same name). | ||
+ | |||
+ | * Both {{Skill|Medic Gyro}} and {{Skill|Reconstruction Field}} are '''Water''' fields, use {{Skill|Rocket Charge}} and {{Skill|Blast Gyro}} in these to combo extra healing whenever you can. | ||
+ | ** {{Skill|Blast Gyro}} is both a combo field and a finisher, it has to be used ''after'' the creation of a Water field if you want extra healing. Therefore this only works with Medic Gyro as Reconstruction Field's field doesn't last long enough to fit an entire Blast Gyro cast into it. Rocket Charge works with both fields and it's a double finisher. | ||
+ | |||
+ | * Condition cleansing is limited only to toolbelt skills via {{Trait|Mechanized Deployment}} synergy and {{Skill|Medic Gyro}} from {{Trait|Reactive Lenses}}. Be very careful against condition specs - try to stay in range, use CC as much as possible and avoid their attacks with Hammer. Bail out with {{Tooltip|Superspeed}} and {{Tooltip|Stealth}} at the first sign of trouble. | ||
+ | |||
+ | * Every Hammer skill except the autoattack could be used defensively. | ||
+ | |||
+ | * {{Skill|Electro-whirl}} does great damage in melee while reflecting projectiles, {{Skill|Rocket Charge}} has a lengthy evade frame on top of being a double combo finisher and having high damage, {{Skill|Thunderclap}} stuns enemies while leaving behind a pulsing damage field. | ||
+ | |||
+ | * {{Skill|Shock Shield}} is the most defensive thing on Hammer, being a block skill with barrier. While the damage is mediocre it's still worth using it in melee as you gain barrier whenever the skill strikes an enemy, but even if you don't do that the block is still very useful. | ||
+ | |||
+ | * ''If taken'' {{Skill|Slick Shoes}} is great at turning things around. The instant unblockable AoE CC could stop most burst attempts made by enemies without {{Tooltip|Stability}} while also creating the perfect opening for counterpressuring targets. Really good at immediately punishing teleport skills like {{Skill|Phase Traversal}} or {{Skill|Steal}} too. | ||
+ | |||
+ | * When it comes to this build the best defense is a good offense. Your survivability isn't great but your damage is, so try to keep enemies on the backfoot with constant pressure. | ||
+ | |||
+ | |||
+ | ==Related Builds== | ||
+ | * [[Build:Scrapper_-_Burst_Gyro_Scrapper|Scrapper - Burst Gyro Scrapper]] - Conquest PvP version. |
Revision as of 12:19, 8 April 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage and Control
Designed for: WvW Roaming
Difficulty:
Normal
This build was last updated on April 08, 2024 and is up to date for the October 8, 2024 patch.
Overview
A Power-based WvW Scrapper roaming build that focuses on CC and massive burst damage with Superspeed to kite and chase enemies. Survivability is on the lower end, but sometimes the best defense is a good offense.
to get kills while having a high uptime of
Skill Bar
Hammer
Utility
Skill Variants
Utility
- over - better burst damage and AoE pressure, but you have to give up an unblockable CC and a stun break on toolbelt for it which makes the build significantly more unforgiving to play.
Elite
- Stealth duration on this is extremely low, currently we recommend it because it's still a valuable escape tool. Without stealth you'll have a much harder time surviving outnumbered situations. - while the
- - ranged CC, combo field for stealth, bit of extra damage.
- Blind and the extra healing, plus it has some useful combo fields for aura combos and even more healing with . - does decent damage but it's primarily a defensive pick because of the
Template Code
[&DQMGORUaKyXZEioPJxNeAYYAigETAV8BgxISAQAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- improves survivability and has synergy with as it gives you more endurance.
Equipment
Head
Berserker
Berserker
Shoulders
Berserker
Berserker
Chest
Berserker
Berserker
Hands
Berserker
Berserker
Legs
Berserker
Berserker
Feet
Berserker
Berserker
Backpiece
Berserker
Berserker
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Hammer
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
Relics
- - bit higher cleansing.
- - similar to Fireworks, this one could provide higher uptime on your damage boost but you have less control over when it's going to be active.
- Quickness uptime especially when running 2 utility gyros. - better
Runes
- - better burst damage, lower boon duration.
- - defensive rune that helps against both condition and power builds.
Sigils
- Quickness uptime, higher sustain. over Celerity - lower
Consumables
Food
- - passive strike damage mitigation and strong offensive stats.
- - same stats as the Peppercorn-Crusted version but offers defense against conditions instead of Power-based damage.
- - cheap crit chance increase plus armor-ignoring damage procs that heal you.
- - defensive option with
- - budget version.
synergy due to more frequent dodging.
Utility
- or
Usage
General
- While Hammer is a very strong offensive option, it can be just as defensive. The build is rather squishy so CD management is very important. Try to pressure targets mostly with if you want to play it safe and keep Hammer ready for situations where you'd be forced into melee or have to defend yourself.
- If you want to get the most out of
- Go to Options ⇒ Control Options ⇒ Movement, About Face should be at the bottom.
set up a keybind for About Face.
- Grenades can be thrown at targets behind your character. You can kind of abuse this with About Face by quickly turning around to move away from your target while targeting them with grenade attacks:
- Keep moving forward then hold left click briefly while pressing about face - you should now be moving in the opposite direction as long as you're holding down the movement key.
- Hold the same movement key (W for most players) and right click once to turn back to where you were originally facing once you've built enough distance.
- Repeat these steps to stay at the edge of 900 range while throwing grenades.
- This toolbelt Gyro grants Superspeed like any other Gyro while also cleansing 1 condition. In desperate sitations you could use this for personal survival instead of as a group utility tool.
- You can stealth the Function Gyro with .
(F5) has massive utility value as a skill that can stomp enemies and revive allies from range.
Damage
- Most of the damage comes from
- and do the most damage, followed by the autoattack which is a solid filler skill.
- Chill is ideal for snaring enemies while pressuring them from range. 's
- Poison's good for pressuring bunkers and delaying rez attempts as it reduces healing received by enemies. doesn't hit very hard but the
- Blind could enable you to keep throwing grenades at your target without getting counterpressured. is something of a defensive skill, low damage but the
and its toolbelt skill , the latter being the best burst skill in the build.
- and proc the damage bonus from .
- Using Leap and Blast finisher in combo fields is how you maintain Fury from . Always try to use inside a combo field as you can't afford to let a double Leap finisher go to waste.
- Fury as it's both a combo field and finisher. is a quick and effective skill for obtaining
- Try to make sure that your burst lands by using CC and Stealth beforehand:
- Sneak up on your target with .
- Stun them with or .
- Knock them down with (if taken).
- Superspeed and to stay on top of your target. takes a few seconds to charge up, use
- and on Hammer both do great damage in melee.
Sustain
- Superspeed is your best friend, use your superior mobility to leave enemies behind and get away from danger. Also provides a steady stream of healing via along with Swiftness.
- is often a life-saver because of the AoE stealth.
- The only stunbreaks in the build are found on toolbelt skills: Blast Gyro's and Slick Shoes' (not to be confused with the effect of the same name).
- Both
- is both a combo field and a finisher, it has to be used after the creation of a Water field if you want extra healing. Therefore this only works with Medic Gyro as Reconstruction Field's field doesn't last long enough to fit an entire Blast Gyro cast into it. Rocket Charge works with both fields and it's a double finisher.
and are Water fields, use and in these to combo extra healing whenever you can.
- Condition cleansing is limited only to toolbelt skills via Superspeed and Stealth at the first sign of trouble. synergy and from . Be very careful against condition specs - try to stay in range, use CC as much as possible and avoid their attacks with Hammer. Bail out with
- Every Hammer skill except the autoattack could be used defensively.
- does great damage in melee while reflecting projectiles, has a lengthy evade frame on top of being a double combo finisher and having high damage, stuns enemies while leaving behind a pulsing damage field.
- is the most defensive thing on Hammer, being a block skill with barrier. While the damage is mediocre it's still worth using it in melee as you gain barrier whenever the skill strikes an enemy, but even if you don't do that the block is still very useful.
- If taken Stability while also creating the perfect opening for counterpressuring targets. Really good at immediately punishing teleport skills like or too. is great at turning things around. The instant unblockable AoE CC could stop most burst attempts made by enemies without
- When it comes to this build the best defense is a good offense. Your survivability isn't great but your damage is, so try to keep enemies on the backfoot with constant pressure.
Related Builds
- Scrapper - Burst Gyro Scrapper - Conquest PvP version.
Ratings
Insane damage + perma superspeed and unblcokable CC with a bit of stealth access makes this build really strong. Lacks defensive stats though and condition cleansing isn't the best so you need to be careful and have good reaction times or you'll fold just as quickly as you can delete others.
Comments
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