Difference between pages "Mesmer - Core Shatter Roamer" and "Build:Scrapper - Burst Gyro Scrapper"

 
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{{Build
 
{{Build
| profession = Mesmer
+
| profession = engineer
| specialization =  
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| specialization = scrapper
| designed for = WvW Roaming
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| designed for = Conquest
| focus = direct damage
+
| rating = great
| rating = good
+
| focus = strike damage, mobility, control
 +
| difficulty = 2
 +
| meta = y
 
}}
 
}}
 +
 +
__TOC__
  
 
==Overview==
 
==Overview==
A Power Core Mesmer WvW roamer that's all about pulling off massive bursts and pressuring targets through interrupts and smaller combos inbetween or just surviving until the main combo comes off CD. Usable by F2P players as well.
+
A high risk, high reward PvP Scrapper '''burst''' build that's just as deadly in melee as it is in range. Scrapper relies a lot on tools like {{Tooltip|Superspeed}}, CC and {{Tooltip|Stealth}} to avoid taking damage while pressuring targets with {{Skill|Grenade Kit}} from range and Hammer/Gyros in melee.
  
  
 
==Skill Bar==
 
==Skill Bar==
 
{{Skill bar
 
{{Skill bar
| profession = Mesmer
+
| profession = engineer
| specialization =  
+
| specialization = scrapper
| weapon1 = greatsword
+
| weapon1 = Hammer
 
| weapon2 =  
 
| weapon2 =  
| weapon3 = sword
+
| healing = Medic Gyro
| weapon4 = torch
+
| utility1 = Grenade Kit
| healing = Signet of the Ether
+
| utility2 = Blast Gyro
| utility1 = Mantra of Distraction
+
| elite = Sneak Gyro
| utility2 = Blink
 
| utility3 = Signet of Midnight
 
| elite = Mass Invisibility
 
 
}}
 
}}
 +
 +
 +
===Skill Variants===
 +
'''Utility'''
 +
 +
Viable choices for the optional slot:
 +
* {{Skill|Slick Shoes}} - great CC and a stun break on toolbelt, it's both a defensive and offensive pick.
 +
 +
* {{Skill|Shredder Gyro}} - higher burst damage and a CC on toolbelt.
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQcKKRc7GCkjD24BZwFmAWUBawGDAYMBmgGaAQAAAAAAAAAAAAAAAAAAAAA=]
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code = [&DQMGORUqKyXZEgAAJxMAAIYAAAATAQAAgxIAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Domination|top|mid|mid}}
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{{Specialization|Explosives|top|mid|bot}}
 +
{{Specialization|Tools|mid|mid|mid}}
 
''Variants''
 
''Variants''
* {{Trait|Shattered Concentration}} is the more conventional trait for the Master tier slot and remains viable, but lowers your burst potential unless it removes {{Tooltip|Protection}}.
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* {{Trait|Power Wrench}} makes you slightly worse against conditions but significantly reduces the CD of {{Skill|Sneak Gyro}}.
* {{Trait|Power Block}} lowers the burst damage done by shatters, but makes your interrupts way more dangerous. Skilled Mesmers can use this trait to completely shut down enemy healing skills against certain builds, and the {{Tooltip|Weakness}} application adds some extra sustain to the build too. This trait has synergy with {{Trait|Shattered Concentration}} as removing {{Tooltip|Stability}} with shatters makes enemies more vulnerable to interrupts.
+
 
{{Specialization|Inspiration|bot|mid|bot}}
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* {{Trait|Takedown Round}} increases your burst damage.
 +
 
 +
* {{Trait|Kinetic Battery}} improves {{Tooltip|Quickness}} and {{Tooltip|Superspeed}} uptime at the expense of survivability and {{Trait|Explosive Entrance}} synergy.
 +
{{Specialization|Scrapper|top|top|mid}}
 
''Variants''
 
''Variants''
* {{Trait|Medic's Feedback}} lowers your personal survivability but adds a lot of rez power to the build in case you're roaming in a group.
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* {{Trait|Object in Motion}} trades sustain for higher damage.
{{Specialization|Illusions|top|mid|mid}}
 
  
  
 
==Equipment==
 
==Equipment==
{{PvE equipment
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{{PvP equipment
| weight = Light
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| weapon1 = Hammer
| stats = Berserker
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| weapon1 = Greatsword
 
 
| weapon2 =  
 
| weapon2 =  
| weapon3 = Sword
+
| sigil1 = Courage
| weapon4 = Torch
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| sigil2 = Energy
| sigil1 = Superior Sigil of Air
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| rune = Holosmith
| sigil2 = Superior Sigil of Agility
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| amulet = Berserker
| sigil3 = Superior Sigil of Cleansing
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| relic = Relic of the Chronomancer
| sigil4 = Superior Sigil of Energy
 
| infusion1 = Mighty WvW Infusion
 
| infusion1-qt = 18
 
| amulet = Marauder
 
| ring1 = Marauder
 
| accessory1 = Marauder
 
 
}}
 
}}
  
'''Stats
 
* Beginners can mix in a few additional {{Tooltip|Marauder}} pieces for more sustain (don't overdo it though), while more experienced players could even consider going full Berserker for higher burst potential.
 
  
 +
===Equipment Variants===
 +
'''Sigils'''
 +
* {{Sigil|Cleansing}} over {{Sigil|Courage}} - lower damage, better defense against conditions.
 +
 +
'''Runes'''
 +
* {{Rune|Scrapper}} - a more defensive pick.
  
'''Runes
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* {{Rune|Scholar}} - more damage, lower sustain.
  
'''Scholar''' runes offer the highest burst damage under the right circumstances, but there are several other viable options especially if you feel like you're not going to get much value out of the 6th bonus (or you find the rune too expensive):
+
'''Relics'''
* {{Rune|Superior Rune of Fireworks}} - better mobility, decent stats, useful 6th proc.
+
* {{Relic|Relic of Antitoxin}} - improves your condition cleansing, something the build usually struggles with.
  
* {{Rune|Superior Rune of the Pack}} - good stats and 6th bonus, the extra Precision could also help if you're taking more Berserker gear.
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* {{Relic|Relic of Fireworks}} - higher burst potential, could also be activated by {{Skill|Grenade Kit}} skills and {{Skill|Function Gyro}}.
  
* {{Rune|Superior Rune of the Ogre}} - very similar to Scholar but a bit worse overall.
 
  
* {{Rune|Superior Rune of the Eagle}} - good stats and a strong damage bonus to help you finish off low HP targets.
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==Usage==
 +
'''General'''
 +
* '''Role:''' roam the map and +1 fights, aim to overwhelm enemies with your burst damage before moving on.  
  
 +
* 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.
  
'''Sigils'''
+
* 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.
  
''Sword/Torch''
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* 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:
* {{Sigil|Superior Sigil of Bloodlust}} - sacrifices some sustain for better burst damage, if you're willing to bother with a stacking sigil.
+
** 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}}.
  
''Greatsword
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* Feel free to use {{Skill|Function Gyro}} while roaming between capture points for easy {{Tooltip|Swiftness}} access.
  
{{Sigil|Superior Sigil of Agility}} can be replaced by:
 
* {{Sigil|Superior Sigil of Blood}} - armor ignoring damage proc that heals you.
 
  
* {{Sigil|Superior Sigil of Force}} - raw damage increase.
+
'''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. It's also unblockable.
 +
** {{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.
  
* {{Sigil|Superior Sigil of Celerity}} - better than Agility but only when you get to use interrupts before burst combos.
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<!--* 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.
 +
** Using {{Skill|Function Gyro}} is a quick and effective way of 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).
  
=== Consumables ===
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* {{Skill|Blast Gyro}} takes a few seconds to charge up, use {{Tooltip|Superspeed}} and {{Skill|Rocket Charge}} to stay on top of your target.
'''Food'''
 
* {{Food|Peppercorn-Crusted Sous-Vide Steak}} - good stats and passive damage mitigation.
 
  
* {{Food|Slice of Candied Dragon Roll}} or {{Food|Omnomberry Ghost}} - cheap crit chance bump with armor ignoring damage procs which also heal.
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* {{Skill|Electro-whirl}} and {{Skill|Rocket Charge}} on Hammer both do great damage in melee.
  
* {{Food|Bowl of Orrian Truffle and Meat Stew}} - defensive food that lets you dodge more often.
 
  
 +
'''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}}.
  
'''Utility'''
+
* {{Skill|Sneak Gyro}} is often a life-saver because of the AoE stealth. {{Skill|Rocket Charge}} could extend the duration of stealth but it's also a skill that does damage so be careful not to reveal yourself.
* {{Utility|Superior Sharpening Stone}} or {{Utility|Tin of Fruitcake}}.
+
** {{Skill|Blast Gyro}} could extend stealth duration for allies too but because of its huge radius this can't be used for that when enemies are near, otherwise you'd only break stealth by accidentally hitting someone.
  
 +
* 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).
  
==Usage==
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* 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.
'''General'''
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** {{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.
* {{Skill|Signet of Midnight}} is your best defensive CD as it breaks stun, grants distortion and removes 5 conditions via {{Trait|Blurred Inscriptions}} on top of giving you {{Tooltip|Stealth}} while blinding enemies.
 
  
* The build has a lot of condition removals but very few mass cleanses:
+
* 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 shatter skill removes a condition.
 
** Swapping to Sword/Torch procs {{Sigil|Superior Sigil of Cleansing}} which removes another 3.
 
** Phantasms take 1 condition from you when summoned.
 
** Using your healing skill removes 1 condition.
 
** {{Skill|The Prestige}} cleanses 2 other conditions when used.
 
  
* {{Skill|Mass Invisibility}} works both defensively and offensively. You can use its {{Tooltip|Stealth}} to disengage from fights or sneak-attack your opponent. As it's AoE you could even stealth downed allies to make reviving easier or prevent them from getting stomped.
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* Every Hammer skill except the autoattack could be used defensively.
  
* {{Skill|Blink}} is a rather flexible skill, how you're going to use it could depend on what other CDs are available. If both {{Skill|Signet of Midnight}} and {{Skill|Distortion}} are on CD then you might want to hold onto it as a stun break/panic button, otherwise this is a great mobility tool to either chase down enemies or surprise them with a sudden melee burst.
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* {{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.  
  
* Try to charge {{Skill|Mantra of Distraction}} while you have {{Tooltip|Quickness}} either from summoning Phantasms or swapping to Greatsword.
+
* {{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.
** When you end a fight make sure to charge up this mantra before mounting up so you don't have to bother with that at the start of the next fight.
 
  
 +
* ''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.
  
'''Damage'''
+
* 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.
* What the build lacks in sustained damage, it makes up for in bursts.
 
  
* There are two important damage modifiers to note, {{Trait|Mental Anguish}} and {{Trait|Egotism}}. In an ideal situation you'd have a higher health percentage than your opponent while they shouldn't be casting anything. Using CC skills before burst combos or surprising them from stealth should help you get the most out of Mental Anguish.
 
  
* {{Skill|Signet of the Ether}} is mainly a defensive skill, but because it reduces the CD of your Phantasms sometimes it's worth using to gain early access to {{Skill|Phantasmal Berserker}} especially if you need to pressure a low HP enemy.
+
'''Stack {{Tooltip|Swiftness}} for your team before the game starts!'''
 +
* Drop {{Skill|Function Gyro}} on the spawn exit gate.
  
* Swapping to GS procs {{Sigil|Superior Sigil of Agility}}, the brief {{Tooltip|Quickness}} serves to speed up your burst rotation.
+
* Immediately follow up with a {{Skill|Blast Gyro}}.
  
* The GS combo is best done in melee range for various reasons. One, to get the most out of the {{Skill|Mirror Blade}} bounces and two, to make yourself act as an extra clone for shatters.
+
* Allies may contribute to this too by throwing their own blast finishers into the mix as well.
  
  
Basic combo:
+
==Top Streamers==
 +
* Twitch: [https://www.twitch.tv/floodynumb Floody]
  
# {{Skill|Mirror Blade}} in melee range.
+
* Twitch [https://www.twitch.tv/drazeh Drazeh]
# {{Skill|Mantra of Distraction}} (Power Lock) right before Mirror Blade is about to hit the target, the {{Tooltip|Daze}} increases your damage via {{Trait|Mental Anguish}}.
 
# {{Skill|Mind Wrack}} once the clone from Mirror Blade has spawned.
 
# {{Skill|Mind Stab}} as soon as you can.
 
  
 +
==Low Tier Streamers==
  
Extended burst combo:
+
* Twitch: [https://www.twitch.tv/grimjacke Grimjacke]
  
# '''Optional''' - start from stealth to make the burst less predictable. If you're using {{Skill|The Prestige}} you could time your burst in a way that the stealth runs out in the middle of the combo as The Prestige does AoE damage after it runs out. Breaking the stealth doesn't cause the damage to go off any sooner.
 
# '''Optional''' - if you start from Sword/Torch you could try rooting the target with {{Skill|Swap}}.
 
# '''Optional''' - if you can afford to discard a strong defensive CD, using {{Skill|Decoy}} right before the burst spawns another clone that can be shattered by {{Skill|Mind Wrack}} for extra damage.
 
# {{Skill|Mirror Blade}} in melee range.
 
# {{Skill|Mantra of Distraction}} (Power Lock) right before Mirror Blade is about to hit the target.
 
# {{Skill|Mind Wrack}} once the clone from Mirror Blade has spawned.
 
# {{Skill|Mind Stab}} as soon as you can.
 
# If the opponent is still alive, you can use {{Skill|Cry of Frustration}} / {{Skill|Blurred Frenzy}} / {{Skill|Phantasmal Berserker}}, or {{Skill|Illusionary Wave}} to interrupt healing skills.
 
  
  
 
==Related Builds==
 
==Related Builds==
[[Build:Mesmer_-_Core_Shatter|Core Shatter (sPvP)]] - the Conquest PvP version of the build.
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* [[Build:Scrapper_-_Superspeed_Grenadier_Roamer|Scrapper - Superspeed Grenadier Roamer]] - WvW Roaming version of the build.

Revision as of 04:50, 3 February 2024

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Strike damageMobility and Control

Designed for: PvP Conquest

Difficulty:
Normal
This build was last updated on February 03, 2024 and is up to date for the March 19, 2024 patch.


Overview

A high risk, high reward PvP Scrapper burst build that's just as deadly in melee as it is in range. Scrapper relies a lot on tools like Superspeed Superspeed, CC and Stealth Stealth to avoid taking damage while pressuring targets with Grenade Kit from range and Hammer/Gyros in melee.


Skill Bar

Hammer
Utility


Skill Variants

Utility

Viable choices for the optional slot:

  • Slick Shoes - great CC and a stun break on toolbelt, it's both a defensive and offensive pick.
  • Shredder Gyro - higher burst damage and a CC on toolbelt.


Template Code

[&DQMGORUqKyXZEgAAJxMAAIYAAAATAQAAgxIAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants

  • Power Wrench makes you slightly worse against conditions but significantly reduces the CD of Sneak Gyro.
  • Takedown Round increases your burst damage.
  • Kinetic Battery improves Quickness Quickness and Superspeed Superspeed uptime at the expense of survivability and Explosive Entrance synergy.

Variants

  • Object in Motion trades sustain for higher damage.


Equipment

Hammer
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Sigils

  • Sigil of Cleansing over Sigil of Courage - lower damage, better defense against conditions.

Runes

  • Rune of Scrapper - a more defensive pick.
  • Rune of Scholar - more damage, lower sustain.

Relics

  • Relic of Antitoxin - improves your condition cleansing, something the build usually struggles with.
  • Relic of Fireworks - higher burst potential, could also be activated by Grenade Kit skills and Function Gyro.


Usage

General

  • Role: roam the map and +1 fights, aim to overwhelm enemies with your burst damage before moving on.
  • 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 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 Grenade Kit set up a keybind for About Face.
    • Go to Options Control Options 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.
  • Function Gyro (F5) has massive utility value as a skill that can stomp enemies and revive allies from range.
    • This toolbelt Gyro grants Superspeed 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 Sneak Gyro.
  • Feel free to use Function Gyro while roaming between capture points for easy Swiftness Swiftness access.


Damage

  • Most of the damage comes from Grenade Kit and its toolbelt skill Grenade Barrage, the latter being the best burst skill in the build.
    • Shrapnel Grenade and Freeze Grenade do the most damage, followed by the autoattack Grenade which is a solid filler skill.
    • Freeze Grenade's Chill Chill is ideal for snaring enemies while pressuring them from range.
    • Poison Grenade doesn't hit very hard but the Poison Poison's good for pressuring bunkers and delaying rez attempts as it reduces healing received by enemies. It's also unblockable.
    • Flash Grenade is something of a defensive skill, low damage but the Blind Blind could enable you to keep throwing grenades at your target without getting counterpressured.
  • Using Leap and Blast finisher in combo fields is how you maintain Fury Fury from Kinetic Accelerators. Always try to use Rocket Charge inside a combo field as you can't afford to let a double Leap finisher go to waste.
    • Using Function Gyro is a quick and effective way of obtaining Fury Fury as it's both a combo field and finisher.
  • Try to make sure that your burst lands by using CC and Stealth Stealth beforehand:
    • Sneak up on your target with Sneak Gyro.
    • Stun them with Thunderclap or Blast Gyro.
    • Knock them down with Slick Shoes (if taken).
  • Blast Gyro takes a few seconds to charge up, use Superspeed Superspeed and Rocket Charge to stay on top of your target.
  • Electro-whirl and Rocket Charge on Hammer both do great damage in melee.


Sustain

  • Superspeed 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 Rapid Regeneration along with Swiftness Swiftness.
  • Sneak Gyro is often a life-saver because of the AoE stealth. Rocket Charge could extend the duration of stealth but it's also a skill that does damage so be careful not to reveal yourself.
    • Blast Gyro could extend stealth duration for allies too but because of its huge radius this can't be used for that when enemies are near, otherwise you'd only break stealth by accidentally hitting someone.
  • The only stunbreaks in the build are found on toolbelt skills: Blast Gyro's Bypass Coating and Slick Shoes' Superspeed (not to be confused with the effect of the same name).
  • Both Medic Gyro and Reconstruction Field are Water fields, use Rocket Charge and Blast Gyro in these to combo extra healing whenever you can.
    • 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 Mechanized Deployment synergy and Medic Gyro from 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 Superspeed Superspeed and Stealth Stealth at the first sign of trouble.
  • Every Hammer skill except the autoattack could be used defensively.
  • Electro-whirl does great damage in melee while reflecting projectiles, Rocket Charge has a lengthy evade frame on top of being a double combo finisher and having high damage, Thunderclap stuns enemies while leaving behind a pulsing damage field.
  • 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 Slick Shoes is great at turning things around. The instant unblockable AoE CC could stop most burst attempts made by enemies without Stability Stability while also creating the perfect opening for counterpressuring targets. Really good at immediately punishing teleport skills like Phase Traversal or 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.


Stack Swiftness Swiftness for your team before the game starts!

  • Drop Function Gyro on the spawn exit gate.
  • Immediately follow up with a Blast Gyro.
  • Allies may contribute to this too by throwing their own blast finishers into the mix as well.


Top Streamers

Low Tier Streamers


Related Builds


Ratings

This build has a rating of 5 stars based on 3 votes.
Log in or register to rate this build.
4 stars
Hanz gave this build 4 stars • May 2023
Still one of the better core builds for roaming, the right combination of burst, boon removal and CC can bring down most builds. Doesn't fare too well in extended fights however.
5 stars
Coures gave this build 5 stars • August 2022
I use a F2P account most days and this build is the easiest one to play with for me. Just gotta take advantage of all the stealth in the build, when the fight goes on too long, to refresh your burst/disengage from the battle. Mass Invisibility can be helpful to disengage your group from an enemy group too. Also be wary of condition damage if you haven't got to the point of making a sigil of cleansing and even still after. I use Superior Rune of Vampirism to make up for not being able to use Marauders as a F2P account and it's still okay.
5 stars
Artemix77 gave this build 5 stars • April 2022
A build with massive one-shot potential, which is more fun to play than celestial roaming builds. Sustain is good enough to disengage after a burst with evades and stealth. The build takes a bit of practice (burst rotation, taking camps, knowing when to back off) but is definitely worth learning!

Comments

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