Scrapper - Power DPS
Overview
A full DPS variant of Scrapper - Quickness Support Power DPS that abandons its group quickness generation for increased personal damage. Strong burst and is extremely durable thanks to the continuous stream of barrier provided by .
Skill Bar
Skill Variants
Heal
- can be used for extra CC from . This is a small DPS loss.
Utility
- If you have another source of
Superspeed in the party, then can be replaced with .
should replace if not using . This rotation is simpler, but is a moderate DPS loss.
- If you have another source of
Elite
Stealth to five targets, which can be very potent in the right situation. Avoid using it in general, however, as
Stealth can interrupt players attacks and it interferes with deadeye rotations that rely on
Stealthing only at the correct time.
will provide - Charr can bring . It deals better damage than on shorter fights, especially if it can be pre-cast before the boss is vulnerable.
Template Code
Specializations
Trait Variants
- is a small DPS gain if not using .
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Dragon
Berserker
Berserker
Dragon
Dragon
Dragon
Berserker
x6
x18
- is the best option for players that don't own Janthir Wilds.
- should also be used if not taking .
- The
Dragon stats pieces are a very small DPS increase, so you can use full
Berserker stats if you wish.
Consumables
Food
Utility
Usage
Beginner Rotation

The aspect of engineer that most commonly trips people up is the use of kits. Though it is a sizable DPS loss, Scrapper can be simplified by omitting kits swaps from the rotation. This reduces it to just using skills off cooldown.
is the best non-kit DPS skill after , and even without using , does good enough damage to keep the skill. The damage is almost identical to several other options such as , or , so you could swap for one of these if preferred.
If possible, precast and .
Opener
- if you didn't precast it
Superspeed
- thanks to this means you start with - if you precast it
Skills to use
- All toolbelt skills
- and
- and
Simplified Rotation
If possible, precast
and .
Opener
Superspeed
- thanks to this means you start with extra - and if you precast them
- and exit Grenade Kit
Superspeed
for more - ⇒ ⇒
- and exit Grenade Kit
Loop
The idea behind the loop is to autoattack and use skills off cooldown until
is available, then use it and go into for . These two skills form the backbone of your damage so try not to delay them, and fit in other cooldowns where you can.- Autoattack chains and available skills (see below)
- Other available skills
- Return to start of loop
Skills to use
- All toolbelt skills
- and
- (in ) is used to fill in gaps where you don't have enough time to do a full auto chain before is off cooldown
While in
- and
Rotation
If possible, precast
and .
Opener
On appropriate encounters you can start casting bomb skills before the boss spawns, but bear in mind you cannot gain stacks for
outside of combat so the timing needs to be precise.Superspeed
- thanks to this means you start with extra - and exit Bomb Kit
- (if precast)
- (if you precast - make sure you have the buff from )
- and exit Grenade Kit
Superspeed
for more
Loop
The bulk of your damage comes from
and . These two skills have roughly the same cooldown, so we "link" them together by always following with .
gives a large damage buff (as well as a burst of damage) if you're able to trigger four blasts in quick succession. is crucial to this as provides two blasts, and provides another. This means you only need one more blast to finish the set, and is the obvious choice.
Superspeed it's also useful for the buff from . By immediately following with the blast combo, you can use the former skill to track the cooldown.
Beyond the structure formed by these two concepts, you autoattack and use filler skills when you don't have time to do a full auto chain before is available again. In all cases, these filler skills are lower priority than the key skills mentioned above:
- should be used off cooldown.
- should be used off cooldown, but you should try to make sure there is a combo field down so you get the blast.
- The remaining skills can all provide a combo field for
- .
- (Mortar Kit)
, but can also be used as filler skills in their own right, with the following priority:
Blast Burst
It works out that the cooldown of
lines up neatly with your Blast Burst, so in practise you use a consistent burst whenever there's ~2 seconds left on 's cooldown:- and exit Bomb Kit
- - make sure you have the buff from
- and exit Grenade Kit
General Tips
- Due to the cooldown of being much shorter than that of the Blast Burst, it will vary its position, but it should always work out that it can provide one of the necessary blasts. Use as a priority, but you can delay a second or two if the buff from is about to expire.
- As is always providing a combo field for you blasts, it is optimal to separate from the Blast Burst and instead use it as a filler skill. This is a small DPS gain but requires tracking the cooldown.
- Always try to finish your auto chains.
- Hammer is an overloaded weapon in terms of utility: reflects projectiles, is a series of short evades, is a channeled block, and is an AoE stun. Making the best use of all of them will greatly improve your effectiveness.
- The sustain from depends on attacking, so don't slack on your DPS.
- can be used to blind trash mobs, mitigating incoming damage in some fights.
Ratings



Comments
Enjoy an ad-free experience & support the website, for only $1 per month! Upgrade to Premium

