Scrapper - Flamethrower Might

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This is a test build. You may Comment, Discuss, and Rate it.

Focused on: Mobility.

Designed for:

Overview

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

RifleHealingUtilityElite
Flamethrower

Specializations


Variants

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

Equipment

Rifle.png
I.png
Superior Sigil of Purging
10Recharge.png
Superior Sigil of Purging.pngSuperior Sigil of Purging
On hit: remove a condition. (Cooldown: 10s)
Superior Sigil of Battle
9Recharge.png
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)
I.png
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


Variants

  • Superior Sigil of Cleansing Superior Sigil of Cleansing
    9Recharge.png
    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
    10Recharge.png
    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


Notes

  • Movement:
    will provide high Swiftness Swiftness uptime. Further movement can be gained from
    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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