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Scrapper - Marauder Explosives

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Basic.png

Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories.

Focused on: Direct damageUtility.

Designed for:


Overview

A very high sustained DPS/burst engineer build with lots of cleanse, decent stability and a lot of might. With the reduced frequency of corruptionmancers and reflection from elementalists, this build is quite a bit more powerful.

Skill Bar

HammerHealingUtilityElite

Kits

Elixir Gun
Tranquilizer Dart
¾Activation.png
Tranquilizer Dart
Fire a dart that bleeds and weakens foes.
Damage.pngDamage: 130
Bleed.pngBleeding (4s): 170 Damage
Weakness.pngWeakness (1s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Elixir F
¾Activation.png
8Recharge.png
Elixir F
Fire a bouncing glob of Elixir F that cripples foes and grants swiftness to you and allies.
Damage.pngDamage: 244
Swiftness.pngSwiftness (3s): 33% Movement Speed
Cripple.pngCripple (3s): -50% Movement Speed
Book.pngNumber of Bounces: 3
Range.pngRange: 900
Fumigate
Activation.png
12Recharge.png
Fumigate
Spray a cone of elixir fumes, inflicting poison and vulnerability to foes and curing conditions on allies with every strike.
Damage.png5Damage: 140
Poison.png5Poison (2s): 335 Damage, -33% Heal Effectiveness
Vulnerability.png5Vulnerability (6s): 5% Incoming Damage, 5% incoming Condition Damage
Book.pngConditions removed: 5
Book.pngNumber of Targets: 5
Range.pngRange: 450
Acid Bomb
¼Activation.png
15Recharge.png
Acid Bomb
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage.pngDamage: 277
Book.pngDistance: 550
Book.pngNumber of Targets: 5
Duration.pngDuration: 5 seconds
Radius.pngRadius: 180
Combo.pngCombo Finisher: Blast
Unblockable.pngUnblockable
Super Elixir
½Activation.png
20Recharge.png
Super Elixir
Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
Heal.pngImpact Heal: 700
Heal.pngPulse Heal: 204
Book.pngNumber of Targets: 5
Book.pngPulses: 11
Duration.pngDuration: 10 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Light
Range.pngRange: 900


Grenade Kit
Grenade
½Activation.png
Grenade
Throw several grenades that explode.
Damage.pngDamage: 117
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 5
Radius.pngExplosion Radius: 120
Range.pngRange: 900
Shrapnel Grenade
½Activation.png
5Recharge.png
Shrapnel Grenade
Throw grenades that explode in a hail of shrapnel, causing bleeding.
Damage.pngDamage: 196
Bleed.pngBleeding (10s): 220 Damage
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 3
Radius.pngExplosion Radius: 150
Range.pngRange: 900
Flash Grenade
½Activation.png
10Recharge.png
Flash Grenade
Throw grenades that explode in blinding flash.
Damage.pngDamage: 36
Blind.pngBlindness (5s): Next outgoing attack misses.
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 3
Radius.pngExplosion Radius: 150
Range.pngRange: 900
Freeze Grenade
½Activation.png
20Recharge.png
Freeze Grenade
Throw grenades that chill foes with a frigid blast.
Damage.pngDamage: 178
Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 5
Radius.pngExplosion Radius: 240
Range.pngRange: 900
Poison Grenade
½Activation.png
25Recharge.png
Poison Grenade
Throw several grenades that explode in poisonous cloud.
Damage.pngDamage: 178
Poison.pngPoison (8s): 268 Damage, -33% Heal Effectiveness
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 3
Range.pngRange: 900
Unblockable.pngUnblockable


Slot Changes

For the optional utility slot:

  • - Offers much needed sustain.
  • - Swiftness, fury, might and stability.
  • - Additional burst via , unblockable pull via , and a block .
  • - Added stunbreak, free safe stomp, invisibiliy on demand.
  • - Additional personal and team condition management.

Elite

  • - A more defensive option at the cost of CC.

Specializations



Variants Swap for if you feel the build is susceptible to condition or power burst.

Equipment

Hammer.png
I.png
Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
Superior Sigil of Blood
5Recharge.png
Superior Sigil of Blood.pngSuperior Sigil of Blood
50% Chance on Critical: Steal Health. (Cooldown: 5s)
I.png
Superior Rune of Hoelbrak
Superior Rune of Hoelbrak.pngSuperior Rune of Hoelbrak
(1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; -20% condition duration applied to you.
Marauder Amulet
Marauder Amulet.pngMarauder Amulet
+1050 Power +1050 Precision +560 Vitality +560 Ferocity

Variants

Amulet

  • Demolisher's Amulet Demolisher's Amulet
    Demolisher's Amulet.pngDemolisher's Amulet
    +1000 Power +1000 Precision +500 Toughness +500 Ferocity
    - vs power heavy teamcomps.
  • Paladin's Amulet Paladin's Amulet
    Paladin's Amulet.pngPaladin's Amulet
    +1000 Power +1000 Precision +400 Toughness +400 Vitality
    - for more general tankyness at the cost of damage.
  • Seeker's Amulet Seeker's Amulet
    Seeker's Amulet.pngSeeker's Amulet
    +1050 Power +1050 Precision +560 Concentration +560 Ferocity
    - for very high boon uptime, enhances damage, protection, mobility at the cost of vitality/toughness defensive stats. Don't use this when facing condition heavy comps.

Rune

  • Superior Rune of Strength Superior Rune of Strength
    Superior Rune of Strength.pngSuperior Rune of Strength
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
    when vs power exclusive comp and more damage.
  • Superior Rune of the Herald Superior Rune of the Herald
    Superior Rune of the Herald.pngSuperior Rune of the Herald
    (1): +25 Toughness (2): +5% Boon Duration (3): +50 Toughness (4): +10% Boon Duration (5): +100 Toughness (6): When using a heal skill, apply protection to nearby allies (360 radius). (Cooldown: 10 seconds)
    use with Seeker amulet.

Usage

General

  • You can rez and stomp your target from 900 range via the Function Gyro every 30 seconds.
  • Thunderclap Thunderclap
    ¾Activation.png
    24Recharge.png
    Thunderclap
    Ionize an area, bringing down the power of lightning to stun foes and damage them over its duration.
    Damage.png6Damage: 1,452
    Vulnerability.pngVulnerability (8s): 1% Incoming Damage, 1% Incoming Condition Damage
    Stun.pngStun: 1s
    Book.pngPulses: 6
    Radius.pngInterval: 1s
    Radius.pngRadius: 240
    Combo.pngCombo Field: Lightning
    Range.pngRange: 1,200
    is one of the few Lightning field in the game, which means it can be used before the match starts for Swiftness stacking. In combat it can be combo'd with
    Rocket Charge Rocket Charge
    Activation.png
    10Recharge.png
    Rocket Charge
    Dash forward with a rocket-charged hammer to damage enemies.
    Damage.png3Damage: 1,212
    Book.pngNumber of Impacts: 3
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Leap
    Book.pngEvade: 1s
    Range.pngRange: 1,000
    for chain CC.
  • The leap from
    Acid Bomb Acid Bomb
    ¼Activation.png
    15Recharge.png
    Acid Bomb
    Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
    Damage.pngDamage: 277
    Book.pngDistance: 550
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 5 seconds
    Radius.pngRadius: 180
    Combo.pngCombo Finisher: Blast
    Unblockable.pngUnblockable
    can be canceled by swapping/stowing your kit in midair, allowing you to remain in place while still getting the blast finisher and damage from the skill.
  • Unlike some other minions and pets,
    Sneak Gyro Sneak Gyro
    45Recharge.png
    Sneak Gyro
    Gyro. Deploy a sneak gyro to provide stealth to nearby allies.
    Stealth.pngStealth (4s): Invisible to foes.
    Duration.pngDuration: 30s
    Radius.pngStrike Interval: 3s
    Radius.pngRadius: 300
    will not teleport to your position when traversing difficult terrain. You can use this to your advantage when trying to escape in some situations; jumping off of ledges or across gaps will cause your Gyro to attempt to find a different path to follow you, which can lead opponents to believe you are still within its radius.
  • Setup burst with
    Thunderclap Thunderclap
    ¾Activation.png
    24Recharge.png
    Thunderclap
    Ionize an area, bringing down the power of lightning to stun foes and damage them over its duration.
    Damage.png6Damage: 1,452
    Vulnerability.pngVulnerability (8s): 1% Incoming Damage, 1% Incoming Condition Damage
    Stun.pngStun: 1s
    Book.pngPulses: 6
    Radius.pngInterval: 1s
    Radius.pngRadius: 240
    Combo.pngCombo Field: Lightning
    Range.pngRange: 1,200
    followed by
    Grenade Barrage Grenade Barrage
    ½Activation.png
    30Recharge.png
    Grenade Barrage
    Throw several grenades at once.
    Damage.pngDamage: 122
    Book.pngNumber of Grenades: 6
    Radius.pngExplosion Radius: 150
    Range.pngRange: 1,200
    and
    Rocket Charge Rocket Charge
    Activation.png
    10Recharge.png
    Rocket Charge
    Dash forward with a rocket-charged hammer to damage enemies.
    Damage.png3Damage: 1,212
    Book.pngNumber of Impacts: 3
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Leap
    Book.pngEvade: 1s
    Range.pngRange: 1,000
    .

Sustain

  • Elixirs remove 1 condition each, except for
    Super Elixir Super Elixir
    ½Activation.png
    20Recharge.png
    Super Elixir
    Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
    Heal.pngImpact Heal: 700
    Heal.pngPulse Heal: 204
    Book.pngNumber of Targets: 5
    Book.pngPulses: 11
    Duration.pngDuration: 10 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Light
    Range.pngRange: 900
    which removes 2.
  • This build has plenty of options for healing. You'll have 2 Water Fields:
    • Cleansing Burst Cleansing Burst
      15Recharge.png
      Cleansing Burst
      Overcharge your healing turret, supplying a burst of healing that cures two conditions.
      Heal.pngHealing: 2,520
      Regeneration.pngRegen (5s): 650 Heal
      Book.pngConditions Removed: 2
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 480
      Combo.pngCombo Field: Water
      - Healing Turret's chain skill.
    • Regenerating Mist Regenerating Mist
      ¼Activation.png
      21Recharge.png
      Regenerating Mist
      Release a mist of healing liquid to regenerate nearby allies.
      Regeneration.png2Regen (3s): 780 Heal
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 480
      Combo.pngCombo Field: Water
      - Healing Turret's toolbelt skill, time it well because the duration of the field is extremely short.
  • The aforementioned fields can be combo'd with the following finishers for healing:
    • Acid Bomb Acid Bomb
      ¼Activation.png
      15Recharge.png
      Acid Bomb
      Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
      Damage.pngDamage: 277
      Book.pngDistance: 550
      Book.pngNumber of Targets: 5
      Duration.pngDuration: 5 seconds
      Radius.pngRadius: 180
      Combo.pngCombo Finisher: Blast
      Unblockable.pngUnblockable
      - Elixir Gun skill, AoE heal.
    • Rocket Charge Rocket Charge
      Activation.png
      10Recharge.png
      Rocket Charge
      Dash forward with a rocket-charged hammer to damage enemies.
      Damage.png3Damage: 1,212
      Book.pngNumber of Impacts: 3
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 240
      Combo.pngCombo Finisher: Leap
      Book.pngEvade: 1s
      Range.pngRange: 1,000
      - Hammer skill, self heal. It's actually 2 Leap Finishers in a row - place the field on your target, if your foe won't leave the field all 3 leap finishers will land in it.
    • Detonate Healing Turret Detonate Healing Turret
      Detonate Healing Turret
      Detonate your healing turret.
      Damage.pngDamage: 1,270
      Radius.pngRadius: 120
      Combo.pngCombo Finisher: Blast
      - Healing Turret's chain skill, AoE heal.
  • Super Elixir Super Elixir
    ½Activation.png
    20Recharge.png
    Super Elixir
    Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
    Heal.pngImpact Heal: 700
    Heal.pngPulse Heal: 204
    Book.pngNumber of Targets: 5
    Book.pngPulses: 11
    Duration.pngDuration: 10 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Light
    Range.pngRange: 900
    provides healing and cleanses conditions, but it's not a Water Field.
  • Toss Elixir B Toss Elixir B
    ½Activation.png
    25Recharge.png
    Toss Elixir B
    Elixir. Toss Elixir B at a location, granting stability and one of the following boons to allies: fury, might, retaliation, or swiftness.
    Stability.png3Stability (4s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
    Fury.pngFury (10s): 20% Critical Chance
    Might.pngMight (30s): 30 Power, 30 Condition Damage
    Retaliation.pngRetaliation (10s): Reflect incoming damage back to its source.
    Swiftness.pngSwiftness (10s): 33% Movement Speed
    Radius.pngRadius: 180
    Range.pngRange: 900
    and
    Elixir X Elixir X
    1Activation.png
    105Recharge.png
    Elixir X
    Elixir. Transform. Drink Elixir X, becoming a rampaging brute or whirling tornado.
    Tornado.pngTornado (15s): Transformed into a tornado.
    Rampage.pngRampage (20s): Assumed the form of a massive juggernaut.
    will pulse stability and might to you, every 10secs quickness as well via Applied Force Applied Force.

Counters

Sustain and CC from Druids. Boon corrupt condition necromancer.

Notes

  • If you only need a bit of healing or want to have more frequent condition cleansing, you can deploy
    Healing Turret Healing Turret
    ½Activation.png
    20Recharge.png
    Healing Turret
    Turret. Deploy a turret that heals you briefly, then regenerates you and your allies.
    Heal.pngHealing: 2,520
    Regeneration.pngRegen (3s): 390 Heal
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    then use
    Cleansing Burst Cleansing Burst
    15Recharge.png
    Cleansing Burst
    Overcharge your healing turret, supplying a burst of healing that cures two conditions.
    Heal.pngHealing: 2,520
    Regeneration.pngRegen (5s): 650 Heal
    Book.pngConditions Removed: 2
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    Combo.pngCombo Field: Water
    and pick it up again, instead of using
    Detonate Healing Turret Detonate Healing Turret
    Detonate Healing Turret
    Detonate your healing turret.
    Damage.pngDamage: 1,270
    Radius.pngRadius: 120
    Combo.pngCombo Finisher: Blast
    . This reduces the healing, but also the cooldown.

Related Builds

Engineer - Marauder Rifle

Scrapper - Power Hammer

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Build rating - 4 stars
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4 Ratings
0 stars
Hanz gave this build 0 stars June 2016

It's really not a bad build and I'd vote it much higher if it weren't for all the projectile hate in the meta. It's also a bit too squishy.

5 stars
Quelta gave this build 5 stars April 2016

This can be a meta in S3.

I was swap elixir X for sneak gyro, and change traits for rapid regen and final salvo. This is really awesome offensive scrapper and thanks for reaper chill nerf, I don't have many counters. CC is lower but still decent(gyro destruct, turret detonate, hammer 5, leap in final salvo).

5 stars
Fglor001 gave this build 5 stars February 2016

Excellent build, you trade some tankiness, mobility and healing from the standard power hammer for more ranged aoe and conditions with the grenade kit. Probably weaker 1v1 but I'd say better in groups when you want more range damage to contribute from a far before closing in with the hammer.

1 More Rating
5 stars
Kreck gave this build 5 stars February 2016

I have tried the same build, it's hard to say how good it is because there is no ranked right now and you play with very different level, but i think it's a good build, even if it's probably not as good as the classic Scrapper. Why ? Because is quite harder sometimes to use grenades efficiently without cc (the only cc we have is the 5 of the hammer which will generally be use to do some combo with the hammer and we can considered the moa elixir as a cc but the target can still move, so...). To compare with old build, you don't have the net and the knockback of the riffle, you don't have the pull or the slow of the pull kit, ...

for my english

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