Scrapper - Power Bruiser

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Focused on: Direct damage.

Designed for:

Overview

An offensive Scrapper build for sPvP.

Skillbar

HammerHealingUtilityElite
Elixir Gun

Slot Changes

Utility

For the optional slot (both offer Stability Stability in some way which is important):

  • - defensive choice with damage reduction and instant reflect/stability on toolbelt.
  • - adds Fury Fury to the build and a low CD stability on toolbelt.

Specializations

Specialization Changes

Tools can be swapped out for Inventions:

Equipment

Hammer.png
I.png
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)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Superior Rune of Sanctuary
Superior Rune of Sanctuary.pngSuperior Rune of Sanctuary
(1): +25 Vitality (2): +5% Boon Duration (3): +50 Vitality (4): +10% Boon Duration (5): +100 Vitality (6): Gain a barrier with health equal to 20% of any heals you receive.
Demolisher's Amulet
Demolisher's Amulet.pngDemolisher's Amulet
+1050 Power +1050 Precision +560 Toughness +560 Ferocity

Usage

Elite specialization basics

  • You can rez and stomp your target from 900 range via the
    every 20 seconds. Use it to double rez by activating it from a range and then helping out manually.
  • The gyro is activated by the same key as general interaction/rez/stomp (F by default) and you must target an ally or enemy for the option to show up.
  • While the gyro doesn't have Stability Stability in this build, you can remedy that by sharing stability with it through the toolbelt of the optional utility skill.


General

  • Much of the build revolves around bursting people down with
    , hoping for a
    proc, or decapping points if you get a
    .
    combined with the high endurance regen provided by Vigor Vigor and
    makes this elite rather spammable.
    • is way better than
      . Oftentimes it's better to just exit Tornado right after unloading skills #4-5.
  • The build is rather low on cleansing so be careful around condition builds, and kite a lot. If you wish to cleanse more often, consider picking up
    instead of detonating it - this way you'll lose out on a bit of healing, but reduce its CD by 5 seconds while still cleansing 2 conditions (3, if used in a Light field).
  • Stack Swiftness Swiftness for your team before the game starts! Drop
    on the exit gate, detonate
    in it and then follow up with
    .
  • Try to share
    and
    with as many allies as possible.
  • can shut down just about anyone. Use it to prevent bunkers from healing their teammates, make Necromancers lose Shroud, or cancel elite forms such as
    .
  • Stability Stability is crucial for your sustain, especially when facing condition damage builds. Each second while this boon is active
    applies 1 stack of Might Might - which isn't much, but
    heals you for a small amount after every boon you receive, and
    synergizes with that tiny bit of healing, granting you barrier. Doesn't matter if this barrier is borderline insignificant, it still works with
    .


Hammer

  • serves not only as a short-CD burst skill, but also a whirl finisher that reflects projectiles. While whirl finishers are rather weak, it can still be useful for squeezing a few extra seconds of Regeneration Regeneration out of
    at the very least, and the projectile reflect can defend against ranged specs while potentially boosting your damage.
  • is excellent for counterpressuring the enemy, as this skill deals heavy damage 3 times whilst evading incoming attacks. This is also a double Leap finisher (and a good mobility tool), try to combo it with a Water field for double healing, or a Light field for Light Aura Light Aura.
  • is excellent for cleaving targets or just avoiding damage on general. Besides blocking and doing damage simultaneously, this skill stacks barrier for each target you hit with it.
  • Try to cover the capture point with
    and
    as much as possible, under the right circumstances these two skills deal a considerable amount of damage over time. Of course
    is one of the few CCs in the build, so you may not want to use that one on CD if you wish to keep it for something important.


Might stacking

  • Maintaining 20+ Might Might stacks is very crucial for your damage.
    • Because of the trait
      each elixir gives 2 stacks of Might Might - including toolbelt skills and
      #4-5 as well.
    • applies 1 stack per second as long as you have Stability Stability. Your primary sources for that are going to be
      ,
      , and either
      or
      . Try not to overlap these whenever possible! Remember, you're looking to maximize duration, not stacks.


Elixir Gun

  • is an okay filler to use, mainly for the Weakness Weakness if you're out of CDs but need to survive power damage and have nowhere to run. Aside from that, this is the only spammable ranged attack in the build, so if a target is running away on low HP spamming this with Quickness Quickness is probably your best bet.
  • is rather weak and unreliable, but has synergy with
    .
  • 's biggest selling point is the Poison Poison, which can help to deny some healing from bunkers, or make it harder for downed enemies to be revived by their team.
    • There's a cleansing component to this skill, although it doesn't cleanse the caster, which means that it's only good for supporting allies in need. If you choose to do that, make sure that you don't have an enemy targeted as that may throw off the aim of this skill.
  • is easily one of the most versatile skills in the build. Good unblockable AoE, Blast finisher (AoE healing in a Water field, AoE Clenasing in a Light field), elixir synergy, and mobility all in one.
    • The leap can easily push you out of objectives. If you wish to prevent that, keep spamming weapon swap right after using the skill.
  • adds much needed condition removal and is a nice boost to sustained healing, not to mention it can be combo'd with several finishers as this is a Light field.

Counters

  • Heavy condition damage

Top Streamers

Build rating - 3 stars
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6 Ratings
4 stars
ShaoAZ gave this build 4 stars 4 weeks ago

I played something similar, used Elixir B on the optional slot and swapped tools to firearms bot bot top, tools doesn't have anything that really justify it above firearms. Also Alchemy first top, used Medkit for more cleanses and boons, but obviously that ain't for everyone since most people prefer a simple tap to heal. Finally with Rune Of Leadership and Stealth Gyro since you have 100% critical chance with firearms, entire boon duration and cleanses are better over Sanctuary or Lyssa, Elixir X is not really useful if you're just gonna melt to conditions anyway. This actually tanks Holosmiths pretty well if you stick to Demolisher since they can't CC you, making their lack of any sustain very obvious with Eletro-Whirl hitting up in the 8k's, you'll see them run away pretty quickly while they try to achieve anything to stop you from dealing damage.

4 stars
Roger gave this build 4 stars 4 weeks ago

This is a solid build that deals a deceptive amount of damage. It might not be as OP as Holo... but don’t sleep on it.

0 stars
Zyxqt gave this build 0 stars December 2018

The build is very good when it comes to 1v1 situations but doesn't bring nearly as much to the table as Holosmith, and struggles with the metabuilds that it has to face in duels. Probably the most fun and unique Engineer build currently available however.

3 More Ratings
3 stars
The V gave this build 3 stars December 2018

An average build, but not special. A few choices in here are poor in my opinion. Elixir U synergizes poorly with Hammer. It makes your block on H4 end quicker, you leaps end quicker (thus less evading) and shorter reflect time with H2.

This build relies too much on Elixir X, which is why you took the tool traitline with the grandmaster and adept to reduce its cooldown. But taking the Toolkit instead of Elixir U would already give it more damage potential (with TK 3), more defense with TK block and a nice pull.

5 stars
Araceli gave this build 5 stars November 2018

I've been playing something almost identical for a while now and heavily since this season started. Usually a gyro instead of Exilir Gun though, Bulwark generally or Purge gyro if our team needs more condi cleanse. With recent balance patches this actually makes Scrapper feel very competitive outside of support builds.

Pros:

Surprising amount of burst that still a lot of people don't expect from a Scrapper.

Very good reflect that also surprises some burst classes with Electro Whirl + long Retal uptime.

Group utility over Holosmith Elixir, run 1 or 2 gyros for group strong damage reduction or condi cleanse.

Thunderclap is good ranged AoE CC.

Function Gyro stomp doesn't care about those pesky teleporting downed state skills.

Adaptive Armor and Sanctuary rune interaction means you almost permanently take 20% less condi damage.

Cons:

Elixir X RNG can really suck.

Poor mobility.

No ranged unless you run Elixir Gun and then it's pretty average. But since I don't usually.

4 stars
Hanz gave this build 4 stars October 2018

This is as good as scrapper can be, which still isn't much. The damage is really good and the low CD elite can really carry this build, but it's a gimmick and not very consistent imo. 4/5 at best, but it may be a bit closer to a 3/5. Going easy on it because there are no other viable scrapper builds.

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