Scrapper - Power Explosives

The community gave this build a rating, making it second-tier: Good

Focused on: Strike damage and Utility

Designed for: WvW Zerg

Expansions required: Heart of Thorns builds

Overview

An east to play power damage Scrapper WvW build retaining the utility of Scrapper while filling a DPS slot. Greatly profits from the large damage modifier of and the high damage of .


Template Code

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Skillbar

Hammer
Utility


Variants

Utility
  • Ideally a stunbreak would be unnecessary, but there are two possible options to swap for if one is needed
    • defensive stunbreak
    • offensive stunbreak
Elite
  • when stealth is not needed


Specializations

Variant
  • higher defensive value if necessary


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Hammer
Marauder
Sigil
Sigil
Hammer
Marauder
Sigil
Sigil
Rune
x6



Variants

Sigil
  • - for activating


Consumables

    • feast option with additional power and ferocity.


Usage

General

  • As soon as you get the 25 stacks of and get out of combat, swap back to the Hammer without it


Overall Priorities

High
Moderate
  • Damage
  • Condition clear
Low
  • Poisoning downs


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • will leap towards your target if you have one, make sure to drop your target when using it for mobility
    • An About Face keybind can be useful for quickly using for mobility
  • This builds has moderate active defenses
    • would ideally be saved for your group, but almost garuntees surviving if used
Active defense priority


Detailed Explanations

Superspeed

  • A lot of your Superspeed Superspeed will be generated passively while using your skills for damage and cleansing, use the following when you have downtime or are lacking superspeed:


Thunderclap

  • Use when:
    • Your group calls a spike:
      • Winds -
      • Wells - +
      • Shades -
      • Traps - +
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing


Damage

  • has more damage than , so use it whenever the melee range is appropriate
  • The animation of can be decieving, it hits in a 425 range cone regardless of what the animation looks like
Skill priority
  • - no cast time, free damage
  • - for
  • Dodge - for ()


Condition clear

  • Try to save for Immobilize Immobilize, but its a short cooldown and needed for Superspeed Superspeed, so use it on any clash if your Superspeed Superspeed uptime is in danger
    • Make sure to watch your party as well
  • When both would be independently useful at the same time, combo and for extra cleanse from cleansing bolts


Poisoning downs

  • Use when you can safely approach melee range with downs


Settings

  • Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
  • Also under General Options / User Interface turn on Thick party health bars
    • Thick squad health bars can be used too as a matter of personal preference, but is not recommended for large numbers
  • Under Squad Options uncheck View as a grid. This will allow you to keep track of your allies' conditions enabling a better decision-making and skill management.


Ratings

This build has a rating of 3 stars based on 2 votes.
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2 stars
Azalea gave this build 2 stars • April 2022
The high damage of this build is a huge red herring. Your average damage hangs around 400 with 900 crits. Which sounds good at first but any subpar healer can easily negate the low damage output per hit that this build brings. For it to be effective in your average WvW squad, you wouldn't run this in the same subgroup as a Heal Scrapper, so you're forced to change your squad composition to fit in a Heal Tempest so this build has a place in the squad. If you decide to run the Quickness variant of this build by running Kinetic Accelerators, it's a double-sided sword because of the quickness you apply. The build has the potential to negatively affect your subgroup because the Quickness applied will be corrupted by Scourges and converted to Slow. Until the Slow condition is cleansed, your allies will have issues in their damage or support rotations. This build does not warrant swapping out a Power Guardian/Dragonhunter or even a Spellbreaker/Chrono in some guilds to run it because it has too many downsides that end up ruining squad cohesion. The damage looks good on meters due to damage padding, but the simple fact that this build has no real burst is what makes it a bad DPS pick. Also you must change your squad composition to fit this build in, which is another issue altogether because Heal Tempests are not considered meta by most commanders, and you lose out on the amazing constant heals that a Heal Scrapper brings.
4 stars
Arete gave this build 4 stars • February 2022
Very easy to play, high damage build with strong utility. Not ideal at large numbers but brings competitive damage at low and mid sized scales. Utility contributions are overshadowed by the overwhelming support scrapper and the lack of unique utility significantly reduces viability.

Comments

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