Scrapper - Quickness Support Power DPS
Overview
Scrapper boon support build capable of providing good DPS along with 100%
Quickness and high
Superspeed uptime to five targets.
This build fills the role of quickness source for your subgroup, and it can generate ~60%
Fury and up to 25
Might and ~30%
Protection, as well as high uptime of
Swiftness by blasting its lightning fields.
allows it to tank without investing in extra survivability, maximising damage on encounters that would otherwise force the tank to gear more defensively.
Skill Bar
Skill Variants
, , , , and bombs provide enough finishers to maintain
Quickness without any boon duration. You should have enough padding to allow you to use reactively in case resses are needed.
Healing
- provides more
Superspeed uptime and ~30%
Protection from . - provides a handy extra combo field and blast finisher.
- for the damage reversal or CC. The toolbelt skill is also a minimal DPS loss, making it a great filler skill and a net damage increase thanks to the combination of and .
Utility
provides 50%
Quickness uptime and is essential for triggering . provides ~30%
Quickness, while is your highest DPS utility, followed by .
If using , you need one extra blast to trigger it. is on too long a cooldown, so you'll need to use , or .
- could replace for more
Might. - If not using , or should replace - is higher DPS.
- could be used if the groups needs
Stability, barrier or projectile defense. This is a significant DPS loss. - could also be taken for a potent condi cleanse, but with the same caveats as above.
Elite
- will provide
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. - 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 the build.
- allows you to provide
Stability to allies via , and would be less of a DPS loss than taking .
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Dragon
Berserker
Berserker
Berserker
Dragon
Dragon
Berserker
x6
x18
Equipment Notes
- is the best relic for players that don't own Janthir Wilds.
- This setup requires no boon duration, relying entirely on . Even with just this you should easily overcap on
Quickness. - If you find yourself wanting more boon duration, you could do the following, in order of efficiency:
- Switch one or more pieces to
Diviner stats. - Switch the for a .
- Use food such as (or ascended alternatives), or .
- Switch one or more pieces to
- The
Dragon stats pieces are a tiny dps increase, so you can run full
Berserker stats if you prefer.
Consumables
Food
- or ascended versions
Utility
Usage
- You generate
Quickness by using a blast, leap or whirl finisher inside a combo field. Whirl finishers can only trigger every three seconds. - Use , , and / off cooldown for their finishers.
- is not needed to maintain
Quickness, and it is a DPS loss if the long cast time makes you delay other skills. That said, it provides two leap finishers so can add significant padding to your boon uptime so is worth using when you have time - just make sure there is a combo field down. - If you have doubts about whether there will be a combo field, you can use or from .
- ⇒ can be used if there are any gaps in
Quickness uptime.
- is not needed to maintain
- You have enough boon duration that you can slightly delay your blast skills if necessary. In particular you might want to use to revive someone, or delay / for a defiance bar. You shouldn't delay for too long though or your
Quickness uptime will suffer! - If tanking, the sustain from depends on attacking, so don't slack on your DPS.
- Hammer is an overloaded weapon in terms of utility: reflects projectiles and provides a whirl finisher, is a series of short evades and two leap finishers, is a channeled block, and is an AoE stun. Making the best use of all of them will greatly improve your effectiveness.
- is a group stunbreak and provides
Superspeed. - 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.
- If you have any doubts about your rotation, you can hold on to to provide an extra blast for in case you miss one.
Simplified Rotation
If you don't want to use or don't have access to , you can follow a simpler rotation that uses a Gyro instead.
Damage
- Use , and (if using) off cooldown.
- Most of your damage comes from and . They have a very similar cooldown so you can "link" them together - every time you use , jump into and use , as well as and if they are off cooldown.
- Most of the rest of the time you fill with hammer autos - make sure to finish the auto chains!
Example Opener
If possible, precast and .
- - we cast this first so that we combo with the fire field for faster
Might generation
- Replace with , if using
- and if you precast them - detonating the Mine Field can be delayed slightly if you know your target will gain
Exposed - if you did not precast it
- (or other combo field) if you have doubts about your speed
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.
You may wish to open with to immediately provide
Quickness if you're not able to precast at all.
- - thanks to this means you start with extra
Superspeed -
- and exit Bomb Kit
- (if precast)
-
- (if you precast - make sure you have the buff from )
- and exit Grenade Kit
- for more
Superspeed
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.
has a 20-second cooldown, so you want to perform this Blast Burst every time you can. also has a 20-second cooldown, and as it provides
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 , but can also be used as filler skills in their own right, with the following priority:
- .
- (Mortar Kit)
- - you can make this higher priority if you want to provide better
Protection uptime.
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
Ratings
Comments
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