Difference between revisions of "Scrapper - Explosive Hammer Roamer"
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* {{Skill|Elixir B}} - has a cast time and less sustain vs direct damage but provides better uptime on your offensive boons from both the main skill and {{Skill|Toss Elixir B}} as well as {{Tooltip|Resolution}} which is great against conditions in a build that lacks frequent cleansing. | * {{Skill|Elixir B}} - has a cast time and less sustain vs direct damage but provides better uptime on your offensive boons from both the main skill and {{Skill|Toss Elixir B}} as well as {{Tooltip|Resolution}} which is great against conditions in a build that lacks frequent cleansing. | ||
+ | |||
+ | |||
+ | '''Elite''' | ||
+ | * {{Skill|Sneak Gyro}} - while the {{Tooltip|Stealth}} duration on this is extremely low, currently we recommend it because it's still a valuable escape tool. Without stealth you'll have a much harder time surviving outnumbered situations. {{Skill|Rocket Charge}} can increase the stealth duration. | ||
+ | |||
+ | * {{Skill|Elixir X}} - bit of a gamble as you have no control over which form you'll get, but both of them offer great mobility and CC at the very least. {{Skill|Rampage}} could also act as a finisher, allowing you to CC-chain low HP enemies to death. | ||
+ | |||
+ | * {{Skill|Supply Crate}} - ranged CC, combo field for stealth, bit of extra damage. | ||
Revision as of 22:07, 2 March 2023
The community gave this build a rating, making it top-tier: Great
Focused on: Direct damage
Designed for: WvW Roaming
Difficulty:
TBD
This build was last updated on March 02, 2023 and is up to date for the October 8, 2024 patch.
Overview
A bruiser style WvW Scrapper roaming build with high damage and sustain.
Skill Bar
Hammer
Utility
Skill Variants
Utility
There are 2 viable picks for the optional slot, both of them offer Stability on their toolbelt which is what the build needs most:
- - very defensive and forgiving skill with good barrier, and Stability/anti-projectile on . More forgiving than Elixir B as both the normal and the toolbelt skills are instant and can be used even while CC'd.
- Resolution which is great against conditions in a build that lacks frequent cleansing. - has a cast time and less sustain vs direct damage but provides better uptime on your offensive boons from both the main skill and as well as
Elite
- Stealth duration on this is extremely low, currently we recommend it because it's still a valuable escape tool. Without stealth you'll have a much harder time surviving outnumbered situations. can increase the stealth duration. - while the
- - bit of a gamble as you have no control over which form you'll get, but both of them offer great mobility and CC at the very least. could also act as a finisher, allowing you to CC-chain low HP enemies to death.
- - ranged CC, combo field for stealth, bit of extra damage.
Template Code
[&DQMGOR0bKz8UASoPXwFeAYYAigEBAV8BgxISAQAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- - better sustain, lower damage.
Equipment
Head
Celestial
Celestial
Shoulders
Celestial
Celestial
Chest
Celestial
Celestial
Hands
Celestial
Celestial
Legs
Celestial
Celestial
Feet
Celestial
Celestial
Backpiece
Celestial
Celestial
Accessory
Celestial
Celestial
Accessory
Celestial
Celestial
Amulet
Celestial
Celestial
Ring
Celestial
Celestial
Ring
Celestial
Celestial
Hammer
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Runes
- - better sustain.
Consumables
Food
- - passive strike damage mitigation and Celestial-like stats.
- - same stats as the Peppercorn version but this one reduces incoming condition duration. The build doesn't have great cleansing so this could make all the difference against certain specs.
- - defensive option with
- - budget version.
synergy due to more frequent dodging.
Utility
- or
Usage
To be added
Ratings
Hear me out: I'm addicted to the Firearms trait line. Firearms has crazy synergy with Explosions' Shrapnel trait. Celestial stats allow you to abandon Alchemy and don't sleep on cele condi dmg. I run full Celestial except a Berserker hammer + Rune of Fireworks for zoomies, instant might ramping and bonkers boon uptime. Replace alchemy with firearms 2-3-2, explosions 1-2-2, scrapper 3-3-3. Your grenade crits cripple and bleed, and every bleed gives might so you'll have ~15 might 1v1 or 25 might in 2+. Applied Force gives stability when you touch 10 might and Mass Momentum pulses might when you have stability. Nade tosses quickly ramp to 3k+ dmg with an additional 1.5k/s bleed. The cripple causes players to panic and pop defensives but it just keeps coming. Tossing toolbelt nade is mega 6-7k blast. Swap elite to Mortar for range pressure in group play, otherwise Sneak gyro. Gigabrains will dunk me but I bring Sigil of Air + Fire on my primary roaming hammer. Air+ Fire pair immaculately with nades. You always get a crit per toss and roamers don't typically freecast so these sigils add 2k burst on your first toss every 3-5secs. According to ARCdps selfskills menu, air+fire each do about 10% of my total dps in 1v1 combat for a total of a 20% boost.
I knew it was strong but I was never really a fan of Scrapper in WvW, trying the Celestial version however changed that. The added sustain and boon duration elevate the build quite a lot and the sacrifice in burst damage can barely be felt, mostly because of the better Might stacking that comes with Cele. Overall very strong build with high damage and sustain, but the lack of condi cleansing can be awkward if the fight drags on, which is a real threat especially against Harbingers and their Weakness spam.
Comments
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