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Difference between revisions of "Scrapper - Superspeed Grenadier Roamer"

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** {{Skill|Flash Grenade}} is something of a defensive skill, low damage but the {{Tooltip|Blind}} could enable you to keep throwing grenades at your target without getting counterpressured.
 
** {{Skill|Flash Grenade}} is something of a defensive skill, low damage but the {{Tooltip|Blind}} could enable you to keep throwing grenades at your target without getting counterpressured.
  
 +
* {{Skill|Function Gyro}} and {{Skill|Thunderclap}} proc the damage bonus from {{Relic|Relic of Fireworks}}.
 
<!--* Whenever you gain {{Tooltip|Superspeed}} you also gain {{Tooltip|Fury}}, so always try to get some Superspeed before unloading some of your hard hitting abilities. Every '''Gyro''' and most of your toolbelt skills grant Superspeed.-->
 
<!--* Whenever you gain {{Tooltip|Superspeed}} you also gain {{Tooltip|Fury}}, so always try to get some Superspeed before unloading some of your hard hitting abilities. Every '''Gyro''' and most of your toolbelt skills grant Superspeed.-->
  

Revision as of 15:25, 14 September 2023

The community gave this build a rating, making it top-tier: Great

Focused on: Strike damage and Control

Designed for: WvW Roaming

Difficulty:
Normal
This build was last updated on September 14, 2023 and is up to date for the October 8, 2024 patch.

Overview

A Power-based WvW Scrapper roaming build that focuses on CC and massive burst damage with Grenade Kit to get kills while having permanent Superspeed Superspeed.


Skill Bar

Hammer
Utility


Skill Variants

Utility

  • Shredder Gyro over Slick Shoes - better burst damage and AoE pressure, but you have to give up an unblockable CC and a stun break on toolbelt for it which makes the build significantly more unforgiving to play.


Elite

  • Sneak Gyro - while the Stealth 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.
  • Supply Crate - ranged CC, combo field for stealth, bit of extra damage.
  • Elite Mortar Kit - does decent damage but it's primarily a defensive pick because of the Blind Blind and the extra healing, plus it has some useful combo fields for aura combos and even more healing with Rocket Charge.


Template Code

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Specializations

Variants

  • Adrenal Implant improves survivability and has synergy with Explosive Entrance as it gives you more endurance.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Hammer
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Relics

  • Relic of Antitoxin - bit higher cleansing.
  • Relic of Isgarren - similar to Fireworks, this one could provide higher uptime on your damage boost but you have less control over when it's going to be active.
  • Relic of the Chronomancer - better Quickness Quickness uptime especially when running 2 utility gyros.


Runes

  • Rune of Superior Rune of the Scholar - better burst damage, lower boon duration.
  • Rune of Superior Rune of Resistance - defensive rune that helps against condition builds (and to a lesser extent power too).
  • Rune of Superior Rune of the Scrapper - general tankiness in case you're feeling too squishy.


Sigils

  • Sigil of Superior Sigil of Energy over Celerity - lower Quickness Quickness uptime, higher sustain.


Consumables

Food

  • - passive strike damage mitigation and strong offensive stats.
  • - same stats as the Peppercorn-Crusted version but offers defense against conditions instead of Power-based damage.
  • - cheap crit chance increase plus armor-ignoring damage procs that heal you.
  • - defensive option with Explosive Entrance synergy due to more frequent dodging.
    • - budget version.


Utility

  • or


Usage

General

  • While Hammer is a very strong offensive option, it can be just as defensive. The build is rather squishy so CD management is very important. Try to pressure targets mostly with Grenade Kit if you want to play it safe and keep Hammer ready for situations where you'd be forced into melee or have to defend yourself.
  • If you want to get the most out of Grenade Kit set up a keybind for About Face.
    • Go to Options Control Options Movement, About Face should be at the bottom.
  • Grenades can be thrown at targets behind your character. You can kind of abuse this with About Face by quickly turning around to move away from your target while targeting them with grenade attacks:
    • Keep moving forward then hold left click briefly while pressing about face - you should now be moving in the opposite direction as long as you're holding down the movement key.
    • Hold the same movement key (W for most players) and right click once to turn back to where you were originally facing once you've built enough distance.
    • Repeat these steps to stay at the edge of 900 range while throwing grenades.
  • Function Gyro (F5) has massive utility value as a skill that can stomp enemies and revive allies from range.
    • This toolbelt Gyro grants Superspeed Superspeed like any other Gyro while also cleansing 1 condition. In desperate sitations you could use this for personal survival instead of as a group utility tool.
    • You can stealth the Function Gyro with Sneak Gyro.


Damage

  • Most of the damage comes from Grenade Kit and its toolbelt skill Grenade Barrage, the latter being the best burst skill in the build.
    • Shrapnel Grenade and Freeze Grenade do the most damage, followed by the autoattack Grenade which is a solid filler skill.
    • Freeze Grenade's Chill Chill is ideal for snaring enemies while pressuring them from range.
    • Poison Grenade doesn't hit very hard but the Poison Poison's good for pressuring bunkers and delaying rez attempts as it reduces healing received by enemies.
    • Flash Grenade is something of a defensive skill, low damage but the Blind Blind could enable you to keep throwing grenades at your target without getting counterpressured.
  • Function Gyro and Thunderclap proc the damage bonus from Relic of Fireworks.
  • Using Leap and Blast finisher in combo fields is how you maintain Fury Fury from Kinetic Accelerators. Always try to use Rocket Charge inside a combo field as you can't afford to let a double Leap finisher go to waste.
    • Function Gyro is a quick and effective skill for obtaining Fury Fury as it's both a combo field and finisher.
  • Try to make sure that your burst lands by using CC and Stealth Stealth beforehand:
    • Sneak up on your target with Sneak Gyro.
    • Stun them with Thunderclap or Blast Gyro.
    • Knock them down with Slick Shoes (if taken).
  • Blast Gyro takes a few seconds to charge up, use Superspeed Superspeed and Rocket Charge to stay on top of your target.
  • Electro-whirl and Rocket Charge on Hammer both do great damage in melee.


Sustain

  • Superspeed Superspeed is your best friend, use your superior mobility to leave enemies behind and get away from danger. Also provides a steady stream of healing via Rapid Regeneration along with Swiftness Swiftness.
  • Sneak Gyro is often a life-saver because of the AoE stealth.
  • The only stunbreaks in the build are found on toolbelt skills: Blast Gyro's Bypass Coating and Slick Shoes' Superspeed (not to be confused with the effect of the same name).
  • Both Medic Gyro and Reconstruction Field are Water fields, use Rocket Charge and Blast Gyro in these to combo extra healing whenever you can.
    • Blast Gyro is both a combo field and a finisher, it has to be used after the creation of a Water field if you want extra healing. Therefore this only works with Medic Gyro as Reconstruction Field's field doesn't last long enough to fit an entire Blast Gyro cast into it. Rocket Charge works with both fields and it's a double finisher.
  • Condition cleansing is limited only to toolbelt skills via Mechanized Deployment synergy and Medic Gyro from Reactive Lenses. Be very careful against condition specs - try to stay in range, use CC as much as possible and avoid their attacks with Hammer. Bail out with Superspeed Superspeed and Stealth Stealth at the first sign of trouble.
  • Every Hammer skill except the autoattack could be used defensively.
  • Electro-whirl does great damage in melee while reflecting projectiles, Rocket Charge has a lengthy evade frame on top of being a double combo finisher and having high damage, Thunderclap stuns enemies while leaving behind a pulsing damage field.
  • Shock Shield is the most defensive thing on Hammer, being a block skill with barrier. While the damage is mediocre it's still worth using it in melee as you gain barrier whenever the skill strikes an enemy, but even if you don't do that the block is still very useful.
  • If taken Slick Shoes is great at turning things around. The instant unblockable AoE CC could stop most burst attempts made by enemies without Stability Stability while also creating the perfect opening for counterpressuring targets. Really good at immediately punishing teleport skills like Phase Traversal or Steal too.
  • When it comes to this build the best defense is a good offense. Your survivability isn't great but your damage is, so try to keep enemies on the backfoot with constant pressure.


Related Builds


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Hanz gave this build 5 stars • April 2024
Insane damage + perma superspeed and unblcokable CC with a bit of stealth access makes this build really strong. Lacks defensive stats though and condition cleansing isn't the best so you need to be careful and have good reaction times or you'll fold just as quickly as you can delete others.

Comments

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