Difference between revisions of "Scrapper - Quickness Support Power DPS"
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==Overview== | ==Overview== | ||
− | Scrapper boon support build capable of providing good DPS along with 100% {{tooltip|Quickness}} and {{tooltip|Superspeed}} uptime to five targets. | + | Scrapper boon support build capable of providing good DPS along with 100% {{tooltip|Quickness}} and high {{tooltip|Superspeed}} uptime to five targets. |
This build fills the role of quickness source for your subgroup, and it can generate ~60% {{tooltip|Fury}} and ~18 {{tooltip|Might}}. | This build fills the role of quickness source for your subgroup, and it can generate ~60% {{tooltip|Fury}} and ~18 {{tooltip|Might}}. | ||
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'''Healing'''<br> | '''Healing'''<br> | ||
{{skill|Healing Turret}} provides a handy extra combo field and blast finisher. However, you should have enough quickness to manage without it so it could be replaced with: | {{skill|Healing Turret}} provides a handy extra combo field and blast finisher. However, you should have enough quickness to manage without it so it could be replaced with: | ||
− | * {{skill|A.E.D.}} for the damage reversal or CC. | + | * {{skill|A.E.D.}} for the damage reversal or CC. The toolbelt skill {{skill|Static Shock}} is also a minimal DPS loss, making it a great filler skill and a net damage increase thanks to the combination of {{trait|Speed of Synergy}} and {{trait|Object in Motion}}. |
* {{skill|Medic Gyro}} for more {{tooltip|Superspeed}} uptime or ~30% {{tooltip|Protection}} from {{skill|Reconstruction Field}}. | * {{skill|Medic Gyro}} for more {{tooltip|Superspeed}} uptime or ~30% {{tooltip|Protection}} from {{skill|Reconstruction Field}}. | ||
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* Use {{skill|Function Gyro}}, {{Skill|Rocket Charge}}, {{skill|Blast Gyro}} and {{skill|Throw Mine}} off cooldown for their finishers. | * Use {{skill|Function Gyro}}, {{Skill|Rocket Charge}}, {{skill|Blast Gyro}} and {{skill|Throw Mine}} off cooldown for their finishers. | ||
** {{skill|Blast Gyro}} and {{skill|Throw Mine}} have the same cooldown, so using {{skill|Blast Gyro}} {{to}} {{skill|Throw Mine}} is an easy way to ensure a combo. | ** {{skill|Blast Gyro}} and {{skill|Throw Mine}} have the same cooldown, so using {{skill|Blast Gyro}} {{to}} {{skill|Throw Mine}} is an easy way to ensure a combo. | ||
+ | ** Always make sure there is a combo field down when using {{skill|Rocket Charge}} as it is a very large portion of your {{tooltip|Quickness}} generation. | ||
+ | ** If you have doubts about whether there will be a combo field, you can use {{skill|Poison Gas Shell}} from {{skill|Elite Mortar Kit}}. | ||
** {{skill|Healing Turret}} {{to}} {{skill|Detonate Healing Turret}} can be used if there are any gaps in {{tooltip|Quickness}} uptime. | ** {{skill|Healing Turret}} {{to}} {{skill|Detonate Healing Turret}} can be used if there are any gaps in {{tooltip|Quickness}} uptime. | ||
* You have enough boon duration that you can slightly delay your blast skills if necessary. In particular you might want to use {{Skill|Function Gyro}} to revive someone, or delay {{Skill|Blast Gyro}} for a defiance bar. You shouldn't delay for too long though or your {{tooltip|Quickness}} uptime will suffer! | * You have enough boon duration that you can slightly delay your blast skills if necessary. In particular you might want to use {{Skill|Function Gyro}} to revive someone, or delay {{Skill|Blast Gyro}} for a defiance bar. You shouldn't delay for too long though or your {{tooltip|Quickness}} uptime will suffer! | ||
* If tanking, the sustain from {{Trait|Impact Savant}} depends on attacking, so don't slack on your DPS. | * If tanking, the sustain from {{Trait|Impact Savant}} depends on attacking, so don't slack on your DPS. | ||
* Hammer is an overloaded weapon in terms of utility: {{Skill|Electro-whirl}} reflects projectiles, {{Skill|Rocket Charge}} is a series of short evades and two leap finishers, {{Skill|Shock Shield}} is a channeled block, and {{Skill|Thunderclap}} is an AoE stun. Making the best use of all of them will greatly improve your effectiveness. | * Hammer is an overloaded weapon in terms of utility: {{Skill|Electro-whirl}} reflects projectiles, {{Skill|Rocket Charge}} is a series of short evades and two leap finishers, {{Skill|Shock Shield}} is a channeled block, and {{Skill|Thunderclap}} is an AoE stun. Making the best use of all of them will greatly improve your effectiveness. | ||
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Revision as of 16:42, 11 August 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Direct damage and Support
Designed for: Raids and Fractals
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 ~18 Might.
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
Quickness without any boon duration. and provide some additional padding as well as some nice utility. This also allows you to use more reactively in case resses are needed.
, , , and the occasional from provide enough finishers to maintain
Healing
provides a handy extra combo field and blast finisher. However, you should have enough quickness to manage without it so it could be replaced with:
- 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 .
- Superspeed uptime or ~30% Protection from . for more
Utility
and provide ~30% of your Quickness uptime each, while is your only way to trigger and thus provides ~15% Quickness uptime. As such, you have to keep two of these skills on your bar unless you take extra boon duration. is your highest DPS utility, followed by .
- For maximum damage, you can replace with .
- Stability, barrier or projectile defense. This is a significant DPS loss. could be used if the groups needs
- could also be taken for a potent condi cleanse, but with the same caveats as above.
Elite
- 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. will provide
- 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
- Might. Note this is a DPS loss and sacrifices your Fury generation. to maximise your
- should be taken if you're not using , as there won't be anything to trigger .
- Stability to allies via , and would be less of a DPS loss than taking . allows you to provide
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Dragon
Berserker
Berserker
Berserker
Dragon
Dragon
Berserker
x6
x18
Equipment Notes
- This setup requires no boon duration, relying entirely on .
- 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 .
- 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 or leap finisher inside a combo field.
- Use
- ⇒ is an easy way to ensure a combo. and have the same cooldown, so using
- Always make sure there is a combo field down when using Quickness generation. as it is a very large portion of your
- If you have doubts about whether there will be a combo field, you can use from .
- ⇒ can be used if there are any gaps in Quickness uptime.
, , and off cooldown for their finishers.
- You have enough boon duration that you can slightly delay your blast skills if necessary. In particular you might want to use Quickness uptime will suffer! to revive someone, or delay for a defiance bar. You shouldn't delay for too long though or your
- 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, 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.
Damage
- Use and 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 .- Might generation
- Replace with , if using
- we cast this first so that we combo with the fire field for faster - Exposed and if you precast them - detonating the Mine Field can be delayed slightly if you know your target will gain
- if you did not precast it
- (or other combo field) if you have doubts about your speed
Ratings
Comments
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