Difference between revisions of "Scrapper - Quickness Support Power DPS"
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Scrapper boon support build capable of providing good DPS along with 100% {{tooltip|Quickness}} and high {{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 up to 25 {{tooltip|Might}}, as well as high uptime of {{tooltip|Swiftness}} by blasting its lightning fields. | + | This build fills the role of quickness source for your subgroup, and it can generate ~60% {{tooltip|Fury}} and up to 25 {{tooltip|Might}} and ~30% {{tooltip|Protection}}, as well as high uptime of {{tooltip|Swiftness}} by blasting its lightning fields. |
{{Trait|Impact Savant}} allows it to tank without investing in extra survivability, maximising damage on encounters that would otherwise force the tank to gear more defensively. | {{Trait|Impact Savant}} allows it to tank without investing in extra survivability, maximising damage on encounters that would otherwise force the tank to gear more defensively. | ||
+ | |||
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| specialization = Scrapper | | specialization = Scrapper | ||
| weapon1 = Hammer | | weapon1 = Hammer | ||
− | | healing = | + | | healing = Medic Gyro |
| utility1 = Grenade Kit | | utility1 = Grenade Kit | ||
| utility2 = Throw Mine | | utility2 = Throw Mine | ||
− | | utility3 = | + | | utility3 = Bomb Kit |
| elite = Elite Mortar Kit | | elite = Elite Mortar Kit | ||
}} | }} | ||
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===Skill Variants=== | ===Skill Variants=== | ||
− | {{skill|Function Gyro}}, {{skill|Electro-whirl}}, {{Skill|Rocket Charge}}, {{skill|Throw Mine}}, and | + | {{skill|Function Gyro}}, {{skill|Electro-whirl}}, {{Skill|Rocket Charge}}, {{skill|Throw Mine}}, and bombs provide enough finishers to maintain {{tooltip|Quickness}} without any boon duration. You should have enough padding to allow you to use {{skill|Function Gyro}} reactively in case resses are needed. |
'''Healing'''<br> | '''Healing'''<br> | ||
− | {{skill|Healing Turret}} provides a handy extra combo field and blast finisher. | + | * {{skill|Medic Gyro}} provides more {{tooltip|Superspeed}} uptime and ~30% {{tooltip|Protection}} from {{skill|Reconstruction Field}}. |
+ | * {{skill|Healing Turret}} provides a handy extra combo field and blast finisher. | ||
* {{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|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}}. | ||
− | |||
'''Utility'''<br> | '''Utility'''<br> | ||
− | {{skill| | + | {{skill|Bomb Kit}} provides 50% {{tooltip|Quickness}} uptime and is essential for triggering {{relic|Relic of Bloodstone}}. {{skill|Throw Mine}} provides ~30% {{tooltip|Quickness}}, while {{skill|Grenade Kit}} is your highest DPS utility, followed by {{skill|Throw Mine}}. |
− | * | + | |
+ | If using {{relic|Relic of Bloodstone}}, you need one extra blast to trigger it. {{skill|Function Gyro}} is on too long a cooldown, so you'll need to use {{skill|Throw Mine}}, {{skill|Blast Gyro}} or {{skill|Healing Turret}}. | ||
+ | * {{skill|Blast Gyro}} could replace {{skill|Throw Mine}} for more {{tooltip|Might}}. | ||
+ | * If not using {{relic|Relic of Bloodstone}}, {{skill|Shredder Gyro}} or {{skill|Blast Gyro}} should replace {{skill|Bomb Kit}} - {{skill|Shredder Gyro}} is higher DPS. | ||
* {{Skill|Bulwark Gyro}} could be used if the groups needs {{tooltip|Stability}}, barrier or projectile defense. This is a significant DPS loss. | * {{Skill|Bulwark Gyro}} could be used if the groups needs {{tooltip|Stability}}, barrier or projectile defense. This is a significant DPS loss. | ||
* {{Skill|Purge Gyro}} could also be taken for a potent condi cleanse, but with the same caveats as above. | * {{Skill|Purge Gyro}} could also be taken for a potent condi cleanse, but with the same caveats as above. | ||
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code = [&DQMGNyYvKy0oAdkShgCGACYBrhInEycTmAGDEgAAAAAAAAAAAAAAAAAAAAA=] | code = [&DQMGNyYvKy0oAdkShgCGACYBrhInEycTmAGDEgAAAAAAAAAAAAAAAAAAAAA=] | ||
}} | }} | ||
+ | |||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Explosives|bot| | + | {{Specialization|Explosives|bot|mid|bot}} |
{{Specialization|Firearms|bot|bot|mid}} | {{Specialization|Firearms|bot|bot|mid}} | ||
{{Specialization|Scrapper|top|bot|mid}} | {{Specialization|Scrapper|top|bot|mid}} | ||
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===Trait Variants=== | ===Trait Variants=== | ||
− | * {{trait| | + | * {{trait|Aim-Assisted Rocket}} is a small DPS gain if not using the {{relic|Relic of Bloodstone}} build. |
* {{trait|Mass Momentum}} allows you to provide {{tooltip|Stability}} to allies via {{skill|Function Gyro}}, and would be less of a DPS loss than taking {{skill|Bulwark Gyro}}. | * {{trait|Mass Momentum}} allows you to provide {{tooltip|Stability}} to allies via {{skill|Function Gyro}}, and would be less of a DPS loss than taking {{skill|Bulwark Gyro}}. | ||
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| infusion1 = Mighty +9 Agony Infusion | | infusion1 = Mighty +9 Agony Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
− | | relic = Relic of | + | | relic = Relic of Bloodstone |
<!-- Custom stats --> | <!-- Custom stats --> | ||
| head = | | head = | ||
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===Equipment Notes=== | ===Equipment Notes=== | ||
+ | * {{relic|Relic of Fireworks}} is the best relic for players that don't own Janthir Wilds. | ||
* This setup requires no boon duration, relying entirely on {{trait|Kinetic Accelerators}}. Even with just this you should easily overcap on {{tooltip|Quickness}}. | * This setup requires no boon duration, relying entirely on {{trait|Kinetic Accelerators}}. Even with just this you should easily overcap on {{tooltip|Quickness}}. | ||
* If you find yourself wanting more boon duration, you could do the following, in order of efficiency: | * If you find yourself wanting more boon duration, you could do the following, in order of efficiency: | ||
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** Use food such as {{Food|Soul Pastry}} (or ascended alternatives), or {{utility|Potent Lucent Oil}}. | ** Use food such as {{Food|Soul Pastry}} (or ascended alternatives), or {{utility|Potent Lucent Oil}}. | ||
* The {{tooltip|Dragon stats}} pieces are a tiny dps increase, so you can run full {{tooltip|Berserker stats}} if you prefer. | * The {{tooltip|Dragon stats}} pieces are a tiny dps increase, so you can run full {{tooltip|Berserker stats}} if you prefer. | ||
+ | |||
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'''Utility''' | '''Utility''' | ||
* {{utility|Superior Sharpening Stone}} | * {{utility|Superior Sharpening Stone}} | ||
+ | |||
==Usage== | ==Usage== | ||
* You generate {{tooltip|Quickness}} by using a blast, leap or whirl finisher inside a combo field. Whirl finishers can only trigger {{trait|Kinetic Accelerators}} every three seconds. | * You generate {{tooltip|Quickness}} by using a blast, leap or whirl finisher inside a combo field. Whirl finishers can only trigger {{trait|Kinetic Accelerators}} every three seconds. | ||
− | * Use {{skill|Function Gyro}}, {{Skill|Electro-whirl}}, {{skill|Blast Gyro}} | + | * Use {{skill|Function Gyro}}, {{Skill|Electro-whirl}}, and {{skill|Blast Gyro}}/{{skill|Throw Mine}} off cooldown for their finishers. |
** {{skill|Rocket Charge}} is not needed to maintain {{tooltip|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. | ** {{skill|Rocket Charge}} is not needed to maintain {{tooltip|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 {{skill|Poison Gas Shell}} from {{skill|Elite Mortar Kit}}. | + | ** If you have doubts about whether there will be a combo field, you can use {{skill|Reconstruction Field}} or {{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 {{ | + | * 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}}/{{skill|Throw Mine}} 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 and provides a whirl finisher, {{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 and provides a whirl finisher, {{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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− | === | + | ===Simplified Rotation=== |
+ | If you don't want to use {{skill|Bomb Kit}} or don't have access to {{relic|Relic of Bloodstone}}, you can follow a simpler rotation that uses a Gyro instead. | ||
+ | |||
+ | |||
+ | <big>'''Damage'''</big> | ||
+ | |||
* Use {{Skill|Grenade Barrage}}, {{Skill|Thunderclap}} and {{skill|Shredder Gyro}} (if using) off cooldown. | * Use {{Skill|Grenade Barrage}}, {{Skill|Thunderclap}} and {{skill|Shredder Gyro}} (if using) off cooldown. | ||
* Most of your damage comes from {{Skill|Electro-whirl}} and {{Skill|Shrapnel Grenade}}. They have a very similar cooldown so you can "link" them together - every time you use {{Skill|Electro-whirl}}, jump into {{Skill|Grenade Kit}} and use {{Skill|Shrapnel Grenade}}, as well as {{skill|Freeze Grenade}} and {{skill|Poison Grenade}} if they are off cooldown. | * Most of your damage comes from {{Skill|Electro-whirl}} and {{Skill|Shrapnel Grenade}}. They have a very similar cooldown so you can "link" them together - every time you use {{Skill|Electro-whirl}}, jump into {{Skill|Grenade Kit}} and use {{Skill|Shrapnel Grenade}}, as well as {{skill|Freeze Grenade}} and {{skill|Poison Grenade}} if they are off cooldown. | ||
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− | + | <big>'''Example Opener'''</big> | |
+ | |||
If possible, precast {{Skill|Throw Mine}} and {{Skill|Mine Field}}. | If possible, precast {{Skill|Throw Mine}} and {{Skill|Mine Field}}. | ||
# {{skill|Blast Gyro}} - we cast this first so that we combo with the fire field for faster {{tooltip|Might}} generation | # {{skill|Blast Gyro}} - we cast this first so that we combo with the fire field for faster {{tooltip|Might}} generation | ||
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[https://youtu.be/SyyUy26suoM Example rotation] | [https://youtu.be/SyyUy26suoM Example rotation] | ||
+ | |||
+ | |||
+ | ===Rotation=== | ||
+ | If possible, precast {{Skill|Throw Mine}} and {{Skill|Mine Field}}. | ||
+ | |||
+ | |||
+ | <big>'''Opener'''</big> | ||
+ | |||
+ | On appropriate encounters you can start casting bomb skills before the boss spawns, but bear in mind you cannot gain stacks for {{relic|Relic of Bloodstone}} outside of combat so the timing needs to be precise. | ||
+ | # {{Skill|Medic Gyro}} - thanks to {{trait|Speed of Synergy}} this means you start with extra {{tooltip|Superspeed}} | ||
+ | # {{skill|Bomb Kit}} | ||
+ | ## {{skill|Big Ol' Bomb}} | ||
+ | ## {{skill|Fire Bomb}} | ||
+ | ## {{skill|Galvanic Bomb}} | ||
+ | ## {{Skill|Magnetic Bomb}} and exit Bomb Kit | ||
+ | # {{Skill|Thunderclap}} | ||
+ | # {{skill|Detonate (engineer)}} (if precast) | ||
+ | # {{skill|Throw Mine}} | ||
+ | # {{Skill|Electro-whirl}} | ||
+ | # {{Skill|Grenade Kit}} | ||
+ | ## {{Skill|Shrapnel Grenade}} | ||
+ | ## {{skill|Detonate Mine Field}} (if you precast - make sure you have the buff from {{relic|Relic of Bloodstone}}) | ||
+ | ## {{Skill|Poison Grenade}} | ||
+ | ## {{Skill|Freeze Grenade}} and exit Grenade Kit | ||
+ | # {{Skill|Function Gyro}} for more {{tooltip|Superspeed}} | ||
+ | # {{Skill|Grenade Barrage}} | ||
+ | |||
+ | |||
+ | <big>'''Loop'''</big> | ||
+ | |||
+ | The bulk of your damage comes from {{Skill|Electro-whirl}} and {{skill|Shrapnel Grenade}}. These two skills have roughly the same cooldown, so we "link" them together by always following {{Skill|Electro-whirl}} with {{skill|Shrapnel Grenade}}. | ||
+ | |||
+ | |||
+ | {{relic|Relic of Bloodstone}} gives a large damage buff (as well as a burst of damage) if you're able to trigger four blasts in quick succession. {{skill|Bomb Kit}} is crucial to this as {{skill|Big Ol' Bomb}} provides two blasts, and {{skill|Galvanic Bomb}} provides another. This means you only need one more blast to finish the set, and {{skill|Throw Mine}} is the obvious choice. | ||
+ | |||
+ | {{skill|Big Ol' Bomb}} has a 20-second cooldown, so you want to perform this ''Blast Burst'' every time you can. {{skill|Medic Gyro}} also has a 20-second cooldown, and as it provides {{tooltip|Superspeed}} it's also useful for the buff from {{trait|Object in Motion}}. By immediately following {{skill|Medic Gyro}} 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 {{Skill|Electro-whirl}} is available again. In all cases, these filler skills are lower priority than the key skills mentioned above: | ||
+ | * {{skill|Grenade Barrage}} should be used off cooldown. | ||
+ | * {{skill|Throw Mine}} 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 {{skill|Throw Mine}}, but can also be used as filler skills in their own right, with the following priority: | ||
+ | *# {{skill|Function Gyro}}. | ||
+ | *# {{skill|Poison Gas Shell}} (Mortar Kit) | ||
+ | *# {{skill|Reconstruction Field}} - you can make this higher priority if you want to provide better {{tooltip|Protection}} uptime. | ||
+ | |||
+ | |||
+ | <big>'''Blast Burst'''</big> | ||
+ | |||
+ | It works out that the cooldown of {{skill|Electro Whirl}} lines up neatly with your ''Blast Burst'', so in practise you use a consistent burst whenever there's ~2 seconds left on {{skill|Medic Gyro}}'s cooldown: | ||
+ | # {{skill|Electro Whirl}} | ||
+ | # {{skill|Grenade Kit}} | ||
+ | ## {{skill|Shrapnel Grenade}} | ||
+ | # {{skill|Medic Gyro}} | ||
+ | # {{skill|Bomb Kit}} | ||
+ | ## {{skill|Big Ol' Bomb}} | ||
+ | ## {{skill|Fire Bomb}} | ||
+ | ## {{skill|Galvanic Bomb}} | ||
+ | ## {{Skill|Magnetic Bomb}} and exit Bomb Kit | ||
+ | # {{skill|Mine Field}} | ||
+ | # {{skill|Thunderclap}} | ||
+ | # {{skill|Electro Whirl}} | ||
+ | # {{skill|Grenade Kit}} | ||
+ | ## {{skill|Shrapnel Grenade}} | ||
+ | ## {{skill|Detonate Mine Field}} - make sure you have the buff from {{relic|Relic of Bloodstone}} | ||
+ | ## {{Skill|Poison Grenade}} | ||
+ | ## {{Skill|Freeze Grenade}} and exit Grenade Kit |
Revision as of 00:48, 13 August 2025
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
Quickness without any boon duration. You should have enough padding to allow you to use reactively in case resses are needed.
Healing
Superspeed uptime and ~30%
Protection from .
provides more - 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 .Might.
could replace for more - If not using , or should replace - is higher DPS.
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
- is a small DPS gain if not using the build.
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
- is the best relic for players that don't own Janthir Wilds.
- This setup requires no boon duration, relying entirely on
Quickness.
. Even with just this you should easily overcap 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 .
- 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
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.
is not needed to maintain - 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.
, , 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 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.
Superspeed.
is a group stunbreak and provides
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 .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
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.Superspeed
- thanks to this means you start with extra - and exit Bomb Kit
- (if precast)
- (if you precast - make sure you have the buff from )
- and exit Grenade Kit
Superspeed
for more
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.
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
- .
- (Mortar Kit)
Protection uptime.
- you can make this higher priority if you want to provide better
, but can also be used as filler skills in their own right, with the following priority:
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
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Comments
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