Difference between revisions of "Scrapper - Med Kit Scrapper"
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* {{Skill|Sneak Gyro}} is a very strong skill if coordinated with your group for stealth engages. Also convenient to safely stomp enemies and ressurect allies. | * {{Skill|Sneak Gyro}} is a very strong skill if coordinated with your group for stealth engages. Also convenient to safely stomp enemies and ressurect allies. | ||
− | === | + | ===Med Kit=== |
* {{Skill|Med Blaster}} is your bread and butter healing skill. When paired with {{tooltip|Quickness}} from {{Trait|Applied Force}} it brings an even greater healing pressure. | * {{Skill|Med Blaster}} is your bread and butter healing skill. When paired with {{tooltip|Quickness}} from {{Trait|Applied Force}} it brings an even greater healing pressure. | ||
* {{Skill|Bandage Blast}} and {{Skill|Vital Burst}} grant a substantial healing burst. | * {{Skill|Bandage Blast}} and {{Skill|Vital Burst}} grant a substantial healing burst. | ||
Line 103: | Line 103: | ||
** Bandage Self usage triggers every healing skill related trait, {{Skill|Med Kit}} usage doesn't. Importantly it gives AoE {{tooltip|Superspeed}} from {{Trait|Speed of Synergy}}. | ** Bandage Self usage triggers every healing skill related trait, {{Skill|Med Kit}} usage doesn't. Importantly it gives AoE {{tooltip|Superspeed}} from {{Trait|Speed of Synergy}}. | ||
− | === | + | ===Elixir Gun=== |
* {{Skill|Fumigate}} cleanses conditions on allies ''only'' (not on the caster) every pulse. Similar to Firebrand's mantras, it works as a 450-range conal ability, therefore try to position yourself a little behind to maximize the number of affected allies. Usable to go through shade bombs and sustain during heavy enemy engages. | * {{Skill|Fumigate}} cleanses conditions on allies ''only'' (not on the caster) every pulse. Similar to Firebrand's mantras, it works as a 450-range conal ability, therefore try to position yourself a little behind to maximize the number of affected allies. Usable to go through shade bombs and sustain during heavy enemy engages. | ||
* {{Skill|Super Elixir}} should be casted off cooldown on spots that your allies will be for more sustain and whenever minor condition clear is needed. | * {{Skill|Super Elixir}} should be casted off cooldown on spots that your allies will be for more sustain and whenever minor condition clear is needed. |
Revision as of 16:54, 23 February 2022
This build was last updated on February 23, 2022 and is up to date for the October 8, 2024 patch.
Overview
A build designed for constant healing and mitigation of all condition pressure. Provides the invaluable Superspeed buff nearly constantly.
Skill Bar
Hammer
Utility
Med Kit
Elixir Gun
Skill Variants
- AoE boon removal and CC with a low cool boon removal toolbelt skill, use over
- Revealed from its toolbelt skill ( ), swap back before combat for an AoE
- used out of combat for smoke fields, swap back before combat
Template Code
[&DQMvOx0nKyWEAAAAlQEAAMwSAAAOEwAAgxIAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Equipment
Head
Minstrel
Minstrel
Shoulders
Minstrel
Minstrel
Chest
Minstrel
Minstrel
Hands
Minstrel
Minstrel
Legs
Minstrel
Minstrel
Feet
Minstrel
Minstrel
Backpiece
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Amulet
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Hammer
Minstrel
Minstrel
Sigil
Sigil
Hammer
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Consumables
-
- personal food option
Usage
Settings
- Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
- Also under General Options / User Interface turn on Thick party health bars
- Thick squad health bars can be used too as a matter of personal preference, but is not recommended for large numbers
- Under Squad Options uncheck View as a grid. This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.
General
- Having 2 Hammers is purely for the stacking sigil. As soon as you get the 25 stacks and gets out of combat, swap back to the Hammer without the stacking sigil.
- You can freely swap between your skill sets (Hammer/ / ). Avoid downtime!
- is where you will spend most of your time using for a continuous AoE healing.
- Outside of Med Kit, a great portion of your healing comes from , which coupled with your traits and several outgoing healing modifiers (from sigils and consumables), provides enormous and constant ticking heals to allies.
- All instanced of Superspeed you apply also grant Quickness
, and are key skills since all conditions you cleanse turn into boons through .
Gyros
All Gyro skills provide AoE Superspeed, keeping group mobility high and averting slowing conditions. Bear in mind that the superspeed proc isn't immediate. Timing the gyros' usage to proc the superspeed at the right moment is important.
- Can also be used for the instantly AoE Superspeed field it gives.
use it to double rez by activating it from a distance and then helping out manually. It also procs .
- Poison on downed enemies or provide a poison field, low priority skill. can apply
use to quickly remove conditions and apply AoE superspeed.
- Stability and an anti-projectile dome. Use it to disrupt projectile pressure and to fill stability gaps on allies. is one of your strongest defensive cooldowns, providing 3 stacks of
provides a lightning field and 4 seconds of a strong damage reduction for allies, which redirects some of the damage (approximately 35%) to the caster while providing Barrier to him. In severe spikes, it can be dangerous to the Scrapper.
- is a very strong skill if coordinated with your group for stealth engages. Also convenient to safely stomp enemies and ressurect allies.
Med Kit
- Quickness from it brings an even greater healing pressure. is your bread and butter healing skill. When paired with
- For Bandage Blast, the closer you are to an isolated ally, more bandages can hit him, providing an even stronger healing.
and grant a substantial healing burst.
- grants a 300-radius water field which cleanses conditions every pulse. Use it to soften incoming condition pressure from scourge's shades for example.
- abuse the 900-range, place it on spots that your group will be. Also throw it on light, water or lightning fields to benefit from the combo finisher. Synergizes with .
- Protection and heals nearby allies as well. Can be used to provide a burst heal for allies, but should be saved for personal use.
- Bandage Self usage triggers every healing skill related trait, Superspeed from . usage doesn't. Importantly it gives AoE
besides healing the caster, it cleanses, grants
Elixir Gun
- cleanses conditions on allies only (not on the caster) every pulse. Similar to Firebrand's mantras, it works as a 450-range conal ability, therefore try to position yourself a little behind to maximize the number of affected allies. Usable to go through shade bombs and sustain during heavy enemy engages.
- should be casted off cooldown on spots that your allies will be for more sustain and whenever minor condition clear is needed.
- is a stunbreak and should only be used for that purpose.
- You can use your weapon swap key just after casting to cancel the leap backwards while staying in Elixir Gun.
- For mobility, you can also "About Face" ⇒ ⇒ "About Face".
use it whenever a blast finisher is needed. Synergizes with .
Hammer
You should avoid staying in hammer as dealing damage isn't your role, but each of the hammer skills is situationally useful
- Try to use it on foes stuck inside or pulled by to chain CC then.
- Seeing that it has a relatively long cast time/animation, you can "Stow Weapon" to cancel it if you notice it won't connect.
- Since it's a lightning field, can also be used to leap/blast it to proc AoE Superspeed.
use it to catch out targets that don't have stability.
- is a personal block and defensive cooldown, and can also be used for body blocking. Save it for panic situations where none defensive cooldowns are avaliable.
- You can cancel the aftercast of Rocket Charge by swapping to a kit and going back to the Hammer (drop the kit with the weapon swap key). Very helpful in situations where you want to leap on a lightning field only once (to proc the trait) without being stuck on the animation for like 3 seconds or landing on a dangerous spot.
gap closer skill useful to engage or retreat while evading damage. Provides 2 leap finishers.
- reflects projectiles and should be used to body block projectiles for allies. It's also a whirl finisher, meaning it can be used on top of light fields for minor condition cleanse for example.
Ratings
With recent changes, buffs and nerfs; this build come back in the "meta".Really good healing and cleanses, nothing to envy the druid. Really good barriers, now probably more than scourge. Possibly the one that provides the most protection and regeneration. Lot of fields, blasts and superspeed; a little bit of aegis and CC. And some options to change if you need more stab, AoE resurrection, etc
This is still a fantastic build that deserves meta tier. While it doesn't cleanse as much as druid or tempest and it doesn't heal as much as vindicator it provides a middle ground of solid cleanses and healing. While it is a fantastic support in any comp its unique level of superspeed access means that stacking scrappers is an absolute must for melee comps.
Still a capable cleanser and capable healer. While the increased cooldowns on multiple cleanse skills hurt the gameflow and notable downtime occurs, the pure mass of cleanse can still keep up with Druid, Vindicator and average Tempests. For continued pushes the cleanse downtime can become a problem, but Scrapper could still be a best pick if the fight plan allows for that.
Strong build for zerg play, complements the Support Firebrand as the second half of the squad backbone. Most squads will want each 5 man subgroup to have one Med Kit Scrapper or Frontline Aurashare Tempest in it.
Comments
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