Difference between revisions of "Scrapper - Med Kit Scrapper"
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− | + | ;Skill Variants | |
* {{Skill|Throw Mine}} AoE boon removal and CC with a low cool boon removal toolbelt skill, use over {{Skill|Bulwark Gyro}} | * {{Skill|Throw Mine}} AoE boon removal and CC with a low cool boon removal toolbelt skill, use over {{Skill|Bulwark Gyro}} | ||
* {{Skill|Utility Goggles}} for an AoE {{tooltip|Revealed}} from its toolbelt skill ({{Skill|Detection Pulse}}), swap back before combat | * {{Skill|Utility Goggles}} for an AoE {{tooltip|Revealed}} from its toolbelt skill ({{Skill|Detection Pulse}}), swap back before combat | ||
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==Usage== | ==Usage== | ||
===General=== | ===General=== | ||
− | * | + | * As soon as you get the 25 stacks of {{Sigil|Superior Sigil of Life}} and get out of combat, swap back to the Hammer without it |
− | === | + | ===Overall Priorities=== |
− | * | + | ;High |
− | * | + | * Stability |
− | ** | + | * Condition clear |
− | * | + | * Healing |
+ | |||
+ | ;Moderate | ||
+ | * {{Tooltip|Superspeed}} | ||
+ | * Supporting isolated allies | ||
+ | * CC with {{Skill|Thunderclap}} | ||
+ | |||
+ | ;Low | ||
+ | * Poisoning downs | ||
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** If an ally in your party is downed, do '''not''' cast {{Skill|Bulwark Gyro}} | ** If an ally in your party is downed, do '''not''' cast {{Skill|Bulwark Gyro}} | ||
*** To a lesser extent, be careful casting if your party is stuck in a spike or generally taking heavy damage | *** To a lesser extent, be careful casting if your party is stuck in a spike or generally taking heavy damage | ||
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* Use your '''Weapon Swap''' key immediately after casting {{Skill|Acid Bomb}} to cancel the leap backwards | * Use your '''Weapon Swap''' key immediately after casting {{Skill|Acid Bomb}} to cancel the leap backwards | ||
* Your own fields have priority for combo finishers, {{Skill|Super Elixir}} and {{Skill|Purge Gyro}} can provide a light field for combo interactions | * Your own fields have priority for combo finishers, {{Skill|Super Elixir}} and {{Skill|Purge Gyro}} can provide a light field for combo interactions | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |Condition clear skills by priority | ||
+ | | | ||
+ | * {{Skill|Fumigate}} | ||
+ | * {{Skill|Cleansing Field}} | ||
+ | * {{Skill|Purge Gyro}} | ||
+ | * {{Skill|Super Elixir}} | ||
+ | * {{Skill|Acid Bomb}}/{{Skill|Infusion Bomb}} - (light field, blast finisher) | ||
+ | * {{Skill|Bandage Self}} - {{Trait|Cleansing Synergy}} | ||
+ | * {{Skill|Electro-whirl}} - (light field, whirl finisher) | ||
+ | }} | ||
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* Use {{Skill|Bandage Blast}} next to downed allies when safe, hitting with all projectiles provides a lot of rez | * Use {{Skill|Bandage Blast}} next to downed allies when safe, hitting with all projectiles provides a lot of rez | ||
* Your own fields have priority for combo finishers, {{Skill|Cleansing Field}} can provide a water field for combo interactions | * Your own fields have priority for combo finishers, {{Skill|Cleansing Field}} can provide a water field for combo interactions | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |Healing skills by priority | ||
+ | | | ||
+ | * {{Skill|Vital Burst}} | ||
+ | * {{Skill|Bandage Blast}} - in melee range, hard to use | ||
+ | * {{Skill|Med Blaster}} | ||
+ | * {{Skill|Bandage Self}} - {{Trait|Medical Dispersion Field}} | ||
+ | * {{Skill|Super Elixir}} | ||
+ | * {{Skill|Acid Bomb}}/{{Skill|Infusion Bomb}} - (water field, blast finisher) | ||
+ | }} | ||
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* Most of your {{Tooltip|Superspeed}} will be generated passively while using your skills for healing and cleansing | * Most of your {{Tooltip|Superspeed}} will be generated passively while using your skills for healing and cleansing | ||
* If your group is lacking {{Tooltip|Superspeed}} before a push {{Skill|Bandage Self}} is the most effective way to apply it | * If your group is lacking {{Tooltip|Superspeed}} before a push {{Skill|Bandage Self}} is the most effective way to apply it | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |Superspeed skills by priority | ||
+ | | | ||
+ | * {{Skill|Bandage Self}} - {{Trait|Speed of Synergy}} | ||
+ | * {{Skill|Function Gyro}} - {{Trait|Gyroscopic Acceleration}} | ||
+ | * {{Skill|Bulwark Gyro}} - only when safe | ||
+ | * {{Skill|Purge Gyro}} | ||
+ | * {{Skill|Sneak Gyro}} | ||
+ | }} | ||
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* Use {{Skill|Chemical Field}} when you can safely approach melee range with downs | * Use {{Skill|Chemical Field}} when you can safely approach melee range with downs | ||
* Use {{Skill|Fumigate}} only if your group is taking no pressure and you have other cleanse cooldowns avalible | * Use {{Skill|Fumigate}} only if your group is taking no pressure and you have other cleanse cooldowns avalible | ||
+ | |||
+ | |||
+ | ====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. |
Revision as of 21:35, 27 February 2022
This build was last updated on February 27, 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
General
- As soon as you get the 25 stacks of and get out of combat, swap back to the Hammer without it
Overall Priorities
- High
- Stability
- Condition clear
- Healing
- Moderate
- Superspeed
- Supporting isolated allies
- CC with
- Low
- Poisoning downs
Surviving
- This build has high passive defense
- This build has high mobility skill access
- will leap towards your target if you have one, make sure to drop your target when using it for mobility
- An About Face keybind can be useful for quickly using for mobility
- This builds has high active defenses
- is your only stunbreak, try to be conservative with it
- is your highest priority defense, abuse the long block duration and low cooldown to move to safety
- would ideally be saved for your group, but almost garuntees surviving if used
- If an ally in your party is downed, do not cast
- To a lesser extent, be careful casting if your party is stuck in a spike or generally taking heavy damage
Detailed Explanations
Stability
- Use Stability source for ranged engages as the first applied
- After ranged engages are done, use it to cover downtime from the firebrand's
Condition clear
- and are much more situational compared to , deprioritize them in situations where would be more effective
- Move slightly behind your group when casting to maximize hits
- Be aware that does not cleanse yourself
- should be dropped when clashing with the opponent or preemptively before an enemy spike
- Use your Weapon Swap key immediately after casting to cancel the leap backwards
- Your own fields have priority for combo finishers, and can provide a light field for combo interactions
Condition clear skills by priority
|
Healing
- and both proc even if you are at full HP
- Move slightly behind your group when casting
- The range on is much higher than the animation indicates
to maximize hits
- Use next to downed allies when safe, hitting with all projectiles provides a lot of rez
- Your own fields have priority for combo finishers, can provide a water field for combo interactions
Healing skills by priority
|
Superspeed
- Most of your Superspeed will be generated passively while using your skills for healing and cleansing
- If your group is lacking Superspeed before a push is the most effective way to apply it
Superspeed skills by priority
|
Supporting isolated allies
- Do not try to support isolated players if your group is under pressure or it would get you killed
- Superspeed is your first priority for getting players back to your group
- Use if available to apply it from range
- If is unavailable, move to the isolated player(s) and using is the other viable option
- Move to isolated player(s) and use Stealth, but be aware that you will need to blast other scrappers fields if your group is coordinating usage to give
Thunderclap
- Use your CC when:
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
- Your group calls a spike:
Poisoning downs
- Use when you can safely approach melee range with downs
- Use only if your group is taking no pressure and you have other cleanse cooldowns avalible
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.
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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