Difference between revisions of "Scrapper - Power Explosives"
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− | ==Usage== | + | ==Usage== |
− | * | + | ===General=== |
− | + | * As soon as you get the 25 stacks of {{Sigil|Superior Sigil of Bloodlust}} and get out of combat, swap back to the Hammer without it | |
− | ''' | + | |
− | * ''' | + | ===Overall Priorities=== |
− | ** | + | ;High |
+ | * {{Tooltip|Superspeed}} | ||
+ | * CC/{{Skill|Thunderclap}} | ||
+ | |||
+ | ;Moderate | ||
+ | * Damage | ||
+ | * Condition clear | ||
+ | |||
+ | ;Low | ||
+ | * Poisoning downs | ||
+ | |||
+ | |||
+ | ====Surviving==== | ||
+ | * This build has moderate passive defense | ||
+ | * This build has moderate mobility skill access | ||
+ | ** {{Skill|Rocket Charge}} 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 {{Skill|Acid Bomb}} for mobility | ||
+ | * This builds has moderate active defenses | ||
+ | ** {{Skill|Sneak Gyro}} would ideally be saved for your group, but almost garuntees surviving if used | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |;Active defense priority | ||
+ | | | ||
+ | * {{Skill|Purge Gyro}} - for {{Tooltip|Immobilize}} | ||
+ | * '''Dodge''' | ||
+ | * {{Skill|Shock Shield}} | ||
+ | * {{Skill|Rocket Jump}} | ||
+ | * {{Skill|Sneak Gyro}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | ===Detailed Explanations=== | ||
+ | ====Superspeed==== | ||
+ | * A lot of your {{Tooltip|Superspeed}} will be generated passively while using your skills for damage and cleansing, use the following when you have downtime or are lacking superspeed: | ||
+ | ** {{Skill|Reconstruction Field}} | ||
+ | ** {{Skill|Function Gyro}} | ||
+ | ** {{Skill|Medic Gyro}} | ||
+ | |||
+ | |||
+ | ====Thunderclap==== | ||
+ | * Use {{Skill|Thunderclap}} when: | ||
+ | ** Your group calls a spike: | ||
+ | *** Winds - {{Skill|Winds of Disenchantment}} | ||
+ | *** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}} | ||
+ | *** Shades - {{Skill|Desert Shroud}} | ||
+ | *** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}} | ||
+ | ** On top of enemy downs (while alive players are on top of them) | ||
+ | ** Enemy groups moving defensively while your group is pushing | ||
+ | |||
+ | |||
+ | ====Damage==== | ||
* {{Skill|Electro-whirl}} has more damage than {{Skill|Flame Jet}}, so use it whenever the melee range is appropriate | * {{Skill|Electro-whirl}} has more damage than {{Skill|Flame Jet}}, so use it whenever the melee range is appropriate | ||
− | * {{Skill|Shredder Gyro}} | + | * The animation of {{Skill|Flame Jet}} can be decieving, it hits in a 425 range cone regardless of what the animation looks like |
− | * {{Skill| | + | |
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |;Skill priority | ||
+ | | | ||
+ | * {{Skill|Incendiary Ammo}} - no cast time, free damage | ||
+ | * {{Skill|Thunderclap}} | ||
+ | * {{Skill|Shredder Gyro}} | ||
+ | * {{Skill|Electro-whirl}} | ||
+ | * {{Skill|Flame Jet}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | ====Condition clear==== | ||
+ | * Try to save {{Skill|Purge Gyro}} for {{Tooltip|Immobilize}}, but its a short cooldown and needed for {{Tooltip|Superspeed}}, so use it on any clash if your {{Tooltip|Superspeed}} uptime is in danger | ||
+ | |||
+ | |||
+ | ====Poisoning downs==== | ||
+ | * Use {{Skill|Chemical Field}} when you can safely approach melee range with downs |
Revision as of 16:04, 12 March 2022
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage and Utility
Designed for: WvW Zerg
Difficulty:
TBD
This build was last updated on March 12, 2022 and is up to date for the October 8, 2024 patch.
Overview
An east to play power damage Scrapper WvW build retaining the utility of Scrapper while filling a DPS slot. Greatly profits from the large damage modifier of
and the high damage of .
Template Code
[&DQMGOyYvKz3ZEhQBrhIAAAcBAABfAQAA+RIAAAAAAAAAAAAAAAAAAAAAAAA=]
Skillbar
Hammer
Utility
Variants
Utility
- Ideally a stunbreak would be unnecessary, but there are two possible options to swap
- defensive stunbreak
- offensive stunbreak
for if one is needed
Elite
- when stealth is not needed
Specializations
- higher defensive value if necessary
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Hammer
Marauder
Marauder
Sigil
Sigil
Hammer
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Consumables
-
- feast option with additional power and ferocity.
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
- Superspeed
- CC/
- Moderate
- Damage
- Condition clear
- Low
- Poisoning downs
Surviving
- This build has moderate passive defense
- This build has moderate 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 moderate active defenses
- would ideally be saved for your group, but almost garuntees surviving if used
|
Detailed Explanations
Superspeed
- A lot of your Superspeed will be generated passively while using your skills for damage and cleansing, use the following when you have downtime or are lacking superspeed:
Thunderclap
- Use
- 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
when:
- Your group calls a spike:
Damage
- has more damage than , so use it whenever the melee range is appropriate
- The animation of can be decieving, it hits in a 425 range cone regardless of what the animation looks like
|
Condition clear
- Try to save Immobilize, but its a short cooldown and needed for Superspeed, so use it on any clash if your Superspeed uptime is in danger for
Poisoning downs
- Use when you can safely approach melee range with downs
Ratings
I get that people find this build to be fun and while i sympathise with that it is quite a terrible build. All the damage it does is meter padding and you have zero spike making you essentially useless at creating downs. A berserker fulfills the same damage role while doing way more damage. While the utility it provides is nice you can get similar utility from running tactics banner on a berserker or using support scrappers.
A good solid zerg build for scapper. Decent mix of damage and utility. Best in small to mid-sized zergs, but still okay in a large one. Good fun to play (otherwise, what's the point). If you're having any issues staying alive, you could try running rocket boots, it's saved my life countless times, a great panic button. Final point just remember to make use of the damage modifiers via, Object in Motion, when you need to ram up your DPS.
Verry good and funny build for pugs. Sneak gyro is usseless Mortar Kit is better for long range.
Riffle also good as alternative weapon.
The high damage of this build is a huge red herring. Your average damage hangs around 400 with 900 crits. Which sounds good at first but any subpar healer can easily negate the low damage output per hit that this build brings. For it to be effective in your average WvW squad, you wouldn't run this in the same subgroup as a Heal Scrapper, so you're forced to change your squad composition to fit in a Heal Tempest so this build has a place in the squad.
If you decide to run the Quickness variant of this build by running Kinetic Accelerators, it's a double-sided sword because of the quickness you apply. The build has the potential to negatively affect your subgroup because the Quickness applied will be corrupted by Scourges and converted to Slow. Until the Slow condition is cleansed, your allies will have issues in their damage or support rotations.
This build does not warrant swapping out a Power Guardian/Dragonhunter or even a Spellbreaker/Chrono in some guilds to run it because it has too many downsides that end up ruining squad cohesion. The damage looks good on meters due to damage padding, but the simple fact that this build has no real burst is what makes it a bad DPS pick. Also you must change your squad composition to fit this build in, which is another issue altogether because Heal Tempests are not considered meta by most commanders, and you lose out on the amazing constant heals that a Heal Scrapper brings.
Very easy to play, high damage build with strong utility. Not ideal at large numbers but brings competitive damage at low and mid sized scales. Utility contributions are overshadowed by the overwhelming support scrapper and the lack of unique utility significantly reduces viability.
Comments
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