Scrapper - Explosive Hammer Roamer
The community gave this build a rating, making it top-tier: Great
Focused on: Direct damage
Designed for: WvW Roaming
Difficulty:
TBD
This build was last updated on February 20, 2022 and is up to date for the October 8, 2024 patch.
Overview
A bruiser style WvW Scrapper roaming build with exceptional burst damage and decent sustain as well as consistent pressure.
Skill Bar
Hammer
Utility
Skill Bar Variants
Utility
For the optional slot there are 2 popular options, both providing great Stability uptime on their toolbelt skills:
- - very defensive and forgiving skill with good barrier, and Stability/anti-projectile on . More forgiving than Elixir B as both the normal and the toolbelt skills are instant and can be used even while CC'd.
- Resolution which is great against conditions in a build that lacks frequent cleansing. - has a cast time and less sustain vs direct damage but provides better uptime on your offensive boons from both the main skill and as well as
Template Code
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Specializations
Variants
- - more pressure, lower sustain.
Equipment
Head
Berserker
Berserker
Shoulders
Berserker
Berserker
Chest
Berserker
Berserker
Hands
Berserker
Berserker
Legs
Berserker
Berserker
Feet
Berserker
Berserker
Backpiece
Berserker
Berserker
Accessory
Cavalier
Cavalier
Accessory
Cavalier
Cavalier
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Sword
Berserker
Berserker
Shield
Berserker
Berserker
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Consumables
Food
- - passive damage mitigation and great offensive stats.
- - defensive option with
- - budget version.
synergy due to more frequent dodging.
Utility
- or
Usage
To be added
Ratings
Hear me out: I'm addicted to the Firearms trait line. Firearms has crazy synergy with Explosions' Shrapnel trait. Celestial stats allow you to abandon Alchemy and don't sleep on cele condi dmg. I run full Celestial except a Berserker hammer + Rune of Fireworks for zoomies, instant might ramping and bonkers boon uptime. Replace alchemy with firearms 2-3-2, explosions 1-2-2, scrapper 3-3-3. Your grenade crits cripple and bleed, and every bleed gives might so you'll have ~15 might 1v1 or 25 might in 2+. Applied Force gives stability when you touch 10 might and Mass Momentum pulses might when you have stability. Nade tosses quickly ramp to 3k+ dmg with an additional 1.5k/s bleed. The cripple causes players to panic and pop defensives but it just keeps coming. Tossing toolbelt nade is mega 6-7k blast. Swap elite to Mortar for range pressure in group play, otherwise Sneak gyro. Gigabrains will dunk me but I bring Sigil of Air + Fire on my primary roaming hammer. Air+ Fire pair immaculately with nades. You always get a crit per toss and roamers don't typically freecast so these sigils add 2k burst on your first toss every 3-5secs. According to ARCdps selfskills menu, air+fire each do about 10% of my total dps in 1v1 combat for a total of a 20% boost.
I knew it was strong but I was never really a fan of Scrapper in WvW, trying the Celestial version however changed that. The added sustain and boon duration elevate the build quite a lot and the sacrifice in burst damage can barely be felt, mostly because of the better Might stacking that comes with Cele. Overall very strong build with high damage and sustain, but the lack of condi cleansing can be awkward if the fight drags on, which is a real threat especially against Harbingers and their Weakness spam.
Comments
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