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Scrapper - Tools Scrapper (GvG)

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: HealingCondition cleanse and Boon support

Designed for: WvW GvG

Expansions required: Heart of Thorns builds

Difficulty:
TBD
This build was last updated on June 13, 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 Superspeed buff nearly constantly.


Skill Bar

Hammer
Utility
Med Kit
Elixir Gun


Variants

Weapons
  • Pistol/Shield is a viable option for the shield skills


Utilities
  • Utility Goggles for an AoE Revealed Revealed from its toolbelt skill (Detection Pulse), swap back before combat
  • Bomb Kit used out of combat for smoke fields, swap back before combat


Template Code

[&DQMvOx0nKyWEAAAAlQEAAMwSAAAOEwAAgxIAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Equipment

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Hammer
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18


Consumables

    • personal food option


Usage

Overall Priorities

High
  • Condition clear
  • Healing
  • Throw Mine
Moderate
  • Superspeed Superspeed
  • Supporting isolated allies
  • CC with Thunderclap
Low
  • Poisoning downs


Surviving

  • This build has high passive defense
  • This build has high mobility skill access
    • 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 Acid Bomb for mobility
  • This builds has high active defenses
    • Healing Mist is your only stunbreak, try to be conservative with it
    • If an ally in your party is downed, do not cast Bulwark Gyro
      • To a lesser extent, be careful casting if your party is stuck in a spike or generally taking heavy damage
    • Only use Sneak Gyro to survive if desperate, it is much better saved for your group
Active defense priority
  • Healing Mist - for stunbreaking
  • Purge Gyro - for Immobilize Immobilize
  • Cleansing Field - for Immobilize Immobilize
  • Dodge
  • Shock Shield
  • Rocket Charge
  • Bandage Self
  • Vital Burst
  • Bulwark Gyro
  • Sneak Gyro


Detailed Explanations

Condition clear

  • Fumigate and Cleansing Field are much more situational compared to Purge Gyro, deprioritize them in situations where Purge Gyro would be more effective
  • Move slightly behind your group when casting Fumigate to maximize hits
  • Be aware that Fumigate does not cleanse yourself
  • Cleansing Field should be dropped when clashing with the opponent or preemptively before an enemy spike
  • Use your Weapon Swap key immediately after casting Acid Bomb to cancel the leap backwards
  • Your own fields have priority for combo finishers, Super Elixir and Purge Gyro can provide a light field for combo interactions
Condition clear priority
  • Fumigate
  • Cleansing Field
  • Purge Gyro
  • Super Elixir
  • Acid Bomb/Infusion Bomb - (light field, blast finisher)
  • Bandage Self - Cleansing Synergy
  • Electro-whirl - (light field, whirl finisher)


Healing

  • Vital Burst and Bandage Self both proc Medical Dispersion Field even if you are at full HP
  • Move slightly behind your group when casting Med Blaster to maximize hits
    • The range on Med Blaster is much higher than the animation indicates
  • Use 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, Cleansing Field can provide a water field for combo interactions
Healing priority
  • Vital Burst
  • Bandage Blast - in melee range, hard to use
  • Med Blaster
  • Bandage Self - Medical Dispersion Field
  • Super Elixir
  • Acid Bomb/Infusion Bomb - (water field, blast finisher)


Throw Mine

  • Use Throw Mine to disrupt enemy regroups and pushes
    • Don't knock enemies out of your groups spikes, try to hit just before your group spikes instead
  • Don't use Detonate unless your mine has been on the ground longer than its cooldown
    • The cooldown of Throw Mine begins as soon as the mine is thrown, so there is no reason to detonate early
  • When safe, moving into melee with the enemy group to cast Throw Mine at your feet almost guarantees disruption with the extra mine from Gadgeteer
  • Mine Field is best used defensively when the enemy group is pushing in


Superspeed

  • Most of your Superspeed Superspeed will be generated passively while using your skills for healing and cleansing
  • If your group is lacking Superspeed Superspeed before a push Bandage Self is the most effective way to apply it
Superspeed priority
  • Bandage Self - Speed of Synergy
  • Function Gyro - Gyroscopic Acceleration
  • Bulwark Gyro - only when safe
  • Purge Gyro
  • Sneak Gyro


Supporting isolated allies

  • Do not try to support isolated players if your group is under pressure or it would get you killed
  • Superspeed Superspeed is your first priority for getting players back to your group
    • Use Function Gyro if available to apply it from range
    • If Function Gyro is unavailable, move to the isolated player(s) and using Bandage Self is the other viable option
  • Move to isolated player(s) and use Sneak Gyro to give Stealth Stealth, but be aware that you will need to blast other scrappers fields if your group is coordinating Sneak Gyro usage


Thunderclap

  • Use your CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+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


Poisoning downs

  • Use Chemical Field when you can safely approach melee range with downs
  • Use Fumigate only if your group is taking no pressure and you have other cleanse cooldowns avalible


Tips & Tricks

Smoke Blasting

  • Scrapper can blast up to 6 times on a single smoke field, usually 3 is enough
    • 6 smoke blasts is enough to fully stack stealth on a party with one extra blast to refresh the duration lost during blasting. More than 6 blasts per party adds nothing, so coordinate blasts with your party.
  • There are many ways to do three blasts, an easy recommended combination is: Big Ol' Bomb + Infusion Bomb + Magnetic Shield Magnetic Inversion
  • To get more include any of the following: Rumble, Thump, Throw Mine, Acid Bomb, Blast Gyro

Revealing

  • Up to 5 different templates can be used for revealing, of these 1, 2 and 5 are the most essential
  1. Blasting Template
  2. Rocket Boots + Elixir S + Utility Goggles
  3. Purge Gyro + Elixir S + Utility Goggles - swap immediately after casting Rocket Boots
  4. Purge Gyro + Elixir S + Elixir Gun - swap immediately after casting Detection Pulse
  5. Normal build - swap once safely back on group
  • Use a rifle for Jump Shot and Rocket Boots to quickly cover distance
    • Make sure to swap back to normal weapon after casting Jump Shot
  • All build templates need to keep the exact same traits or Stealth Stealth will be removed on swapping template

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

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