Difference between revisions of "Scrapper - Med Kit Scrapper"

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Legendary.png

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 CleanseUtilitySupport.

Designed for:

 

Overview

A support Scrapper build for WvW that provides excellent sustained healing and condition cleanse to your group while bringing unique utilities and great access to AoE Superspeed Superspeed.

Skill Bar

HammerHealingUtilityElite

Kits

Med Kit
Elixir Gun

Skill Variants

Utility

  • AoE CC, might share and a blast finisher. Stunbreak and AoE superspeed on toolbelt.
  • if additional smoke field is needed.
  • AoE CC. Stunbreak and self superspeed on toolbelt.
  • access to AoE stealth and a personal invuln.
  • provides a stunbreak and Stability Stability. Stunbreak and AoE superspeed on toolbelt.
  • for extra group Stability Stability and basic boons on toolbelt.

Elite

  • Ranged water, light and ice fields, and a blast finisher on toolbelt.
  • AoE CC. Strong AoE cleanse and heal on toolbelt.

Specializations



Variants

  • If a bit more sustain is required, however keep focusing on cleansing your conditions instead of relying on the damage reduction of this trait.

Equipment

Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
6x
Superior Rune of Antitoxin
18x
Healing WvW Infusion

Consumables

  • Delicious Rice Ball Delicious Rice Ball
    Delicious Rice Ball.pngDelicious Rice Ball
    Nourishment (30m):
    Food.png100 Healing Power+10% Healing Effectiveness (Outgoing)+25% Magic Find during Lunar New Year
    Consumable
  • Bountiful Maintenance Oil Bountiful Maintenance Oil
    Bountiful Maintenance Oil.pngBountiful Maintenance Oil
    Nourishment (30 m):
    Potion.pngGain 0.6% Outgoing Healing Increase for Every 100 Healing PowerGain 0.8% Outgoing Healing Increase for Every 100 Concentration+10% Experience from Kills
    Consumable

Variants

Stats

  • Giver's can be an easier stat to obtain over Minstrel's but loses effective health.

Sigils

  • Superior Sigil of Renewal Superior Sigil of Renewal
    9Recharge.png
    Superior Sigil of Renewal.pngSuperior Sigil of Renewal
    Heal Nearby Allies on Weapon Swap (360 radius). (Cooldown: 9s)
    AoE support when no stacking sigils are used.
  • Superior Sigil of Energy Superior Sigil of Energy
    9Recharge.png
    Superior Sigil of Energy.pngSuperior Sigil of Energy
    Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
    defensive option.

Runes

  • Highest healing at the cost of boon and condition cleanse support.
  • good option for GvG or small fights.
  • decent option if looking for superspeed uptime.

Food

Utility

  • boon duration 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. "Thick squad health bars" and "Thick party health bars" are up to personal preference.
  • 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

  • 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.
  • ,
    and
    along with
    6th effect, are key skills since all conditions you cleanse turn into boons through
    .
  • Superspeed Superspeed doesn't stack duration and new application will remove the old one even if it is longer duration. Therefore, try to not overlap gyros unless it is necessary. Also blasts finishers on lightning fields will also provide AoE Superspeed, besides the gyro's final pulse, enabling more access to superspeed.


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.

  • use it to double rez by activating it from a distance and then helping out manually. It also procs
    .
    • Function Gyro is activated by the same key as general interaction/rez/stomp (F by default) and you must target a downed ally or enemy for the option to show up. It is the only gyro that can be destroyed by enemies.
  • use to quickly remove conditions and apply AoE superspeed.
    • applies Poison Poison and should be used on downed enemies whenever possible to reduce the heal they receive.
  • 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 Barrier to him. In severe spikes, it can be dangerous to the Scrapper.
    • is one of your strongest defensive cooldowns, providing 3 stacks of Stability Stability and an anti-projectile dome. Use it to disrupt projectile pressure and to fill stability gaps on allies.
  • is a very strong skill if coordinated with your group for stealth engages. Also convenient to safely stomp enemies and ressurect allies.


  • is your bread and butter healing skill. When paired with Quickness Quickness from
    it brings an even greater healing pressure.
  • and
    grant a substantial healing burst.
    • For Bandage Blast, the closer you are to an isolated ally, more bandages can hit him, providing an even stronger healing.
  • 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
    .
  • besides healing the caster, it cleanses, grants Protection 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,
      usage doesn't.


  • 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.
  • use it whenever a blast finisher is needed. Synergizes with
    .
    • 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".


Hammer

You should avoid staying in hammer as dealing damage isn't your role, but each of the hammer skills is situationally useful

  • use it to catch out targets that don't have stability.
    • 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.
  • 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.
  • gap closer skill useful to engage or retreat while evading damage. Provides 2 leap finishers.
    • 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.
  • 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.

Weaknesses

  • High spike damage

Videos

Example play by [Ez] (outdated)

Build rating - 5 stars
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14 Ratings
5 stars
Dolan gave this build 5 stars last month

Absolute staple to each party along with firebrand. The recent changes were almost entirely nerfs, though the superspeed uptime is much better now and it has a little more survivability against burst despite the -300 vitality. No changes are necessary to the build.

5 stars
Threather gave this build 5 stars May 2019

If your melee has superspeed + stealth and enemy doesn't, you just win so heal scrapper is necessary providing both.

Not to mention this build provides you massive amount of heals, reflects and cleanses making any party with scrapper + firebrand unkillable.

5 stars
Pien gave this build 5 stars March 2019

11 More Ratings
5 stars
Freya gave this build 5 stars March 2019

Great healer, great condi cleanse and some unique stuff up his sleave.

5 stars
PeLi gave this build 5 stars March 2019

Scrapper is here again. "Better, faster, stronger"

5 stars
MorroIan gave this build 5 stars March 2019

With the restoration of superspeed this build is one of the best group builds for WvW. Best healing in the game, good cleansing and the most access to superspeed of any class. Plus add in stealth and stealth gyro becoming a smoke field.

5 stars
The Blue Rangerr gave this build 5 stars March 2019

Power AoE Superspeed and meta defining access to stealth for engage and re engage. Also provides amazing healing, high boon uptime, and such high condition cleanse that it can nullify condition based damage dealers.

5 stars
Kurnian gave this build 5 stars January 2019

Amazing build. It is able to provide huge amounts of healing and cleanse. Also not being as punitive as FB for not having important CDs up (just sit on medkit#1 and #2) neither suffering from downtime since you can easily swap/drop between engi kits.

5 stars
Werdes gave this build 5 stars November 2018

Good sustained heal and obscene condition cleanse packed into a relatively easy to play build. Shouldn't be overstacked though, as its effectivity quickly reaches its maximum at around 3-4 players in a 50 man squad due to a maximum of cleansable conditions and healable damage coming in.

5 stars
Dediggefedde gave this build 5 stars November 2018

Still one of the best Builds in group-setups. it really shines after a zerg size about 15 but is noticeable still at 50. On average, overheal and - cleansing of one healscrapper for 15 people is sufficient. Heal numbers should be between 6 and 9k hps. In our 25-player guild setup, I'm able to heal up to 25% of all incoming damage (acc to ArcDPS).

It can't replace guards since it lacks stability, but the heal and cleanse is higher and always available. You can't prestack boons as with chronomancers or heralds, but during the fight, boon uptime is the same. In addition, it brings strong cleanse, group super-speed, damage reduction and nice CC. The group-superspeed is noteworthy since the 3 gyros (bulwark, blast, function) create a pulsing lightning field. 4 times 5 allies can get superspeed in each field, which is great for zerg movement.

Compared to other engineer builds the learning curve is not as steep. Beginners still survive pretty easily while providing strong heals and cleanses. Experienced players can play with synergy effects (for example EG-5 + Mortar-5 + Rapid-Regen + Soothing detonation) that the build offers.

An alternative to the superspeed setup is using applied force and elixir U to maximize quickness for medikit-1. In theory, this grants greater heal, but is more difficult to use and is less movement-support via superspeed for the group.

4 stars
Xivor gave this build 4 stars September 2018

Strong heals, good support through Bulwark and Sneak Gyro, decent cleanse. This build can arguably outheal the FB, but differs in the support options it brings. I believe this build to be at the great level, but it would have to be a part of a group composition that has Guardian in the party. For parties that do not have healing FB's, this is a great alternative, if running with another Guardian in the party for stability.

5 stars
Dekong gave this build 5 stars June 2018

It's an okay Build, nothing special, nothing bad. I always wanted support scrapper to work, but i don't thing the Med Kit justifies it.

Anyway, giving it a good rating, it's a fun build to play, but nothing gamechanging. Would rather have a bruiser type scrapper than a Healing one atm.

5 stars
Moliadrin gave this build 5 stars June 2018

i've been testing a different version of this build with celestial gear since the first day in WvW.

It offers CRAZY heals, stability and projectile walls, blast finishers light and water fields, and (with celestial gear) you can swap to hammer for surviability or supp damage, and trust me, you can still do some decent damage with hammer or mortar.

Could this build replace firebrand? No, but it can easily become meta as support role alongside with it.

5 stars
Alec2cool gave this build 5 stars June 2018

Great when paired with guards for extra stability. Offers some crazy heal spam provided you blast your water fields :D

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