Difference between revisions of "Scrapper - Med Kit Scrapper"

(→‎Usage: revamped usage)
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* {{Utility|Bountiful Maintenance Oil}}
 
* {{Utility|Bountiful Maintenance Oil}}
  
==Usage==
+
==Usage==
===Settings===
+
===General===
 +
* Having 2 Hammers is purely for the stacking sigil. As soon as you get the 25 stacks and gets out of combat, swap back to the Hammer without the stacking sigil
 +
 
 +
====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.
 
* 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'''
 
* Also under '''General Options / User Interface''' turn on '''Thick party health bars'''
Line 76: Line 79:
  
  
===General===
+
====Surviving====
* Having 2 Hammers is purely for the stacking sigil. As soon as you get the 25 stacks and gets out of combat, swap back to the Hammer without the stacking sigil.
+
* This build has high passive defense
* You can freely swap between your skill sets (Hammer/{{Skill|Med Kit}}/{{Skill|Elixir Gun}}). Avoid downtime!
+
* This build has high mobility skill access
* {{Skill|Med Kit}} is where you will spend most of your time using {{Skill|Med Blaster}} for a continuous AoE healing.
+
** {{Skill|Rocket Charge}} will leap towards your target if you have one, make sure to drop your target when using it for mobility
* Outside of Med Kit, a great portion of your healing comes from {{Trait|Medical Dispersion Field}}, which coupled with your traits and several outgoing healing modifiers (from sigils and consumables), provides enormous and constant ticking heals to allies.
+
** An '''About Face''' keybind can be useful for quickly using {{Skill|Acid Bomb}} for mobility
* {{Skill|Fumigate}}, {{Skill|Cleansing Field}} and {{Skill|Purge Gyro}} are key skills since all conditions you cleanse turn into boons through {{Trait|Purity of Purpose}}.
+
* This builds has high active defenses
** All instanced of {{tooltip|Superspeed}} you apply also grant {{tooltip|Quickness}}
+
** {{Skill|Healing Mist}} is your only stunbreak, try to be conservative with it
 +
** {{Skill|Shock Shield}} is your highest priority defense, abuse the long block duration and low cooldown to move to safety
 +
** {{Skill|Sneak Gyro}} would ideally be saved for your group, but almost garuntees surviving if used
 +
** Be careful when using {{Skill|Bulwark Gyro}}, if nearby allies are taking damage the redirection can easily outweigh the barrier given
 +
 
 +
 
 +
===Overall Priorities===
 +
====High====
 +
* Stability
 +
* Condition clear
 +
* Healing
 +
====Moderate====
 +
* Supporting isolated allies
 +
* {{Skill|Thunderclap}} on spikes
 +
====Low====
 +
* Poisoning downs
 +
 
 +
 
 +
===Specific Priorities===
 +
====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}} - Cleansing Synergy}}
 +
* {{Skill|Electro-whirl}} - (light field, whirl finisher)
 +
 
 +
 
 +
====Healing skills by priority====
 +
* {{Skill|Vital Burst}}
 +
* {{Skill|Bandage Self}} - {{Trait|Medical Dispersion Field}}
 +
* {{Skill|Bandage Blast}} - in melee range, hard to use
 +
* {{Skill|Super Elixir}}
 +
* {{Skill|Acid Bomb}}/{{Skill|Infusion Bomb}} - (water field, blast finisher)
 +
* {{Skill|Med Blaster}}
 +
 
 +
 
 +
====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}}
 +
 
 +
 
 +
===Detailed Explanations===
 +
====Stability====
 +
* Use {{Skill|Defense Field}} for ranged engages as the first applied {{Tooltip|Stability}} source
 +
* After ranged engages are done, use it to cover downtime from the firebrand's {{Skill|"Stand Your Ground!"}}
 +
 
 +
 
 +
====Condition clear====
 +
* {{Skill|Fumigate}} and {{Skill|Cleansing Field}} are much more situational compared to {{Skill|Purge Gyro}}, deprioritize them in situations where {{Skill|Purge Gyro}} would be more effective
 +
* Move slightly behind your group when casting {{Skill|Fumigate}} to maximize hits
 +
* Be aware that {{Skill|Fumigate}} does not cleanse yourself
 +
* {{Skill|Cleansing Field}} should be dropped when clashing with the opponent or preemptively before an enemy spike
 +
* 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
 +
 
 +
 
 +
====Healing====
 +
* {{Skill|Vital Burst}} and {{Skill|Bandage Self}} both proc {{Trait|Medical Dispersion Field}} even if you are at full HP
 +
* Move slightly behind your group when casting {{Skill|Med Blaster}} to maximize hits
 +
** The range on {{Skill|Med Blaster}} is much higher than the animation indicates
 +
* Your own fields have priority for combo finishers, {{Skill|Cleansing Field}} can provide a water field for combo interactions
  
  
===Gyros===
+
====Superspeed====
''All Gyro skills provide AoE {{tooltip|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.''
+
* Most of your {{Tooltip|Superspeed}} will be generated passively while using your skills for healing and cleansing
* {{Skill|Function Gyro}} use it to double rez by activating it from a distance and then helping out manually. It also procs {{Trait|Decisive Renown}}.
+
* If your group is lacking {{Tooltip|Superspeed}} before a push {{Skill|Bandage Self}} is the most effective way to apply it
** Can also be used for the instantly AoE {{tooltip|Superspeed}} field it gives.
 
* {{Skill|Purge Gyro}} use to quickly remove conditions and apply AoE superspeed.
 
<!--** {{Skill|Detection Pulse}} grants AoE {{gw2wiki|Revealed}} in a large area, bringing a strong group stealth counterplay. Also useful to remove {{tooltip|Aegis}} from enemies when there is nothing to reveal.-->
 
** {{Skill|Chemical Field}} can apply {{tooltip|Poison}} on downed enemies or provide a poison field, low priority skill.
 
* {{Skill|Bulwark Gyro}} 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''' to him. In severe spikes, it can be dangerous to the Scrapper.
 
** {{Skill|Defense Field}} is one of your strongest defensive cooldowns, providing 3 stacks of {{tooltip|Stability}} and an anti-projectile dome. Use it to disrupt projectile pressure and to fill stability gaps on allies.
 
* {{Skill|Sneak Gyro}} is a very strong skill if coordinated with your group for stealth engages. Also convenient to safely stomp enemies and ressurect allies.
 
  
  
===Med Kit===
+
====Supporting isolated allies====
* {{Skill|Med Blaster}} is your bread and butter healing skill. When paired with {{tooltip|Quickness}} from {{Trait|Applied Force}} it brings an even greater healing pressure.
+
* Do not try to support isolated players if your group is under pressure or it would get you killed
* {{Skill|Bandage Blast}} and {{Skill|Vital Burst}} grant a substantial healing burst.
+
* {{Tooltip|Superspeed}} is your first priority for getting players back to your group
** For Bandage Blast, the closer you are to an isolated ally, more bandages can hit him, providing an even stronger healing.
+
** Use {{Skill|Function Gyro}} if available to apply it from range
* {{Skill|Cleansing Field}} grants a 300-radius water field which cleanses conditions every pulse. Use it to soften incoming condition pressure from scourge's shades for example.
+
** If {{Skill|Function Gyro}} is unavailable, move to the isolated player(s) and using {{Skill|Bandage Self}} is the other viable option
* {{Skill|Infusion Bomb}} 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 {{Trait|Soothing Detonation}}.
+
* Move to isolated player(s) and use {{Skill|Sneak Gyro}} to give {{Tooltip|Stealth}}, but be aware that you will need to blast other scrappers fields if your group is coordinating {{Skill|Sneak Gyro}} usage
* {{Skill|Bandage Self}} besides healing the caster, it cleanses, grants {{tooltip|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, {{Skill|Med Kit}} usage doesn't. Importantly it gives AoE {{tooltip|Superspeed}} from {{Trait|Speed of Synergy}}.
 
  
  
===Elixir Gun===
+
====Thunderclap on spikes====
* {{Skill|Fumigate}} 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.
+
* Prioritize CC on your allies spikes, watch out for the following skills:
* {{Skill|Super Elixir}} should be casted off cooldown on spots that your allies will be for more sustain and whenever minor condition clear is needed.
+
** Winds - {{Skill|Winds of Disenchantment}}
* {{Skill|Healing Mist}} is a stunbreak and should only be used for that purpose.
+
** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}} or {{Skill|Gravity Well}}
* {{Skill|Acid Bomb}} use it whenever a blast finisher is needed. Synergizes with {{Trait|Soothing Detonation}}.
+
** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
** You can use your weapon swap key just after casting {{Skill|Acid Bomb}} to cancel the leap backwards while staying in Elixir Gun.
+
** Shades - {{Skill|Desert Shroud}}
** For mobility, you can also "About Face" {{to}} {{Skill|Acid Bomb}} {{to}} "About Face".
 
  
  
===Hammer===
+
====Poisoning downs====
''You should avoid staying in hammer as dealing damage isn't your role, but each of the hammer skills is situationally useful
+
* Use {{Skill|Chemical Field}} when you can safely approach melee range with downs
* {{Skill|Thunderclap|Engineer)}} use it to catch out targets that don't have stability.
+
* Use {{Skill|Fumigate}} only if your group is taking no pressure and you have other cleanse cooldowns avalible
** Try to use it on foes stuck inside {{Skill|Winds of Disenchantment}} or pulled by {{Skill|Temporal Curtain}} 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.
 
* {{Skill|Shock Shield}} 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.
 
* {{Skill|Rocket Charge}} 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.
 
* {{Skill|Electro-whirl}} 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.
 

Revision as of 13:38, 24 February 2022

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 Zerg

Difficulty:
TBD
This build was last updated on February 24, 2022 and is up to date for the March 19, 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


Skill Variants

  • AoE boon removal and CC with a low cool boon removal toolbelt skill, use over
  • for an AoE Revealed Revealed from its toolbelt skill (), swap back before combat
  • 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
Hammer
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18


Consumables

    • personal food option

Usage

General

  • Having 2 Hammers is purely for the stacking sigil. As soon as you get the 25 stacks and gets out of combat, swap back to the Hammer without the stacking sigil

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.


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
    • Be careful when using , if nearby allies are taking damage the redirection can easily outweigh the barrier given


Overall Priorities

High

  • Stability
  • Condition clear
  • Healing

Moderate

  • Supporting isolated allies
  • on spikes

Low

  • Poisoning downs


Specific Priorities

Condition clear skills by priority

  • /}} - (light field, blast finisher)
  • - Cleansing Synergy}}
  • - (light field, whirl finisher)


Healing skills by priority

  • -
  • - in melee range, hard to use
  • / - (water field, blast finisher)


Superspeed skills by priority

  • -
  • -
  • - only when safe


Detailed Explanations

Stability

  • Use for ranged engages as the first applied Stability Stability source
  • 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


Healing

  • and both proc even if you are at full HP
  • Move slightly behind your group when casting to maximize hits
    • The range on is much higher than the animation indicates
  • Your own fields have priority for combo finishers, can provide a water field for combo interactions


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 is the most effective way to apply it


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 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 to give Stealth Stealth, but be aware that you will need to blast other scrappers fields if your group is coordinating usage


Thunderclap on spikes

  • Prioritize CC on your allies spikes, watch out for the following skills:
    • Winds -
    • Wells - + or
    • Traps - +
    • Shades -


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


Ratings

This build has a rating of 5 stars based on 4 votes.
Log in or register to rate this build.
5 stars
Peliagudest gave this build 5 stars • March 2024
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
5 stars
Goon gave this build 5 stars • March 2023
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.
4 stars
Tyroxin gave this build 4 stars • October 2022
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.
5 stars
AidamAidam gave this build 5 stars • June 2022
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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