User:Masel/Builds/Scrapper
Hammer Power Scrapper[edit]
Criterion | Rating |
---|---|
Burst Damage | 4/5 |
Sustained Damage | 3/5 |
Utility Options | 5/5 |
Survivability | 5/5 |
Difficulty | 2/5 |
Power Scrapper is a very sturdy elite specialization with a solid damage output. It's an amazing pick for all aspects of PvE and it's one of the builds for open world that natively fits into the "bruiser" category. Due to Impact Savant, it provides itself with a constant inflow of Barrier based on its damage output, rewarding an offensive playstyle. It further is the only build that provides permanent Superspeed around it and can be adjusted to supply Quickness without changing gear at all, which is very convenient.
Link to the Build on the Editor
Playstyle & Skills[edit]
Skill Type | Skills | |||||
---|---|---|---|---|---|---|
Toolbelt |
| |||||
Hammer |
| |||||
| ||||||
| ||||||
Utility |
|
Gyros[edit]
- Aside from the Function Gyro, all Gyros create AoEs that move with you and provide benefits or deal damage inside of the respective aoe. They are all Combo fields, which is particularly relevant when using Kinetic Accelerators to supply Quickness.
- With the trait synergies on scrapper, the gyros and Tool belt skills will grant a subgroup permanent Superspeed, which is one of the main advantages of having a scrapper in a group. On many fights, fast movement is very helpful to do mechanics.
- The last Tool belt skill is always replaced by the Function Gyro, while the others are utility skills that you can freely swap in and out.
Impact Savant [edit]
- Impact savant deserves its own section, as it is one of the unique aspects of Scrapper.
- It converts 5% of your outgoing Strike damage into Barrier. The more damage you deal, the more survivable you become. Because of this, it is not beneficial to increase survivability if it comes at a large portion of your damage (then it does not increase your survivability).
Skill Usage & Choices[edit]
The combination of Superspeed, Quickness and Gyros feels great to play in any game mode, as you become a moving powerhouse. Generally, you'll want to try and use as many high-damage skills as possible, while not canceling your auto attacks. This iteration of scrapper does not run any Engineering kits to simplify the rotation. There are many situations where running e.g. Grenade Kit is worth it as it gives you high damage and the option to flexibly swap to range.
- Positive Strike, Negative Bash + Equalizing Blow make up for a very strong chain of auto attacks that applies both Might to you and Vulnerability to foes. The damage ramps up towards the end, making it ideal to not cancel the chain early.
- Electro-whirl is the bread and butter for damage on hammer. Is also a reflect, so it can be used to counter many ranged attacks!
- Rocket Charge is a gap-closer with an Evade-window that deals moderate damage. This includes two Leap finishers that can be used to apply Quickness with Kinetic Accelerators.
- Shock Shield is a Block channel that also deals damage and applies Barrier to you for each time it hits. It also applies Vulnerability. Great defensive tool to power through dangerous attacks.
- Thunderclap is ground-targeted and the strongest damage ability in your kit. But not only that: It applies a Stun on the first hit, is a Lightning field to make use of and applies additional Vulnerability.
Default Skill | Tool Belt Skill | Notes |
---|---|---|
Medic Gyro | Reconstruction Field | Heals yourself and allies over time. Both skills are great sources of Superspeed and Water fields that can be used to heal allies. |
Throw Mine | Mine Field | Both high damage skills, use them on cooldown. The mines from Mine Field are randomly planted in a larger radius, so that it does more damage against larger Hitboxes. |
Shredder Gyro | Spare Capacitor | Great for damage and a moving Whirl finisher. Spare Capacitor applies a Daze and is a Lightning Field that will apply additional Dazes when you use Rocket Charge inside. |
Grenade Kit | Grenade Barrage | This is the designated flex spot, I personally prefer to use either Blast Gyro for area Might, Superspeed and Stun or Grenade Kit for ranged damage on demand. |
Elite Mortar Kit | Function Gyro | The kit can be used to supply additional Combo fields and deal damage from range. Function Gyro is a Lightning field and revives downed allies, so you can save this for iffy situations. |
CC Skills for breakbar damage:
- Thunderclap
- Throw Mine
- Using Rocket Charge inside the Lightning field of either Spare Capacitor, Thunderclap or Function Gyro.
Gear[edit]
Important Stats in Hero Panel (descending in Importance):
- At least 45% Critical Chance: Fury gives 25% , High Caliber adds another 15% against enemies within close range and Hematic Focus adds another 15% against foes affected by Bleeding.
- Maximize Power
- Maximize Ferocity
- For a budget variant, simply replace all ascended armor pieces of Berserker's with rare/exotic Berserker's.
- The secondary weapon set (Rifle) is mostly there for ranged gameplay whenever it is needed in open world; more on this down below.
- Superior Sigil of Air is cheaper than Superior Sigil of Impact and yields similar results on the golem, but it is only single-target and lower damage against bosses with frequent breakbar phases.
- Ascended gear is always ideal, but exotic gear is fine for everything aside from higher-tier fractals.
- Since Tool belt skills count as weapon skills, any damaging Tool belt skill with a cooldown of at least 20 seconds will trigger Relic of Fireworks.
- Ascended Food is always ideal, but never required.
Traits[edit]
Explosives | ||||||
---|---|---|---|---|---|---|
Firearms | ||||||
Scrapper | ||||||
Explosives[edit]
- The default specializations for damage are Explosives, Firearms and of course Scrapper.
- We're using all of them in both open world and instanced content, which is very convenient!
- This is bread and butter, never change this. With these traits, you deal increased damage while above 75% health, you shoot missiles and orbital strikes at foes every once in a while.
- You further deal more damage per vulnerability stack and more damage to foes at lower health % plus a little selfheal whenever an explosion hits an enemy.
Firearms[edit]
- The second specialization for group content is Firearms.
- Like explosives, Firearms also increases your damage noticeably. It gives you 15% more Critical chance against Bleeding foes and another 15% against foes within a range threshold of 450.
- It also increases your damage by 2% for every condition on a foe. In turn, the damage gain from firearms, in particular Modified Ammunition, scales heavily with the amount of conditions on the enemy, and in solo applications you don’t apply that many (mainly Vulnerability and some Bleeding).
Scrapper[edit]
- The first two trait choices in Scrapper are always the same, its only the last one we change across the build variants. With these trait choices, your Gyros will apply Superspeed to allies around you in a larger radius, you deal up to 15% more damage for having Superspeed, Swiftness} and Stability on you.
- For explanations on Impact Savant, see the dedicated section above.
- In the dps variant, we’ll run Applied Force. This makes Might apply more power to you and grants you around 3 seconds of Stability every 10 seconds, which is very nice to have, as your own damage depends on having it up.
DPS Rotation Showcase[edit]
You can find my most recent rotation showcase here.
Open World Build[edit]
You can find my most recent open world build showcase here.
For OW, it can make sense to make a build more forgiving, so that you can sustain on your own.
- A first step to increase survivability is to use Kinetic Accelerators instead of Applied Force . This is a massive boost to survivability when playing alone, as having Quickness drastically increases the damage you deal. Remember, on Scrapper: more damage means more Barrier through Impact Savant.
- This is convenient, since it is equivalent to the Quickness Scrapper build for instanced content, so that you can take it into raids, strikes etc. too.
- To trigger Kinetic Accelerators, you need to use Blast finishers and Leap finishers inside any Combo field. The following sources of blasts and leaps are readily available:
- Rocket Charge - 2 Leap finishers
- Function Gyro - 1 Blast finisher + 1 Lightning Field
- Throw Mine - 1 Blast finisher
- Blast Gyro - 1 Blast finisher + 1 Fire Field
- Supply Crate - 1 Blast finisher
- Jump Shot - 1 Leap finisher when using rifle
- Use Alchemy instead of Firearms for a large gain to survivability, at the cost of a chunk of your damage. This will provide passive sustain and longer Boon duration via Compounding Chemicals and a large reduction to damage taken via Iron Blooded. The latter makes you take 2% less strike damage for every unique boon you have.
Alchemy | ||||||
---|---|---|---|---|---|---|
- This is especially strong when using Jade Tech Offensive Overcharge and Jade Tech Defensive Overcharge.
- These give for 150 additional Toughness, Vitality, Condition Damage and Power as well as all boons aside from Stability, Resistance and Resolution on entering combat. These effects can be pre-stacked by using an Enchanted Snow Diamond Tonic repeatedly when out of combat. The Protection from this is another free massive gain to survivability!
- I also like to combine Compounding Chemicals with Fried Golden Dumplings for easy healing + Might coverage.
- Use Short Fuse to cover Fury on yourself.
- Via Hammer, you have nice defensive tools readily available:
- Make use of Shock Shield to Block attacks and generate more barrier.
- Evade attacks with Rocket Charge, but don't yeet yourself into danger! Try to use this inside your combo fields to apply quickness around you!
- Use Relic of Durability for Protection and Regeneration on every cast of Medic Gyro. Combined with Reconstruction Field, this will cover agood uptime on Protection, especially when combined with the additional Boon duration from Alchemy.
- Use Relic of the Chronomancer for easier Quickness uptime on yourself if you don't want to watch combo finishers as much.
- Finally, you can use Rifle instead of Hammer for fights where being in melee is too dangerous. That provides very high range gameplay aside from Jump Shot and is also great for tagging mobs in events.
- If those changes are not comfortable enough for you, you can use the survivability food and utlity item listed above for another -10% damage taken and 150 Toughness!
Skill Choice | Notes |
---|---|
Purge Gyro | Pulsing condition removal for cases where you might need it. Also comes with a Light field that provides additional cleanses and Poison field via Chemical Field. |
Blast Gyro | Might application as well as both a Fire field and a Blast finisher. Comes with Bypass Coating, which is a stun-break and another source of Superspeed. |
Supply Crate | Long cooldown, but another source of Stun and a Blast Finisher |