User:Ninjazzy/Scrapper Squad
Scrapper Squad[edit]
Okay so this is what Flame and I have managed to come up with so far, please feel free to throw in your raid experience or ideas because this is very much a work in progress and neither of us will claim to be engineer mains.
Idea and Dilemma[edit]
Thanks to Cat, we're getting together 10 Scrappers to maybe do a raid or something. Boon wise, we mainly need offensive buffs ( Might, Fury, Quickness) because we're hoping that we can rely on Impact Savant to keep us sustained, which allows permanent barrier so long as you are still doing damage. All damage gets primarily absorbed by barrier, so Scholar and Writ uptime is greatly increased. We aren't bothering with Alacrity because Engineer doesn't have any sources of it. It's not optimal; it's just for memes, and I think it'd be a fun exercise.
The main dilemma with going with a 10-Scrapper Squad is that there are very few sources of offensive boons that Scrapper (or Engineer in general) can give to allies. A lot of the Elixirs grant boons that aren't necessarily as helpful, or they're not reliable (random). There's not really a good way to get reliable Quickness uptime without sacrificing a lot of DPS, but we have two sources, Applied Force and Superior Sigil of Celerity. Because the majority of the boons are self-generated, we figured that having all the Scrappers run Boon Duration would be detrimental to overall group DPS (not tested).
Build and Gear[edit]
This build utilizes full Berserker gear with 6x Superior Rune of the Scholar, and a Berserker hammer with Superior Sigil of Force and Superior Sigil of Celerity. Nourishment is Peppercorn-Crusted Sous-Vide Steak or other power-based food, and importantly, utility is Writ of Masterful Strength. The Writ functions similarly to the sixth rune bonus, and provides +200 Power when above 90% health.
The main power build looks like this: [&DQMGOiYvKz3ZEtkSrhKuEicTJgGGAIYAiQGDEgAAAAAAAAAAAAAAAAAAAAA=] or see the build on gw2skills
Explosives 2-2-3
Tier | Trait | Description | |
---|---|---|---|
Minor Adept | Explosive Entrance | Your first attack when entering combat explodes, dealing damage to nearby foes. This ability refreshes after a dodge roll. | |
Major Adept | Short Fuse | 3 | Gain fury when you hit a foe with an Explosion. |
Minor Master | Steel-Packed Powder | Explosions cause vulnerability. | |
Major Master | Explosive Temper | Explosions grant stacking ferocity when they hit. | |
Minor Grandmaster | Shaped Charge | Deal increased strike damage for each stack of vulnerability on your target. | |
Major Grandmaster | Big Boomer | Deal increased strike damage to foes with a lower health percentage than you. Hitting with an Explosion heals you over a few seconds. |
Firearms 3-3-2
Tier | Trait | Description | |
---|---|---|---|
Minor Adept | Sharpshooter | Critical hits have a chance to cause bleeding. | |
Major Adept | High Caliber | You have an increased critical hit chance against foes within the range threshold. | |
Minor Master | Hematic Focus | You have increased chance to critically strike against bleeding foes. | |
Major Master | No Scope | 8 | Critical hits on foes within the range threshold have a chance to grant fury. Fury grants you ferocity. |
Minor Grandmaster | Serrated Steel | Bleeding you inflict gains increased duration. | |
Major Grandmaster | Modified Ammunition | Deal increased strike damage for each condition on a foe. |
Scrapper 1-3-3
Tier | Trait | Description | |
---|---|---|---|
[[|x25px|link=Hammer Proficiency]] [[Hammer Proficiency|]] | |||
Minor Adept | Function Gyro | You gain access to the function gyro, which replaces your tool belt skill 5. Gain access to Gyro skills. | |
Major Adept | Gyroscopic Acceleration | Well abilities have an increased area of effect and grant superspeed to nearby allies on their first pulse. Your function gyro also grants superspeed to allies when cast. | |
Minor Master | Speed of Synergy | Using a heal skill grants superspeed in a radius around you. Using a healing skill's associated tool-belt skill grants you personal superspeed. | |
Major Master | Object in Motion | Deal increased strike damage while you have stability, swiftness, or superspeed. This damage increase compounds for each boon you have. | |
Minor Grandmaster | Impact Savant | A percentage of the strike damage you deal is converted into barrier. | |
Major Grandmaster | Applied Force | 10 | Gain stability when you gain might at or above the threshold. Might grants bonus power. |
Utility Skills
- Medic Gyro, or others (situational)
- Shredder Gyro
- Blast Gyro
- Grenade Kit
- Some Elite ( Supply Crate, Sneak Gyro, meme racial Elites, etc. based on the situation)
Alternatives This is mainly for when you have an group that isn't only Scrappers.
- If Might is covered, take Throw Mine instead of Blast Gyro
- If Fury is covered, take Glass Cannon instead of Short Fuse
- If Quickness is covered, feel free to replace Superior Sigil of Celerity with a more DPS-oriented sigil, like Superior Sigil of Air or Superior Sigil of Impact.
- If you need Stability, you can take Mass Momentum instead of Gyroscopic Acceleration, but your gyro skills will have a smaller area of effect.
Usage[edit]
Boons[edit]
- Might is covered by blasting fire fields with Blast Gyro, which is both a combo fire field and a combo blast finisher in one. You also gain might from the auto-attack chain, both the first attack, Positive Strike and the final attack, Equalizing Blow.
- Fury is covered by Short Fuse which grants Fury (4s) on a 3s , and No Scope which grants Fury (4s) on an 8s .
- Quickness is a bit trickier. Applied Force grants Quickness (3s) on a 10s when you gain Might above 10 stacks. Superior Sigil of Celerity grants Quickness (5s) every 20s when interrupting a foe. Conveniently, Thunderclap (Hammer 5) is an interrupt on a 20s . It procs on defiant foes, but it does not proc if the the interrupt is negated by Stability.
- Superspeed, Swiftness, and Stability each grant an extra 5% bonus damage due to Object in Motion. Thanks to Gyroscopic Acceleration and Speed of Synergy, we have 5 (or 6 if we bring Sneak Gyro) sources of Superspeed from utilities:
- Medic Gyro
- Shredder Gyro
- Blast Gyro
- Bypass Coating ( Blast Gyro Toolbelt skill)
- Function Gyro (F5)
All heal skill grants Superspeed to allies, and using the heal skill toolbelt (F1) grants Superspeed to yourself. A note about Superspeed: It does not stack duration! Any Superspeed applied to a player who already has it will simply be ignored.
Skill and Trait Synergy[edit]
Much of this build centers around explosions. Grenade Barrage, Electro-whirl, Blast Gyro are all explosions, as well as all the skills in Grenade Kit, Throw Mine and its toolbelt skill Mine Field, and both Supply Crate and Detonate Supply Crate Turrets. Using skills that are considered explosions grants the stacking effect Explosive Temper, which grants 20 Ferocity per stack, up to ten stacks. Thanks to Short Fuse, explosions grant you Fury, they cause Vulnerability due to Steel-Packed Powder, and they heal you due to Big Boomer. Your first attack when entering combat and after each dodge will also explode, due to Explosive Entrance.
Other important skills include Thunderclap to proc Quickness from Superior Sigil of Celerity due to the 1 second Stun. They have the same 20 second cooldown, so it's best to use it whenever it is available to keep up as much Quickness as possible. Quickness also grants bonus +200 Power, so keeping up quickness is important.
Shredder Gyro is otherwise your highest DPS skill (and a whirl finisher, and grants Superspeed on its final pulse), so use that off cooldown.
For CC, along with Thunderclap, Shredder Gyro's toolbelt skill, Spare Capacitor is also a 2 second Daze and lightning field, both of which can be used for additional CC when combined with Rocket Charge's leap finisher, which can cause 2 short Dazes on every strike that is combo'd with the lightning field. Be careful when laying down the lightning fields, as blasting them will grant Swiftness rather than Might. Which, if it accidentally happens, isn't necessarily bad, since you get the 5% bonus damage from Object in Motion, but you will lose out on some Might uptime. Supply Crate is also a 2 second Stun, but it has a fairly high cooldown, so it may not be up every time CC is required. If taking Throw Mine (if Might is fully covered), it also is a knockback, boonstrip, and blast finisher.
Impact Savant is also why we think we can do this without healers. It slightly reduces Vitality while converting 15% of your outgoing strike damage into barrier. Essentially, if you keep dealing damage, you will always have barrier which can absorb damage dealt by the boss, so in theory Scholar and Writ uptime will be close to 100%.
Modified Ammunition also means that the squad will do 2% additional damage per unique condition on the boss. Power Scrapper can really only reliably inflict two: Vulnerability and Bleeding due to Sharpshooter. For this reason, we may need to convince someone to play pistol/pistol condi Scrapper to upkeep more unique conditions on the boss for that bonus. More testing is needed.
Skill Notes[edit]
- Bypass Coating is a 5-target stunbreak around you, and grants Superspeed
- Electro-whirl is a whirl finisher and a projectile reflect.
- Rocket Charge is a double leap finisher.
- Shock Shield is a 2-second channeled block that does damage as well as grants barrier.
- Thunderclap is a lightning field and daze.
Utilizing Scrapper effectively also includes knowing what combo fields and combo finishers are available.
Combo Fields
- Water: Medic Gyro, Reconstruction Field
- Lightning: Spare Capacitor, Thunderclap, Function Gyro
- Fire: Blast Gyro
- Smoke: Sneak Gyro, Supply Crate
- Elite Mortar Kit also has ice, poison, light, and water fields.
Combo Finishers
- Whirl: Electro-whirl, Shredder Gyro
- Blast: Blast Gyro, Throw Mine
- Leap: Rocket Charge
See the wiki page for combo to read up on what each field/finisher combination does.
If you're curious what all is available, see below.
Slot | Fields | Blast finisher | Projectile finisher | Leap finisher | Whirl finisher |
---|---|---|---|---|---|
Profession mechanics | |||||
Tool belt | |||||
Mech Command | |||||
Weapon skills | |||||
Mace | |||||
Pistol | |||||
Sword | |||||
Hammer | |||||
Short bow | |||||
Rifle | |||||
Shield | |||||
Harpoon gun | |||||
Spear | |||||
Bundle skills | |||||
Elixir Gun | |||||
Flamethrower | |||||
Tool Kit | |||||
Bomb Kit |
|
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Grenade Kit | |||||
Med Kit | |||||
Elite Mortar Kit | |||||
Slot skills | |||||
Healing skill | |||||
Utility skill | |||||
Elite skill | |||||
Downed skills | |||||
Downed skill | |||||
Trait skills | |||||
Trait skill |