Difference between revisions of "Scrapper - Power DPS"
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==Usage== | ==Usage== | ||
− | === | + | ===Beginner Rotation=== |
The aspect of engineer that most commonly trips people up is the use of kits. Though it is a sizable DPS loss, Scrapper can be simplified by omitting kits swaps from the rotation. This reduces it to just using skills off cooldown. | The aspect of engineer that most commonly trips people up is the use of kits. Though it is a sizable DPS loss, Scrapper can be simplified by omitting kits swaps from the rotation. This reduces it to just using skills off cooldown. | ||
− | + | {{skill|Shredder Gyro}} is the best non-kit DPS skill after {{skill|Throw Mine}}, and even without using {{skill|Grenade Kit}}, {{skill|Grenade Barrage}} does good enough damage to keep the skill. The damage is almost identical to several other options such as {{skill|Blast Gyro}}, {{skill|Rifle Turret}} or {{skill|Rocket Turret}}, so you could swap {{skill|Grenade Kit}} for one of these if preferred. | |
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− | ===Rotation=== | + | ===Simplified Rotation=== |
If possible, precast {{Skill|Throw Mine}} and {{Skill|Mine Field}}. | If possible, precast {{Skill|Throw Mine}} and {{Skill|Mine Field}}. | ||
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[https://youtu.be/D_rBzRClNFU Example Rotation] | [https://youtu.be/D_rBzRClNFU Example Rotation] | ||
+ | |||
+ | |||
+ | '''Skills to use''' | ||
+ | * All toolbelt skills | ||
+ | * {{Skill|Thunderclap}} | ||
+ | * {{Skill|Throw Mine}} and {{Skill|Shredder Gyro}} | ||
+ | * {{Skill|Poison Gas Shell}} (in {{Skill|Elite Mortar Kit}}) is used to fill in gaps where you don't have enough time to do a full auto chain before {{Skill|Electro-whirl}} is off cooldown | ||
+ | |||
+ | |||
+ | While in {{skill|Grenade Kit}} | ||
+ | * {{skill|Freeze Grenade}} and {{skill|Poison Grenade}} | ||
+ | |||
+ | |||
+ | ===Rotation=== | ||
+ | If possible, precast {{Skill|Throw Mine}} and {{Skill|Mine Field}}. | ||
+ | |||
+ | |||
+ | <big>'''Opener'''</big> | ||
+ | # {{Skill|Medic Gyro}} - thanks to {{trait|Speed of Synergy}} this means you start with extra {{tooltip|Superspeed}} | ||
+ | # {{skill|Bomb Kit}} | ||
+ | ## {{skill|Big Ol' Bomb}} | ||
+ | ## {{skill|Fire Bomb}} | ||
+ | ## {{skill|Galvanic Bomb}} | ||
+ | ## {{Skill|Magnetic Bomb}} and exit Bomb Kit | ||
+ | # {{Skill|Thunderclap}} | ||
+ | # {{skill|Detonate (engineer)}} (if precast) | ||
+ | # {{skill|Throw Mine}} | ||
+ | # {{Skill|Electro-whirl}} | ||
+ | # {{Skill|Grenade Kit}} | ||
+ | # {{Skill|Shrapnel Grenade}} | ||
+ | # {{skill|Detonate Mine Field}} (if you precast - make sure you have the buff from {{relic|Relic of Bloodstone}}) | ||
+ | # {{Skill|Poison Grenade}} | ||
+ | # {{Skill|Freeze Grenade}} and exit Grenade Kit | ||
+ | # {{Skill|Function Gyro}} for more {{tooltip|Superspeed}} | ||
+ | # {{Skill|Grenade Barrage}} | ||
+ | |||
+ | |||
+ | <big>'''Loop'''</big> | ||
+ | |||
+ | The bulk of your damage comes from {{Skill|Electro-whirl}} and {{skill|Shrapnel Grenade}}. These two skills have roughly the same cooldown, so we "link" them together by always following {{Skill|Electro-whirl}} with {{skill|Shrapnel Grenade}}. | ||
+ | |||
+ | |||
+ | {{relic|Relic of Bloodstone}} gives a large damage buff (as well as a burst of damage) if you're able to trigger four blasts in quick succession. {{skill|Bomb Kit}} is crucial to this as {{skill|Big Ol' Bomb}} provides two blasts, and {{skill|Galvanic Bomb}} provides another. This means you only need one more blast to finish the set, and {{skill|Throw Mine}} is the obvious choice. | ||
+ | |||
+ | {{skill|Big Ol' Bomb}} has a 20-second cooldown, so you want to perform this blast combo every time you can. {{skill|Medic Gyro}} also has a 20-second cooldown, and as it provides {{tooltip|Superspeed}} it's also useful for the buff from {{trait|Object in Motion}}. By immediately following {{skill|Medic Gyro}} with the blast combo, you can use the former skill to track the cooldown. | ||
+ | |||
+ | |||
+ | Beyond the structure formed by these two concepts, you autoattack and use filler skills when you don't have time to do a full auto chain before {{Skill|Electro-whirl}} is available again. In all cases, these filler skills are lower priority than the key skills mentioned above: | ||
+ | * {{skill|Grenade Barrage}} should be used off cooldown. | ||
+ | * {{Skill|Mine Field}} should be used off cooldown, but delay the detonation until you have the buff from {{relic|Relic of Bloodstone}}. | ||
+ | * {{skill|Throw Mine}} should be used off cooldown, but you should try to make sure there is a combo field down so you get the blast. | ||
+ | * The remaining skills can all provide a combo field for {{skill|Throw Mine}}, but can also be used as filler skills in their own right, with the following priority: | ||
+ | *# {{skill|Function Gyro}}. | ||
+ | *# {{skill|Poison Gas Shell}} (Mortar Kit) | ||
+ | *# {{skill|Reconstruction Field}} | ||
+ | |||
+ | |||
+ | <big>'''Blast Combo'''</big> | ||
+ | |||
+ | It works out that the cooldowns of | ||
+ | |||
+ | |||
+ | [https://youtu.be/qvnutYJ-ROU Example Rotation] | ||
Revision as of 17:02, 12 August 2025
Overview
A full DPS variant of Scrapper - Quickness Support Power DPS that abandons its group quickness generation for increased personal damage. Strong burst and is extremely durable thanks to the continuous stream of barrier provided by .
Skill Bar
Skill Variants
Heal
- can be used for extra CC from . This is a small DPS loss.
Utility
- If you have another source of
Superspeed in the party, then can be replaced with .
should replace if not using . This rotation is simpler, but is a moderate DPS loss.
- If you have another source of
Elite
Stealth to five targets, which can be very potent in the right situation. Avoid using it in general, however, as
Stealth can interrupt players attacks and it interferes with deadeye rotations that rely on
Stealthing only at the correct time.
will provide - Charr can bring . It deals better damage than on shorter fights, especially if it can be pre-cast before the boss is vulnerable.
Template Code
Specializations
Trait Variants
- is a small DPS gain if not using .
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Dragon
Berserker
Berserker
Dragon
Dragon
Dragon
Berserker
x6
x18
- is the best option for players that don't own Janthir Wilds.
- should also be used if not taking .
- The
Dragon stats pieces are a very small DPS increase, so you can use full
Berserker stats if you wish.
Consumables
Food
Utility
Usage
Beginner Rotation
The aspect of engineer that most commonly trips people up is the use of kits. Though it is a sizable DPS loss, Scrapper can be simplified by omitting kits swaps from the rotation. This reduces it to just using skills off cooldown.
is the best non-kit DPS skill after , and even without using , does good enough damage to keep the skill. The damage is almost identical to several other options such as , or , so you could swap for one of these if preferred.
If possible, precast and .
Opener
- if you didn't precast it
Superspeed
- thanks to this means you start with - if you precast it
Skills to use
- All toolbelt skills
- and
- and
Simplified Rotation
If possible, precast
and .
Opener
Superspeed
- thanks to this means you start with extra - and if you precast them
- and exit Grenade Kit
Superspeed
for more - ⇒ ⇒
- and exit Grenade Kit
Loop
The idea behind the loop is to autoattack and use skills off cooldown until
is available, then use it and go into for . These two skills form the backbone of your damage so try not to delay them, and fit in other cooldowns where you can.- Autoattack chains and available skills (see below)
- Other available skills
- Return to start of loop
Skills to use
- All toolbelt skills
- and
- (in ) is used to fill in gaps where you don't have enough time to do a full auto chain before is off cooldown
While in
- and
Rotation
If possible, precast
and .
Opener
Superspeed
- thanks to this means you start with extra - and exit Bomb Kit
- (if precast)
- (if you precast - make sure you have the buff from )
- and exit Grenade Kit
Superspeed
for more
Loop
The bulk of your damage comes from
and . These two skills have roughly the same cooldown, so we "link" them together by always following with .
gives a large damage buff (as well as a burst of damage) if you're able to trigger four blasts in quick succession. is crucial to this as provides two blasts, and provides another. This means you only need one more blast to finish the set, and is the obvious choice.
Superspeed it's also useful for the buff from . By immediately following with the blast combo, you can use the former skill to track the cooldown.
Beyond the structure formed by these two concepts, you autoattack and use filler skills when you don't have time to do a full auto chain before is available again. In all cases, these filler skills are lower priority than the key skills mentioned above:
- should be used off cooldown.
- should be used off cooldown, but delay the detonation until you have the buff from .
- should be used off cooldown, but you should try to make sure there is a combo field down so you get the blast.
- The remaining skills can all provide a combo field for
- .
- (Mortar Kit)
, but can also be used as filler skills in their own right, with the following priority:
Blast Combo
It works out that the cooldowns of
Skills to use
- All toolbelt skills
- and
- (in ) is used to fill in gaps where you don't have enough time to do a full auto chain before is off cooldown
While in
- and
General Tips
- Always try to finish your auto chains.
- Hammer is an overloaded weapon in terms of utility: reflects projectiles, is a series of short evades, is a channeled block, and is an AoE stun. Making the best use of all of them will greatly improve your effectiveness.
- The sustain from depends on attacking, so don't slack on your DPS.
- can be used to blind trash mobs, mitigating incoming damage in some fights.
Ratings



Comments
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