机械师 Scrapper - Superspeed Grenadier Roamer

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此配装转载自 https://metabattle.com/wiki/Build:Scrapper_-_Superspeed_Grenadier_Roamer

The community gave this build a rating,making it top-tier: 极佳 Great

擅长:直伤控制

使用场合:战场游走 WvW Roaming

Difficulty:
Normal
该配装最后更新于:1 月 12, 2024;并已与以下版本同步:1 月 30, 2024 patch.

概述 Overview

A Power-based WvW Scrapper roaming build that focuses on CC and massive burst damage with to get kills while having a high uptime of Superspeed Superspeed to kite and chase enemies. Survivability is on the lower end, but sometimes the best defense is a good offense.

技能 Skill Bar

巨锤
Utility

技能变体 Skill Variants

Utility

Elite

模板代码 Template Code

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特性 Specializations

变体 Variants
  • improves survivability and has synergy with as it gives you more endurance.

装备 Equipment

头部
Berserker
肩膀
Berserker
上衣
Berserker
手套
Berserker
腿部
Berserker
足部
Berserker
背部
Berserker
饰品
Marauder
饰品
Marauder
项链
Marauder
戒指
Marauder
戒指
Marauder
巨锤
Marauder
法印
法印
符文
x6
灌注
x18
Relic

装备变体 Equipment Variants

Relics

  • - bit higher cleansing.
  • - similar to Fireworks, this one could provide higher uptime on your damage boost but you have less control over when it's going to be active.
  • - better Quickness Quickness uptime especially when running 2 utility gyros.

Runes

  • - better burst damage, lower boon duration.
  • - defensive rune that helps against both condition and power builds.
  • - general tankiness in case you're feeling too squishy.

Sigils

  • over Celerity - lower Quickness Quickness uptime, higher sustain.

消耗品 Consumables

食物 Food
  • - passive strike damage mitigation and strong offensive stats.
  • - same stats as the Peppercorn-Crusted version but offers defense against conditions instead of Power-based damage.
  • - cheap crit chance increase plus armor-ignoring damage procs that heal you.
  • - defensive option with synergy due to more frequent dodging.
    • - budget version.

增强 Utility

使用说明 Usage

General

  • While Hammer is a very strong offensive option, it can be just as defensive. The build is rather squishy so CD management is very important. Try to pressure targets mostly with if you want to play it safe and keep Hammer ready for situations where you'd be forced into melee or have to defend yourself.
  • If you want to get the most out of set up a keybind for About Face
    • Go to Options Control Options Movement, About Face should be at the bottom.
  • Grenades can be thrown at targets behind your character. You can kind of abuse this with About Face by quickly turning around to move away from your target while targeting them with grenade attacks:
    • Keep moving forward then hold left click briefly while pressing about face - you should now be moving in the opposite direction as long as you're holding down the movement key.
    • Hold the same movement key (W:most players) and right click once to turn back to where you were originally facing once you've built enough distance.
    • Repeat these steps to stay at the edge of 900 range while throwing grenades.
  • (F5) has massive utility value as a skill that can stomp enemies and revive allies from range.
    • This toolbelt Gyro grants Superspeed Superspeed like any other Gyro while also cleansing 1 condition. In desperate sitations you could use this for personal survival instead of as a group utility tool.
    • You can stealth the Function Gyro with

Damage

  • Most of the damage comes from and its toolbelt skill ,the latter being the best burst skill in the build.
    • do the most damage, followed by the autoattack which is a solid filler skill.
    • 's Chill Chill is ideal for snaring enemies while pressuring them from range.
    • doesn't hit very hard but the Poison Poison's good for pressuring bunkers and delaying rez attempts as it reduces healing received by enemies.
    • is something of a defensive skill, low damage but the Blind Blind could enable you to keep throwing grenades at your target without getting counterpressured.
  • proc the damage bonus from
  • Using Leap and Blast finisher in combo fields is how you maintain Fury Fury。 Always try to use inside a combo field as you can't afford to let a double Leap finisher go to waste.
    • is a quick and effective skill for obtaining Fury Fury as it's both a combo field and finisher.
  • Try to make sure that your burst lands by using CC and Stealth Stealth beforehand:
    • Sneak up on your target with
    • Stun them with
    • Knock them down with (if taken)。
  • takes a few seconds to charge up, use Superspeed Superspeed to stay on top of your target.
  • on Hammer both do great damage in melee.

生存

  • Superspeed Superspeed is your best friend, use your superior mobility to leave enemies behind and get away from danger. Also provides a steady stream of healing via along with Swiftness Swiftness
  • is often a life-saver because of the AoE stealth.
  • The only stunbreaks in the build are found on toolbelt skills: Blast Gyro's and Slick Shoes' (not to be confused with the effect of the same name)。
  • Both are Water fields, use in these to combo extra healing whenever you can.
    • is both a combo field and a finisher, it has to be used after the creation of a Water field if you want extra healing. Therefore this only works with Medic Gyro as Reconstruction Field's field doesn't last long enough to fit an entire Blast Gyro cast into it. Rocket Charge works with both fields and it's a double finisher.
  • Condition cleansing is limited only to toolbelt skills via synergy and 。 Be very careful against condition specs - try to stay in range, use CC as much as possible and avoid their attacks with Hammer. Bail out with Superspeed SuperspeedStealth Stealth at the first sign of trouble.
  • Every Hammer skill except the autoattack could be used defensively.
  • does great damage in melee while reflecting projectiles, has a lengthy evade frame on top of being a double combo finisher and having high damage, stuns enemies while leaving behind a pulsing damage field.
  • is the most defensive thing on Hammer, being a block skill with barrier. While the damage is mediocre it's still worth using it in melee as you gain barrier whenever the skill strikes an enemy, but even if you don't do that the block is still very useful.
  • If taken is great at turning things around. The instant unblockable AoE CC could stop most burst attempts made by enemies without Stability Stability while also creating the perfect opening for counterpressuring targets. Really good at immediately punishing teleport skills like too.
  • When it comes to this build the best defense is a good offense. Your survivability isn't great but your damage is, so try to keep enemies on the backfoot with constant pressure.

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