The build does not have the highest maximum damage with a realistic benchmark of 32,168 damage per second (DPS). But it is easy to learn and very resistant.
The best thing about the Easy Scrapper is that you can save on equipment costs without sacrificing much performance.
In the first step you organize an (at least) exotic medium armor with berserk stats (power, precision, ferocity). This can be bought for about 5 gold at the trading post or obtained from Keeper Jonez Deadrun in the Cursed Shore for 252,000 karma.
Keeper Jonez Deadrun can be found here, near the Murdered Dreams Waypoint [&BCIDAAA=]. If the waypoint is contested, the corresponding meta-event "Temple of Grenth" must be completed first. On Fridays, Saturdays and Sundays this event is regularly completed by players, otherwise some luck is required. Just check back every 30 to 60 minutes to see how things are going.
IMPORTANT: the Rubicon armor is soulbound upon receipt. So you have to go with your engineer to buy the armor.
After that you should buy armor runes. Superior runes of the scholar are ideal. However, they are very expensive. Therefore, for slightly less damage and significantly less cost, you can buy Superior Rune of Infiltration (all six runes of infiltration together cost only 20% of one Superior Rune of the Scholar. You do lose a little maximum damage though). You need 6 runes of one kind (mixing runes generally gives worse bonus effects). You then place one rune in each of your new armor pieces.
You can get the appropriate weapon, a hammer with berserk stats, either directly by unlocking the Scrapper Elite Specialization (Scrapper's Hammer) or you can buy it for around 70 silver in the trading post.
If you use the Scrapper's Hammer, you have to choose the stats. Choose Berserk values for this.
After that you need weapon sigils. Unfortunately, you can't save anything here and have to buy two sigils for about 3-4 gold each. They represent the largest part of your 8 gold budget.
Place the sigils in the upgrade slots of your new hammer.
Jewelry has the greatest potential for savings. Buying the jewelry regularly costs about 23 gold. If you collect a few materials from Living World Seasons 3, 4 and Icebreak Saga together, you can not only save all the gold, but even get ascended (and thus better) jewelry.
For a complete equipment you need: 2x accessory, 2x ring, 1x amulet and 1x back piece. In contrast to the runes you can mix freely here (e.g. 2 ascended and 4 exotic pieces).
IMPORTANT: Ascended trinkets are "Unique". This means you can only equip one piece of jewelry with the same name at a time. So make sure you buy two different ascended rings and two different ascended accessories.
There are many different ways to get your ascended parts. For example, if you don't have enough laurels or ectoplasm orbs for Althea's Ashes, you can get another Accessory for 375x Eternal Ice Shard + 56,000x Karma. It's best to find out which trinkets are best for you to obtain.
You can play this build completely without buff food. However, your damage will increase by using food.
If possible, you want to play with food that gives +100 power and +70 ferocity.
There are traditionally two options for this:
Alternatively, you can use the following food, which are much cheaper, but bring less damage bonus:
In addition to food, there are supply effects (also called wrenches because of the symbol). You can always have one food effect and one supply effect at the same time.
There are three options:
All three have the same effect for raid battles. Due to the longer duration, the Potent Superior Sharpening Stone has the best price-performance ratio. Unfortunately, there is no practical option to save gold here. But as already mentioned, the Easy Scrapper also works completely without buff foods.
Your first attack of each fight deals additional good damage to nearby enemies. This ability renews after a dodge roll.
You deal 7% more damage to enemies as long as you have more than 75% health, which is almost always the case in raids thanks to your healers.
Explosive skills, which is what many of your attack skills are, cause vulnerability.
Explosion skills, which are many of your attack skills, give you +20 ferocity for 10 seconds, stackable up to 10 times. So you can get 200 extra ferocity, which is about 3 pieces of armor.
You do 0.5% more damage for each stack of vulnerability on the enemy. Since this skill produces a very large amount of vulnerability, the enemy will almost always have 25 stacks of vulnerability and you will thus do 12.5% more damage (in addition to the 25% more damage the enemy receives from vulnerability).
You inflict 10% more damage to enemies that have proportionally less life than you. Since you will usually be fully healed and the enemy will not, this is almost always the case after the second hit.
Also, if you hit an enemy with an explosion skill, you will get some healing, which also helps you have more life percentage than your enemies.
You get a 33% chance to cause bleeding for 3 seconds on a critical hit, which is almost every hit with this build.
You get 15% higher chance of critical hits as long as you are at most 300 units away from the enemy. Since you want to hit your opponent with auto attacks, you will be at most 130 units away from the boss for most of the fight. Thus, you will almost constantly have the 15% higher critical hit chance.
You get a 10% higher chance of critical hits if your opponent has at least one stack of bleeding. You cause a stack of bleeding every 5-6 seconds for 10 seconds with the Shrapnel Grenade (Grenade 2). In addition, your critical hits have a 33% chance of causing bleeding (Sharpshooter). Many teammates also generate bleeding. You will almost always have the 10%.
Every 8 seconds, you gain 4 seconds of fury on a critical hit. In addition, your ferocity increases by +150 as long as you have fury. Since the healers and supporters in raids make sure that all party members always have fury, you almost always have the 150 ferocity extra, which is equivalent to about two pieces of armor.
Extends the duration of bleeding you cause by 33%. That's a total of 4 seconds for Sharpshooter bleeding and 13 seconds for Shrapnel Grenade (Grenade 2).
For each different condition on the opponent, your damage increases by 2%. That would be a maximum of 28% more damage for 14 different conditions. However, raid bosses usually only have 10 different conditions, which usually means 20% more damage.
Unlocks the Function Gyro (F5) and other gyro skills.
Gyros (Well abilities as well as the Function Gyro (F5)) have a longer range and give up to 5 allies super speed for 5 seconds. This is especially useful in Escort ("Siege the Fortress") and River ("River of Souls") to speed up the NPCs that the party must accompany.
Your healing skill now also gives super speed to allies for 5 seconds.
You deal 5% more damage per boon as long as you have stability, haste, or superspeed.
Since you give a lot of superspeed and get stability from Supporters depending on the boss, you often have the bonus. Shredder Gyroscope (utitlity skill 9) gives you superspeed in your rotation. You don't have to actively care about superspeed.
You always receive 15% of your inflicted damage as a barrier, reducing your maximum life by 1,800 health, which still gives you 2,477 more than an elementalist. In return, you get a lot of barrier, which prevents you from receiving damage. As long as you attack the enemy you will always have barrier, which also helps to have more life than your opponent for Big Boomer.
You get 3 seconds of quickness every 10 seconds if you have more than 10 stacks of power. You also get +200 power as long as you have quickness. In raids, your supporters have the goal of making sure you always have quickness. So you almost always have the +200 power.
Your Hammer Autoattack is a chain of Positive Strike > Negative Bash > Equalizing Blow. All three attacks take the same amount of time. However, Negative Bash does more damage than Positive Strike, and Equalizing Blow does more damage than Negative Bash.
Therefore, it makes sense to always cast the complete chain if possible.
A powerful attack that is a staple of your rotation. It is a combo finisher "Whirl", which combined with your many combo fields "Lightning" ensures that your attack is armor piercing and causes vulnerability.
A slow attack that is not part of your rotation due to its weak damage per second of cast time (DPS). You can, however, with a little practice, use it as a mobility skill. This means that if you are too far away from the boss, for example at the beginning of the fight, you can shorten the distance faster with this jump attack.
This is a defensive ability and therefore not part of the damage rotation. If you get unexpectedly much damage during a raid you can use Shock Shield to block all attacks for 2 seconds. For example, with practice, this is an alternative to running into the bubble with Deimos Mindcrush attack.
A powerful attack that hits the opponent 5x and deals 100 Break Bar damage. Additionally, it causes a combo field of lightning. You always want to use this skill so that you get the lightning combo afterwards with Electro-whirl (Hammer 2).
Good healing skill, able to prevent the next lethal damage every 30 seconds for 5 seconds.
Using the grenade kit replaces your weapon skills with grenades. You only want to quickly throw the most efficient grenades at the enemy after activating the grenade kit and then go back to your normal weapons (use it again or change weapons). The most efficient grenades are Shrapnel Grenade, Freeze Grenade and Poison Grenade.
Grenade that does good damage and causes bleeding.
Grenade that does good damage and causes chill.
Grenade that does good damage and causes 3x poison. It often happens in the rotation that the poison grenade's cooldown hasn't expired yet and you can't use it again. In this case, you skip the Poison Grenade and leave the Grenade Kit earlier than usual.
A turret that you place at the beginning of the fight and that deals good damage every 2 seconds for the entire fight. If the turret gets destroyed, you can skip an auto attack chain to place it again.
A powerful attack that deals 12x a lot of damage over 6 seconds and is a combo ending whirl. Since the damage is spread out over a longer period, it is recommended to place it immediately before a lightning combo field to use the full period of the combo field. And thus, as with the Electro-whirl (Hammer 2), maintain armor penetration and cause vulnerability.
Randomly positions a Healing Turret, Flame Turret, and Net Turret near the target, lasting for 60 seconds. The Supply Crate has a long cast time and does little damage, so it is not part of the DPS rotation. However, it does 2 seconds of stun and thus 200 Break Bar damage which is good for CC.
A good attack that hits an enemy and deals 200 Break Bar damage.
A strong attack that can be used well to fill gaps.
A powerful attack that has no cast time, so it can be used at any time once the cooldown has expired. You can activate the next skill/press the next button immediately after Surprise Shot. However, you should not use it within an Auto-Attack chain. In that case, immediately after Equalizing Blow.
A powerful attack that hits the opponent 4x, deals 200 Break Bar damage and can be used well to fill gaps.
A good attack that creates a combo field lightning. You always want to use this skill so that you get the lightning combo afterwards with Electro-whirl (Hammer 2). Since Thunderclap (Hammer 5) is the better skill, you should preferably use Thunderclap (Hammer 5) to create lightning fields and use Function Gyro (F5) as a backup.
The most important thing about any Guild Wars 2 build is the rotation. You can have the perfect gear and pick up the right abilities, if you don't master the rotation, a player with worse gear and better rotation will always do more damage/DPS than you.
Most build guides for Guild Wars 2 on the internet are created by speedrun guilds and are designed for players who want to achieve maximum damage through lots of practice. However, the raids can also be defeated with significantly less damage. Also, not every player has time or willingness to practice the rotation for several hours a week. To play a rotation to perfection, hours of practice are unfortunately necessary. However, if you understand the rotation well, just a few hours of practice are enough to play the class well enough for relaxed raids and beginner raids.
Main damage combination
The greatest amount of damage this build does is through the combination of:
Shredder Gyro (Utility 9) > Thunderclap (Hammer 5) > Electro-whirl (Hammer 2)
Thunderclap creates a lightning field that is triggered by the ticks of Shredder Gyro and Electro-whirl. This inflicts armor piercing damage and vulnerability. Vulnerability stacks on the opponent. The more vulnerability the opponent has, the more damage you do.
Your chance of critical hits, and thus more damage, is higher if your opponent has at least one stack of bleeding. That's why you regularly use the Shrapnel Grenade to ensure bleeding on your opponent.
Your auto-attack chain deals a lot of damage. The chain consists of 3 steps. The first step (Positive Strike) deals good damage, the second step (Negative Bash) deals better damage, and the third step (Equalizing Blow) deals very good damage. You therefore want to perform the third step as often as possible and therefore never break the auto-attack chain prematurely (e.g. by using other skills).
Your other skills that do a lot of damage are used in between to increase the damage.
The ideal rotation consists of an opener in which skills with long cooldowns are used to get a high burst damage at the beginning. And after that, a loop that is always repeated to deal high damage for a long time.
During the loop: