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The original was posted on /r/guildwars2 by /u/imverybored69 on 2024-11-05 10:49:16+00:00.
Hey everyone! I'm known among my friends and and guildies in-game as Twiptwip. I'm an engineer main (3000+ hours on the class) and i cleared most in-game CM content on engineer, playing most roles (Including some special ones such as handkiting). There has been much interest in my healscrapper build when I discussed it in relevant threads, and as such I was told to just make a post about it (Thanks, u/Ok-Ordinary2326)
So let's start with the obvious question, why Heal Scrapper? Well, because in my humble (and totally not biased) opinion, It's the best healer in the game. In terms of both performance and carry-potential, although with the downside of being the hardest. It brings great healing, barrier, cleansing, CC, stability to match hfb and utility even unmatched by others such as incredible superspeed uptime and multiple AoE resses, one of which is a relatively low cd (function gyro). It's barrier generation I believe to be even better than scourge's, and it's cleansing is easily one of the best with CC being VERY good if you bring battering ram.
Some video showcases:
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Full boons in a ~3s opener:
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Barrier:
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A useful trick for cancelling leaps on engineer(Stow weapon during):
So let's start with the actual build:
And followed by that I imagine is a very important question...Since engineer can't weaponswap mid combat, should I use shortbow or mace/shield? To answer the question, both are good and have their own uses. But to help you decide for yourself when to use which here's a few key points:
Shortbow:
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More healing
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More cleansing
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More reliable CC (5 is not burned off cd for prot uptime)
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Better protection
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Your only source of aegis
Mace/Shield:
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Access to block
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Access to push (samarog for example)
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More frequent barrier
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Better regen+vigor for mobility heavy fights
With weapons out of the way, let's discuss the juicy utility:
Your medkit is your bread and butter as a healer here. Your 2 is heat-seeking healing bandages, 3 is a great cleansing field and 4 is a burst heal with 5 being your primary source for regen+vigor and ONLY source in shortbow. It is VERY important to not neglect infusion bomb. The toolbelt is a massive self heal that also also applies superspeed.
Your bulwark gyro is one of the best mitigation skills in the game. It generates nearly 7k barrier on it's own. And if that's not enough, the toolbelt, defense field, comes with a large projectile block & 3 stacks of stability.
Your blast gyro is your holy grail of might. It also doubles as CC if the stars align. The toolbelt is a very useful AoE stunbreak and 3s super speed in case you weren't using the superspeed trait.
Elixir gun is a lot of healing on 5, some cleansing on 3 and an escape/blast finisher on 4. The first ability to replace for utility (more on that soon). The toolbelt is a self stunbreak.
And finally mortar kit, packed with useful, albeit niche goodies. the most common you'll use it for is healing and water field on 5, however your 4 is also a blind useful for encounters (such as blinding wargs on escort, preventing them from killing glenna) and the 3 can be useful for chilling enemies (such as spirits on gorseval). On a very important side note, having a healscrapper in the squad is a blessing for reapers because you can contribute greatly to their damage via chill uptime with endothermic shell.
Function gyro is the second best ressing tool in the game, ressing up to 3 people in an area with a ramping up cooldown per target, with the maximum cooldown reaching *only* 48 seconds. The only thing better than this is druid's glyph of stars, ressing up to 5 people at the same 48s cooldown. It's important to know that the gyro can be interrupted by CC, so if you're attempting to use it in a CC heavy fight it's important to give the person(s) you're ressing stability one way or another.
Utility alternatives:
With the basic build out of the way, the following utilities can replace elixir gun when necessary:
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Elixir B for more stability (Toolbelt Toss)
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Purge Gyro for even more cleansing
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Toolkit (wrench) for single target, 1200 range pull and block
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Personal Battering Ram for incredible CC or push for Samarog
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Rocket Boots for Twisted Castle skip
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Throw Mine for boonstrip (almost never as a healer, only for REALLY bad group compositions)
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Elixir R (Toss) for ANOTHER AoE revive, this time 5 target that is not interrupted by CC like function gyro.
Side not for Elixir R: It heals a total of 170% percentage over 10 seconds, so if gets downed in it's area while it's still active it is possible for them to be revived a second time by it on paper. It can also (potentially) res more than 5 people during it's duration. Confirmation on both these things would be cool.
Traits:
One of the few healers in the game that actually have plenty of options in their elite traitline, letting you choose between more superspeed, more barrier and more stability.
While you can do all 3 of those things simultaneously, each one of those traits will make you better at doing one of those things specifically. The traits simply allow you to better accommodate for the fight (and by extension, the group) by making the one thing it needs more shine.
Relics:
Two options:
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Relic of the Midnight King for fury (mandatory)
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Relic of the Karakosa if your adps happens to provide fury for you.
Anet in their infinite wisdom decided to give kinetic accelerators *might* of all things when we have blast gyro instead of fury so...we're stuck with midnight king for the foreseeable future.
Opener:
In case the opener in the video was too fast to follow, here's a step by step opener to follow along:
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Medkit equipped before fight
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Function gyro when the fight starts, as your group is running towards the boss
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Blast Gyro
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Infusion Bomb (Medkit 5)
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Weapon Skill 4 (if shield, double tap)
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Weapon Skill 2
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Weapon skill 5 (double tap if shield)
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Weapon skill 3
This will basically use all of your skills to max out most of your boons. The reason I use the CC skills in the opener is for max fury duration from midnight king, and prot uptime from shield 5. With alacrity, your CC should be back up by the time you need CC in most raid/strike encounters anyway. For fractals that have CC very early, you will pre-boon anyway so you don't have to blow your CC for boons early.
Looks like a lot, but the better you are at the class the faster it will be. With good mastery, you can expect to pump out all your boons within a span of ~3 seconds.
Questions? Suggestions? Know something that I don't? Please let me know.
Thank you for reading!