The Turbo Charging Trebuchet
A big advantage of Trebuchet is that it deals a lot of Weapon Damage and applies a ton of Burn simultaneously. Not only does this accelerate your clock against the opponent, it also helps punch through enemy Shield, which when active halves Burn damage taken. This can make a huge difference to your overall Damage output, as in The Bazaar, every second counts!
While an eight second Cooldown is normally very long, when paired with Haste or other Weapons it becomes a rapid firing machine. The key is assembling the fastest combination of items you can to continuously Charge the Trebuchet.
In addition, it's important to take every opportunity to scale more Burn. The primary way is by using Cinders which are most commonly acquired through level-up rewards. With that in mind, make it a priority to earn extra XP whenever possible. It's always worth picking up an early Star Chart or Astrolabe in order to unlock the XP option from The Docks event.
Kripp happened to find a Fiery enchant which doubled his Trebuchet's Burn value. While not mandatory, this is a massive power spike if you're lucky enough to get it.
Waterwheel
Waterwheel is the core accelerator of the build. When used it will apply Haste to adjacent items which Charges the Trebuchet. Then once the Trebuchet (or the other adjacent item) is used, the Waterwheel itself gets Charged, and the loop continues.
Kripp took this to an even crazier level by adding a Heavy enchant to the Waterwheel. It's definitely not required due to the sheer speed and aggression of this build, but a welcome addition nonetheless.
Captain's Wheel
The third piece of the puzzle is the Captain's Wheel. It functions very similarly to Waterwheel, but instead of Charging upon adjacent item use, it Charges whenever a Large item is used. It's perfect synergy with the Trebuchet + Waterwheel core.