Difference between revisions of "Mechanist - Condition Mechanist"

 
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| designed for = open world, open world general
 
| designed for = open world, open world general
 
| focus = condition damage
 
| focus = condition damage
| rating = good
+
| rating = great
 
| xpac = eod
 
| xpac = eod
 
| difficulty = 1
 
| difficulty = 1
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==Overview==
 
==Overview==
Condition Mechanist with {{Trait|Mech Core: J-Drive}}  is a very straightforward specialization for OW gameplay that applies lots of {{Tooltip|Burning}}, {{Tooltip|Confusion}} and {{Tooltip|Bleeding}}. Since the mech is a very good punchbag for harder encounters and using {{Skill|Grenade Kit}} allows for a fully-ranged playstyle, Condition Mechanist excels at soloing even the hardest OW encounters. It also shares its gear with the raid variant of Condition Mechanist, making it a very convenient option for general PvE gameplay.
+
Condition Mechanistis a very simple build that applies lots of {{Tooltip|Burning}}, {{Tooltip|Confusion}} and {{Tooltip|Bleeding}}. It is very easy to play, especially since the mech will tank most enemies for you. The only downside is its lack of boon generation.
 
 
  
 
==Template Code==
 
==Template Code==
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==Skill Variants==
+
===Weapon variants===
* In general, the default skill setup provided above is the most versatile option, since it provides a stun break + condi cleanse through {{Skill|Shift Signet}}, powerful ranged damage skills through {{Skill|Grenade Kit}} and strong passive + active healing through {{Skill|Rectifier Signet}}.
+
None. Pistol+pistol is the best set by far.
* {{Skill|Rocket Punch (Mechanist)}} and {{Skill|Sky Circus}} are your main sources of CC, so you might want to keep them for CC phases.  
+
 
* It does not provide any self-boons, but scales better with externally provided boons and does more than enough damage on its own.
+
===Skill Variants===
* {{Skill|Rocket Boots}} - Mobility and soft CC removal.
+
====Heal skill====
 +
{{Skill|Rectifier Signet}} is great because it also heals your mech and is improved by {{Trait|Mech Core: J-Drive}}. Other alternatives can be considered:
 +
* {{Skill|Healing Turret}} provides very high healing and cleanses 2 conditions when first deployed while creating a water field where you can detonate the turret to provide even more healing (See: [[Guide:What are Combo Fields]]). Always pick up the turret or detonate it, as it will provide more healing over time than the super weak regeneration that leaving the turret deployed provides.
 +
====Utility skills====
 +
{{Skill|Superconducting Signet}} provides great damage and is improved by {{Trait|Mech Core: J-Drive}}. Never replace it.<br>
 +
{{Skill|Grenade Kit}} provides great damage but can be replaced if you hate kits, though that is a noticeable damage loss.<br>
 +
{{Skill|Shift Signet}} is great for utility, stun break, condition removal. Shouldn't be replaced.
 +
* {{Skill|Elixir U}} - {{tooltip|quickness}} and stunbreak.
 +
* {{Skill|Barrier Signet}} - if you need to block dangerous projectiles.
 +
====Elite skills====
 +
{{Skill|Overclock Signet}} is the best elite for this build. It can be used for damage, or to resummon your mech if it dies. It also improves your other signets. Never replace it.
  
  
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{{Specialization|Firearms|top|mid|bot}}
 
{{Specialization|Firearms|top|mid|bot}}
 
{{Specialization|Mechanist|top|top|bot}}
 
{{Specialization|Mechanist|top|top|bot}}
;Trait variants
+
===Variants===
* {{Trait|Blast Shield}} - if you need more defense.
+
* {{Trait|Blast Shield}} - trades damage for defense.
 
 
 
 
===Specialization Variants===
 
Replaces Explosives.
 
{{Specialization|Tools|top|bot|top|variant=y}}
 
Switch {{Trait|Mech Core: J-Drive}} to {{Trait|Mech Core: Jade Dynamo}}. Consider replacing {{Skill|Grenade Kit}}.
 
This variant results in higher single-target DPS and better survivability, but can have lower DPS against large groups.
 
  
  
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| weapon1 = Pistol
 
| weapon1 = Pistol
 
| weapon2 = Pistol
 
| weapon2 = Pistol
| sigil1 = Superior Sigil of Bursting
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| sigil1 = Superior Sigil of Geomancy
 
| sigil2 = Superior Sigil of Earth
 
| sigil2 = Superior Sigil of Earth
 
| weapon3 =  
 
| weapon3 =  
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| relic = Relic of the Fractal
 
| relic = Relic of the Fractal
 
}}
 
}}
* Your main sources of damage are {{Tooltip|Bleeding}} and {{Tooltip|Burning}}, so your priority for maximum condition duration (100%) lies on them. You need 67% overall condition duration to reach that due to {{Trait|Incendiary Powder}} and {{Trait|Serrated Steel}}, which provide 33% condition duration to {{Tooltip|Bleeding}} and {{Tooltip|Burning}}.
 
  
  
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==Usage==
 
==Usage==
 
===Damage===
 
===Damage===
* Due to {{Trait|Mech Core: J-Drive}}, your signets will keep their passive effects while on cooldown, so you can use them freely without any downside.
+
Due to {{Trait|Mech Core: J-Drive}}, your signets will keep their passive effects while on cooldown, so you can use them freely without any downside.
* The general rotation involves alternating between Pistol/Pistol and {{Skill|Grenade Kit}}.
+
 
* The most important damage skills are {{Skill|Blowtorch}}, {{Skill|Shrapnel Grenade}} and {{Skill|Discharge Array}} so they should be prioritized.
+
Spam all your damage skills:
* Generally, you'll want to go into {{Skill|Grenade Kit}} every 5 seconds to use {{Skill|Shrapnel Grenade}}; in {{Skill|Grenade Kit}}, also use {{Skill|Freeze Grenade}} and {{Skill|Poison Grenade}} on cooldown whenever they are available.
+
;Priority
* Aside from those skills, use {{Skill|Superconducting Signet}}, {{Skill|Rolling Smash}}, {{Skill|Poison Dart Volley}} and {{Skill|Static Shot}} off cooldown.
+
#{{Skill|Superconducting Signet}}
 +
#{{Skill|Static Shot}} + {{Skill|Blowtorch}} together because they have the same cooldown.
 +
#{{Skill|Shrapnel Grenade}}
 +
#{{Skill|Poison Dart Volley}}
 +
#{{Skill|Poison Grenade}}
 +
#{{Skill|Freeze Grenade}}
 +
 
 +
* Enter {{Skill|Grenade Kit}} every 5 seconds to use {{Skill|Shrapnel Grenade}}; also use {{Skill|Freeze Grenade}} and {{Skill|Poison Grenade}} whenever they are available.
 +
* You want to spam {{Skill|Rolling Smash}} and {{Skill|Discharge Array}} so you can place them in auto cast by pressing control + mouse 2 over the skill icons. {{Skill|Sky Circus}} can be used for damage or saved for crowd control.
 
* When everything is on cooldown, you can use {{Skill|Fragmentation Shot}} vs. single targets, or {{Skill|Grenade}} vs. cumpled groups.
 
* When everything is on cooldown, you can use {{Skill|Fragmentation Shot}} vs. single targets, or {{Skill|Grenade}} vs. cumpled groups.
 
* You can use {{Skill|Overclock Signet}} for damage, or save it if you think the Mech will die during the fight.
 
* You can use {{Skill|Overclock Signet}} for damage, or save it if you think the Mech will die during the fight.
* You can use {{Skill|Sky Circus}} for damage, or save it if you will need the CC.
 
 
* Using {{Skill|Static Shot}} will cause the Mech to fire {{Skill|Rocket Punch (Mechanist)}}. This is automatic and does not interrupt whatever the Mech is doing. You can delay this if you will need the CC.
 
* Using {{Skill|Static Shot}} will cause the Mech to fire {{Skill|Rocket Punch (Mechanist)}}. This is automatic and does not interrupt whatever the Mech is doing. You can delay this if you will need the CC.
* Due to the good amount of confusion that you apply and {{Skill|Shift Signet}} copying all your boons to your mech, your damage scales heavily depending on the encounter.
 
  
 
+
===Defense===
===Survivability===
+
* Your mech will tank most enemies for you.
 
* {{Skill|Rectifier Signet}} provides you and the mech with a good amount of passive healing as well as a strong, short-cooldown active heal.
 
* {{Skill|Rectifier Signet}} provides you and the mech with a good amount of passive healing as well as a strong, short-cooldown active heal.
* As mentioned before, {{Skill|Grenade Kit}} allows you to stay at range whenever it is required, so you can kite damage more easily.
+
* You're a fully ranged build except for {{Skill|Blowtorch}}, so you can kite damage easily.
* {{Skill|Shift Signet}} is a short-cooldown shadowstep, stun break and condi cleanse without a cast time, so you can use it at any time. Make use of it, it is really powerful for quick repositioning as well (the mech AI tends to stand in places where it's not supposed to)!
+
* {{Skill|Shift Signet}} is a short-cooldown teleport, stun break and condi cleanse without a cast time, so you can use it at any time.
 
 
Detailed information on the build + rotation is provided in the video down below:
 
  
[https://youtu.be/3QD4zpEFrak  Guide Video (as of May 2022)]
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===Crowd control===
 +
* {{Skill|Static Shot}} {{to}} {{Skill|Rocket Punch (Mechanist)}}
 +
* {{Skill|Sky Circus}}
 +
* {{Skill|Glue Shot}},{{Skill|Freeze Grenade}} - soft cc

Latest revision as of 23:09, 26 April 2024

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

Focused on: Condition damage

Designed for: Open World and Open World General

Expansions required: End of Dragons builds

Difficulty:
Easy
This build was last updated on April 26, 2024 and is up to date for the March 19, 2024 patch.

Overview

Condition Mechanistis a very simple build that applies lots of Burning Burning, Confusion Confusion and Bleeding Bleeding. It is very easy to play, especially since the mech will tank most enemies for you. The only downside is its lack of boon generation.

Template Code

[&DQMGLSY5RjUNGwAADhsAABAbAACGAAAACRsAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Skill Bar

Pistol/Pistol
Utility


Weapon variants

None. Pistol+pistol is the best set by far.

Skill Variants

Heal skill

Rectifier Signet is great because it also heals your mech and is improved by Mech Core: J-Drive. Other alternatives can be considered:

  • Healing Turret provides very high healing and cleanses 2 conditions when first deployed while creating a water field where you can detonate the turret to provide even more healing (See: Guide:What are Combo Fields). Always pick up the turret or detonate it, as it will provide more healing over time than the super weak regeneration that leaving the turret deployed provides.

Utility skills

Superconducting Signet provides great damage and is improved by Mech Core: J-Drive. Never replace it.
Grenade Kit provides great damage but can be replaced if you hate kits, though that is a noticeable damage loss.
Shift Signet is great for utility, stun break, condition removal. Shouldn't be replaced.

  • Elixir U - quickness quickness and stunbreak.
  • Barrier Signet - if you need to block dangerous projectiles.

Elite skills

Overclock Signet is the best elite for this build. It can be used for damage, or to resummon your mech if it dies. It also improves your other signets. Never replace it.


Specializations

Variants

  • Blast Shield - trades damage for defense.


Equipment

Ascended gear is not required.

Head
Viper
Shoulders
Viper
Chest
Viper
Hands
Viper
Legs
Viper
Feet
Viper
Backpiece
Viper
Accessory
Viper
Accessory
Viper
Amulet
Viper
Ring
Viper
Ring
Viper
Pistol
Viper
Pistol
Viper
Sigil
Sigil
Rune
x6


Relic


Consumables

Budget consumables are acceptable for use in open world.

DPS

  • Prioritize Flatbread Ascended food.
  • /
  • /

Defense

Farming

  • Prioritize Flatbread Ascended food.
  • /
  • (and variants)


Usage

Damage

Due to Mech Core: J-Drive, your signets will keep their passive effects while on cooldown, so you can use them freely without any downside.

Spam all your damage skills:

Priority
  1. Superconducting Signet
  2. Static Shot + Blowtorch together because they have the same cooldown.
  3. Shrapnel Grenade
  4. Poison Dart Volley
  5. Poison Grenade
  6. Freeze Grenade
  • Enter Grenade Kit every 5 seconds to use Shrapnel Grenade; also use Freeze Grenade and Poison Grenade whenever they are available.
  • You want to spam Rolling Smash and Discharge Array so you can place them in auto cast by pressing control + mouse 2 over the skill icons. Sky Circus can be used for damage or saved for crowd control.
  • When everything is on cooldown, you can use Fragmentation Shot vs. single targets, or Grenade vs. cumpled groups.
  • You can use Overclock Signet for damage, or save it if you think the Mech will die during the fight.
  • Using Static Shot will cause the Mech to fire Rocket Punch (Mechanist). This is automatic and does not interrupt whatever the Mech is doing. You can delay this if you will need the CC.

Defense

  • Your mech will tank most enemies for you.
  • Rectifier Signet provides you and the mech with a good amount of passive healing as well as a strong, short-cooldown active heal.
  • You're a fully ranged build except for Blowtorch, so you can kite damage easily.
  • Shift Signet is a short-cooldown teleport, stun break and condi cleanse without a cast time, so you can use it at any time.

Crowd control

  • Static Shot Rocket Punch (Mechanist)
  • Sky Circus
  • Glue Shot,Freeze Grenade - soft cc


Ratings

This build has a rating of 5 stars based on 4 votes.
Log in or register to rate this build.
5 stars
Devinci gave this build 5 stars • December 2023
This build does more with less effort than any other build I know. Good damage, burst, survivability with no fuss, no muss.
5 stars
Stx gave this build 5 stars • April 2022
Condition mechanist is easily Engineers strongest Solo open world spec currently. Whether you go trailblazers or celestial, you can maintain high stacks of might as well as well as high damage and a mech that can tank pretty much anything. Very capable of soloing legendary bounties.
5 stars
Gustaas gave this build 5 stars • April 2022
I really liked this build. Enemies harm me. The only differences are: I use the "Superior Rune of the Revenant" and dual pistols. I believe it could be added to the description. Grateful!
5 stars
Bossnium gave this build 5 stars • March 2022
Great build! High sustain and DPS

Comments

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