Mechanist - Rifle Mecha Roamer
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage and Mobility
Designed for: WvW Roaming
Difficulty:
Easy
This build was last updated on November 21, 2024 and is up to date for the October 8, 2024 patch.
Overview
An easy-to-play Power Mechanist WvW roamer that's built around spamming Quickness to maintain constant pressure. Survivability is rather low - in this case the best defense is a good offense. If that doesn't work out, there are several mobility skills that help with outranging enemies or simply running away.
with
Skill Bar
Rifle
Utility
Skill Variants
Utility
For the optional slot:
- - escape/mobility tool.
- - a versatile kit with unblockable ranged CC, a block, snare, and even some melee burst damage. Adding a kit to the build also lets you pick some great on-swap sigils like or for better survivability.
- - passive damage and a CC, bit of a greedy option.
Template Code
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Specializations
Variants
- Weakness which increases your sustain a bit. is an equally viable choice. This turns the mech into a melee pet which makes the build harder to shut down by anti-projectile skills while the new F1 is going to apply
Equipment
Head
Berserker
Berserker
Shoulders
Berserker
Berserker
Chest
Berserker
Berserker
Hands
Berserker
Berserker
Legs
Berserker
Berserker
Feet
Berserker
Berserker
Backpiece
Knight
Knight
Accessory
Knight
Knight
Accessory
Knight
Knight
Amulet
Marauder
Marauder
Ring
Berserker
Berserker
Ring
Berserker
Berserker
Rifle
Berserker
Berserker
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Stats
- If you're okay with being less tanky in favor of having slightly better damage, consider replacing Knight pieces with Marauder ones.
Runes
- Quickness uptime. - bit lower burst damage but better
Sigils
Air can be replaced by:
- - adds much needed condition cleansing but only when running otherwise you won't be able to proc it.
- - passive condition cleansing.
- - every boon you gain is also shared with your Mech so you get double value from this sigil, making it quite a strong option.
Consumables
Food
- - passive damage mitigation and great offensive stats.
- - defensive option with synergy due to more frequent dodging.
Utility
- or , whichever is cheaper at the moment.
Usage
General
- Condition cleansing is on the lower end, limited to the Mech's and your .
- Signets maintain their passives even when they are on CD, so don't hesitate to use whenever you're missing a larger chunk of HP.
- Most of the damage comes from spamming your autoattack .
- Quickness from for even more auto spam. is great at creating a window where you can freely pressure targets and procs
- Use pretty much on CD to stop enemies from reaching you or running away. The Immob is also a good setup for stonger CC skills as it prevents enemies from dodging them.
- is as much of a burst skills as it so a mobility one. Sometimes you might want to hold onto this in case you'll have to chase or disengage.
- Use on CD, no reason not to.
- Quickness and Stability, but it's also a stunbreak and great against CC in general. Depending on the matchup you should consider whether you're going to use this defensively or offensively. is mostly there for the on-demand
Mech
- is not only an excellent source of boons but also a stun break. It's one of the best defensive skills in the build.
- can pin enemies into your auto spam, but it's a very telegraphed skill so consider using it on targets already CC'd by your rifle skills.
Ratings
We've removed the sPvP/Conquest version after the Rifle autoattack nerfs, but I think in WvW roaming this could still work fine because the higher Quickness uptime keeps the damage high enough. It's not great by any means but it's a very easy to play build if someone's looking for one. The sustain's on the lower end though so you'll need to play arround that, but the mobility can make up for that to some extent. 2024 update: still okay
Comments
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