Difference between revisions of "Mechanist - Condition Mecha Roamer"
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==Usage== | ==Usage== | ||
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+ | '''General''' | ||
+ | * {{Rune|Superior Rune of Sanctuary}} gives you barrier equal to 10% of any healing you receive, which means the passive of {{Skill|Rectifier Signet}} is enough to proc {{Trait|Mech Frame: Channeling Conduits}} on CD for permanent {{Tooltip|Alacrity}} uptime. As the build only has 1 weapon set and few defensive skills, CD reduction is an important factor here. | ||
+ | |||
+ | * {{Skill|Rocket Boots}} and {{Skill|Shift Signet}} greatly improve your mobility, and mobility is a key part of your defense. Try to avoid being in melee most of the time, especially when your shield skills aren't available. Rocket Boots is a great filler skill to patch gaps in your sustain. | ||
+ | |||
+ | * Use the Mech's F1 {{Skill|Explosive Knuckle}} as often as possible. The {{Tooltip|Weakness}} can cover your damaging conditions on top of adding to your sustain by reducing the strike damage they deal. It also helps the Mech stick to your target. | ||
+ | |||
+ | * {{Skill|Overclock Signet}} is mostly for the passive CD reduction and the Mech revival portion of the active. Using it for the damage is very rare but sometimes you might want to consider that to help with cleaving downed targets. Against moving targets however landing it can be quite hard, especially on uneven terrain, and the Mech can get CC'd very easily unless you commit to it with {{Skill|Crisis Zone}}. | ||
+ | |||
+ | * Any boon you gain is also granted to your Mech. This causes {{Trait|Pinpoint Distribution}} to maintain 10 stacks of {{Tooltip|Might}} on your Mech - 5 because the trait gives you Might and another 5 because the trait is AoE and the Mech is an ally. | ||
+ | |||
+ | |||
+ | '''Damage''' | ||
+ | * Most of the burst damage comes from {{Skill|Superconducting Signet}}, but getting enemies to stay in range of it is the hard part. Try stunning them with {{Skill|Static Shield}}, CC with {{Skill|Sky Circus}} or use {{Skill|Explosive Knuckle}} as a gapcloser for the Mech. Hugging the Mech could also work, forcing enemies to tank the signet's active damage if they want to reach you, but you should be ready to use some defensive skills in that situation. | ||
+ | |||
+ | * As for Pistol skills, both {{Skill|Poison Dart Volley}} and {{Skill|Static Shot}} deal solid damage. Static Shot could even help you trade blows with enemies better because of the {{Tooltip|Blind}}. | ||
+ | |||
+ | * When you have nothing better to do spam {{Skill|Fragmentation Shot}} or kite enemies until your burst CDs come back up. | ||
+ | |||
+ | |||
+ | '''Sustain''' | ||
+ | * {{Skill|Shift Signet}} is one of your best defensive skills in general: it breaks stuns, cleanses conditions, and lets you escape to the highground. | ||
+ | |||
+ | * {{Skill|Crisis Zone}} (Mech's F2) is your next best defensive skill, useful against every kind of pressure. Cleanses conditions, applies {{Tooltip|Protection}} to protect from strike damage, blocks an attack with {{Tooltip|Aegis}}, breaks stun and makes you immune to CC chains with the {{Tooltip|Stability}}. On top of that it even has {{Tooltip|Alacrity}} to speed up your skill recharge rate - and not just yours, but the Mech's too, reducing the CD of Crisis Zone itself! | ||
+ | ** This skill is AoE, you could use it to support allies in need too. | ||
+ | ** You need to be in range of your Mech for this skill to affect you! | ||
+ | |||
+ | * Shield skills and {{Skill|Rectifier Signet}} grant you {{Tooltip|Protection}} through various '''Inventions''' traits, and {{Trait|Anticorrosion Plating}} '''cleanses conditions''' from you whenever you gain Protection. Your healing skill removes an additional condition via {{Trait|Cleansing Synergy}}. | ||
+ | |||
+ | * {{Skill|Rocket Boots}} is great for shaking off enemies as well as cleansing several non-damaging conditions, increasing the likelyhood of removing damaging ones if you follow it up with any other skill that cleanses conditions. | ||
+ | |||
+ | * Both shield skills are very versatile defensive CDs. | ||
+ | |||
+ | * {{Skill|Magnetic Shield (engineer)}} works best against projectiles but its chain skill {{Skill|Magnetic Inversion}} is an AoE knockback, so even against melee you could use this skill for the CC alone. Or if you want to pressure someone ranged, Magnetic Shield could let you walk up to them while the knockback is a great followup once you're in melee. | ||
+ | |||
+ | * {{Skill|Static Shield}} is effective at any range but works best in melee as it even stuns enemies who strike you there. For maximum value use its chain skill {{Skill|Throw Shield}} right as Static Shield is about to run out - the {{Tooltip|Daze}} further prevents them from pressuring you, and has the potential to hit them on its way back too. | ||
+ | |||
+ | |||
+ | ==Related Builds== | ||
+ | [[Build:Mechanist - Condi_Mechanist]] - sPvP (Conquest) version. |
Revision as of 09:20, 16 May 2023
This is a test build. You may comment and rate it.
Focused on: Condition damage and Mobility
Designed for: WvW Roaming
Difficulty:
TBD
This build was last updated on May 16, 2023.
Overview
A tanky, easy to play condition Mechanist build for WvW Roaming.
Skill Bar
Pistol/Shield
Utility
Template Code
[&DQMmNS8ZRjoNGwAAjQEAABAbAAAOGwAACRsAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Equipment
Head
Rabid
Rabid
Shoulders
Rabid
Rabid
Chest
Rabid
Rabid
Hands
Rabid
Rabid
Legs
Rabid
Rabid
Feet
Rabid
Rabid
Backpiece
Rabid
Rabid
Accessory
Trailblazer
Trailblazer
Accessory
Trailblazer
Trailblazer
Amulet
Trailblazer
Trailblazer
Ring
Trailblazer
Trailblazer
Ring
Trailblazer
Trailblazer
Pistol
Rabid
Rabid
Shield
Rabid
Rabid
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Usage
General
- Alacrity uptime. As the build only has 1 weapon set and few defensive skills, CD reduction is an important factor here. gives you barrier equal to 10% of any healing you receive, which means the passive of is enough to proc on CD for permanent
- and greatly improve your mobility, and mobility is a key part of your defense. Try to avoid being in melee most of the time, especially when your shield skills aren't available. Rocket Boots is a great filler skill to patch gaps in your sustain.
- Use the Mech's F1 Weakness can cover your damaging conditions on top of adding to your sustain by reducing the strike damage they deal. It also helps the Mech stick to your target. as often as possible. The
- is mostly for the passive CD reduction and the Mech revival portion of the active. Using it for the damage is very rare but sometimes you might want to consider that to help with cleaving downed targets. Against moving targets however landing it can be quite hard, especially on uneven terrain, and the Mech can get CC'd very easily unless you commit to it with .
- Any boon you gain is also granted to your Mech. This causes Might on your Mech - 5 because the trait gives you Might and another 5 because the trait is AoE and the Mech is an ally. to maintain 10 stacks of
Damage
- Most of the burst damage comes from , but getting enemies to stay in range of it is the hard part. Try stunning them with , CC with or use as a gapcloser for the Mech. Hugging the Mech could also work, forcing enemies to tank the signet's active damage if they want to reach you, but you should be ready to use some defensive skills in that situation.
- As for Pistol skills, both Blind. and deal solid damage. Static Shot could even help you trade blows with enemies better because of the
- When you have nothing better to do spam or kite enemies until your burst CDs come back up.
Sustain
- is one of your best defensive skills in general: it breaks stuns, cleanses conditions, and lets you escape to the highground.
- Protection to protect from strike damage, blocks an attack with Aegis, breaks stun and makes you immune to CC chains with the Stability. On top of that it even has Alacrity to speed up your skill recharge rate - and not just yours, but the Mech's too, reducing the CD of Crisis Zone itself!
- This skill is AoE, you could use it to support allies in need too.
- You need to be in range of your Mech for this skill to affect you!
(Mech's F2) is your next best defensive skill, useful against every kind of pressure. Cleanses conditions, applies
- Shield skills and Protection through various Inventions traits, and cleanses conditions from you whenever you gain Protection. Your healing skill removes an additional condition via . grant you
- is great for shaking off enemies as well as cleansing several non-damaging conditions, increasing the likelyhood of removing damaging ones if you follow it up with any other skill that cleanses conditions.
- Both shield skills are very versatile defensive CDs.
- works best against projectiles but its chain skill is an AoE knockback, so even against melee you could use this skill for the CC alone. Or if you want to pressure someone ranged, Magnetic Shield could let you walk up to them while the knockback is a great followup once you're in melee.
- Daze further prevents them from pressuring you, and has the potential to hit them on its way back too. is effective at any range but works best in melee as it even stuns enemies who strike you there. For maximum value use its chain skill right as Static Shield is about to run out - the
Related Builds
Build:Mechanist - Condi_Mechanist - sPvP (Conquest) version.
Ratings
Better equipment options from stats to sigils and more favorable balance split put it way above its Conquest counterpart. Great pressure and condi variety coupled with excellent mobility and decent sustain makes it a viable option. Can absolutely demolish low cleansing specs and has the tankiness to outlast most power-based builds, but you need to be careful when facing cele/condi builds yourself.
Comments
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