Difference between revisions of "Mechanist - Power Mechanist"
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|specialization = mechanist | |specialization = mechanist | ||
|weapon1 = Hammer | |weapon1 = Hammer | ||
+ | |weapon2 = Rifle | ||
|healing = Rectifier Signet | |healing = Rectifier Signet | ||
|utility1 = Throw Mine | |utility1 = Throw Mine | ||
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==Weapon variants== | ==Weapon variants== | ||
If you don't have access to [https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training] with Secrets of the Obscure, you will not be able to wield a hammer. Use {{Tooltip|Rifle}} instead. | If you don't have access to [https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training] with Secrets of the Obscure, you will not be able to wield a hammer. Use {{Tooltip|Rifle}} instead. | ||
− | * {{Tooltip|Rifle}} | + | * {{Tooltip|Rifle}} is taken as a swap here for tagging in zergs. |
Revision as of 14:13, 22 December 2023
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage
Designed for: Open World and Open World General
Difficulty:
Easy
This build was last updated on December 22, 2023 and is up to date for the October 8, 2024 patch.
Overview
Power Mechanist is a very simple and straight forward build. Armed with the sturdy CJ-1 mech that will tank almost everything for you, power mechanist is a very safe and reliable open world build, and has good crowd control and damage.
The build has one annoying downside named
, which requires you to always be near your mech or your mech command skills (F1, F2, F3) will have their cooldown increased by 50%, these skills also replace your toolbelt skills.
Template Code
[&DQMmLwY6Rh4NGw0bJgEmARAbXwEaG4YACRuJAQAAAAAAAAAAAAAAAAAAAAACVQAzAAA=]
Skill Bar
Hammer/Rifle
Utility
Weapon variants
If you don't have access to Weaponmaster Training with Secrets of the Obscure, you will not be able to wield a hammer. Use Rifle instead.
- Rifle is taken as a swap here for tagging in zergs.
Skill Variants
Heal skill
is great because it also heals your mech. Other alternatives can be considered:
- 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. 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:
- - helpful to negate a big attack or a oneshot. This skill requires a bit more skill to use, as it only provides large healing if you were to take lethal damage.
Utility skills
has great damage and crowd control, never replace it. shares your boons with your mech, and can be used to stun break and teleport while cleansing two conditions, it's a really good skill. is a basic damage increase and can be activated for crowd control. You can consider other alternatives:
- quickness and stunbreak. -
- - if you need to block dangerous projectiles.
- - if you need extra mobility.
Elite skill
is the best elite for this build. It can be used for damage, or to resummon your mech if it dies.
Specializations
Trait variants
- Fury. - DPS increase when playing in groups providing you with
- - can be used when playing rifle to sacrifice a minor amount of damage for some extra AoE.
- - for underwater combat with its passive skill, but we recommend you don't play mechanist underwater.
Equipment
Ascended gear is not required.
Head
Berserker
Berserker
Shoulders
Berserker
Berserker
Chest
Berserker
Berserker
Hands
Berserker
Berserker
Legs
Berserker
Berserker
Feet
Berserker
Berserker
Backpiece
Berserker
Berserker
Accessory
Berserker
Berserker
Accessory
Berserker
Berserker
Amulet
Berserker
Berserker
Ring
Berserker
Berserker
Ring
Berserker
Berserker
Hammer
Berserker
Berserker
Sigil
Sigil
Rune
x6
x6
Relic
- and are interchangeable.
- Other relics include , , .
- For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use Knight trinkets.
Consumables
Budget consumables are acceptable for use in open world.
DPS
- Prioritize Steak Ascended food.
- /
- /
Defense
Farming
- Prioritize Steak Ascended food.
- /
- (and variants)
Usage
This build is extremely easy to play so this section is going to be very short.
Damage
- Spam
- If using rifle, spam and . You can also use to command your mech to use , this doesn't interrupt any action the Mech is doing. You can save for CC or to cleanse yourself of movement-impeding conditions, or otherwise spammed for damage.
, , and . You can also use to command your mech to use , this doesn't interrupt any action the Mech is doing.
- Stay near your mech to avoid the cooldown penalty of .
- Spam your mech F1 skill off cooldown. You can set it to auto-cast if you want by pressing control+mouse 2 on the skill.
- F2 and F3 can be spammed for damage, or saved if you need CC. If you need to save them for CC, do not set them to auto-cast.
- In fights where your mech is not at risk of dying, you can use for extra damage.
- Stay close to your target to benefit from and .
Defense
- The best defense is always to dodge or sidestep attacks
- Your mech will tank most enemies for you. Hide behind it when fighting enemies that fire projectiles.
- If your mech is standing in a damaging AoE, you can recall it to your location with F7 Return to Me.
- You can block attacks with .
- You can teleport out of danger with . This skill also cleanses 2 conditions from yourself and your mech.
- If your mech dies, wait a second for the skill to go on cooldown, then use to resummon it immediatly.
- You have minor healing over time from both and .
- If your enemy gives itself boons, save to remove up to 3 of them.
Crowd control
- ⇒
- (Mech's F2)
- (Mech's F3)
Ratings
Stupidly easy to play, great damage, great crowd control, super tanky pet. All in all a great build.
Hammer is the perfect weapon for this build. Tons of cc, ridiculous burst, and a significant amount of defense are available with just a few key presses. With mech skills on full auto, just drop hammer 5, then inside the electric field do some or all of Throw Mine, hammer 2, and hammer 3, then add a couple of auto attacks if needed and anything less than the hardest hero points will be dead, usually without you taking damage due to the built in defense, heavy cc, and mech tanking. Kills most open world stuff faster and with less effort than anything else I've tried. Biggest downside is that, due to long weapon skill cooldowns and lack of an engineer kit to swap into, for anything that survives your burst you'll spend a lot of time with nothing to do except dodge and auto attack. Also it's a melee build, which isn't great for those who strongly prefer ranged attacks.
love this build it gives my mechanic a power of dps
With Weaponmaster, Mechanist has gained a significant boost in its power and overall feeling for general open world play. PMech has gone from a build I'd never recommend to one I think is fantastic for people that are new to engineer or just want a laid back, easy farming build to play.
Comments
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