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Difference between revisions of "Mechanist - Rifle Mecha Roamer"

 
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| specialization = Mechanist
 
| specialization = Mechanist
 
| designed for = WvW Roaming
 
| designed for = WvW Roaming
| focus = direct damage
+
| focus = strike damage, mobility
 
| rating = good
 
| rating = good
 +
| difficulty = 1
 
}}
 
}}
  
 
==Overview==
 
==Overview==
A high damage Mechanist WvW roaming build made possible by the buffed and reworked Rifle autoattack.
+
An easy-to-play Power Mechanist WvW roamer that's built around spamming {{Skill|Rifle Burst}} with {{Tooltip|Quickness}} to maintain constant pressure. <!--The build also has permanent {{Tooltip|Alacrity}} for more frequent access to other important skills.--> 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.
  
  
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For the optional slot:
 
For the optional slot:
* {{Skill|Tool Kit}} - a versatile kit which has ranged CC, a block, and even some melee burst. Adding a kit to the build also lets you pick some great on-swap sigils like {{Sigil|Superior Sigil of Cleansing}}.
+
* {{Skill|Rocket Boots}} - escape/mobility tool.
  
* {{Skill|Force Signet}} - passive damage and a CC.
+
* {{Skill|Tool Kit}} - 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 {{Sigil|Superior Sigil of Cleansing}} or {{Sigil|Superior Sigil of Energy}} for better survivability.
  
* {{Skill|Rocket Boots}} - escape/mobility tool.
+
* {{Skill|Force Signet}} - passive damage and a CC, bit of a greedy option.
  
  
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{{Specialization|Alchemy|mid|mid|top}}
 
{{Specialization|Alchemy|mid|mid|top}}
 
{{Specialization|Mechanist|bot|mid|bot}}
 
{{Specialization|Mechanist|bot|mid|bot}}
 +
'''Variants'''
 +
* {{Trait|Mech Arms: High-Impact Drivers}} 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 {{Tooltip|Weakness}} which increases your sustain a bit.
  
  
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| weight = Medium
 
| weight = Medium
 
| stats = Berserker
 
| stats = Berserker
| rune = Superior Rune of Sanctuary
+
| rune = Superior Rune of the Pack
 
| rune-qt = 6
 
| rune-qt = 6
 
| weapon1 = Rifle
 
| weapon1 = Rifle
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| accessory2 = Knight
 
| accessory2 = Knight
 
| backpiece = Knight
 
| backpiece = Knight
 +
| relic = Relic of Isgarren
 
}}
 
}}
  
 
'''Stats'''
 
'''Stats'''
 
* If you're okay with being less tanky in favor of having slightly better damage, consider replacing {{Tooltip|Knight}} pieces with {{Tooltip|Marauder}} ones.
 
* If you're okay with being less tanky in favor of having slightly better damage, consider replacing {{Tooltip|Knight}} pieces with {{Tooltip|Marauder}} ones.
 +
 +
'''Runes'''
 +
* {{Rune|Superior Rune of Fireworks}} - bit lower burst damage but better {{Tooltip|Quickness}} uptime.
  
 
'''Sigils'''
 
'''Sigils'''
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* {{Sigil|Superior Sigil of Generosity}} - passive condition cleansing.
 
* {{Sigil|Superior Sigil of Generosity}} - passive condition cleansing.
  
* {{Sigil|Superior Sigil of Might}} - every boon you gain is also shared with your Mech so you get double value from this sigil, making it quite a strong option.
+
* {{Sigil|Superior Sigil of Strength}} - every boon you gain is also shared with your Mech so you get double value from this sigil, making it quite a strong option.
  
  
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==Usage==
 
==Usage==
 
 
'''General'''
 
'''General'''
* {{Rune|Superior Rune of Sanctuary}} gives you barrier equal to 10% of the 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.
+
<!--* {{Rune|Superior Rune of Sanctuary}} gives you barrier equal to 10% of the 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.-->
 
 
 
* Condition cleansing is on the lower end, limited to the Mech's {{Skill|Crisis Zone}} and your {{Skill|Shift Signet}}.
 
* Condition cleansing is on the lower end, limited to the Mech's {{Skill|Crisis Zone}} and your {{Skill|Shift Signet}}.
  
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* {{Skill|Jump Shot}} 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.
 
* {{Skill|Jump Shot}} 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 {{Skill|Blunderbuss}} on CD, no reason not to.
 +
 +
* {{Skill|Elixir U}} is mostly there for the on-demand {{Tooltip|Quickness}} and {{Tooltip|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.
  
  
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* {{Skill|Crisis Zone}} is not only an excellent source of boons but also a stun break. It's one of the best defensive skills in the build.
 
* {{Skill|Crisis Zone}} is not only an excellent source of boons but also a stun break. It's one of the best defensive skills in the build.
  
* Use {{Skill|Explosive Knuckle}} on CD. This one maintains a good amount of {{Tooltip|Weakness}} on your opponent, and it's a 600 range gapcloser in case they are kiting your Mech.
+
* {{Skill|Sky Circus}} 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.
 
 
* Try to keep your Mech alive by sharing skills like {{Skill|Super Elixir}} or {{Skill|Elixir Shell}} with them. {{Skill|Fumigate}} is also great - while this doesn't cleanse conditions from you, it does from your mech.
 
 
 
* {{Skill|Sky Circus}} can pin enemies into your AoE skills such as {{Skill|Acid Bomb}} or {{Skill|Poison Gas Shell}}.
 
 
 
* Some enemies might try killing your Mech to render you less effective. Try to keep an eye on your Mech's HP and conditions, cleanse them with Elixir Gun's {{Skill|Fumigate}} if needed. You could even consider using the active of {{Skill|Rectifier Signet}} (amongst other things) to keep the Mech going even if your HP is fine.
 

Latest revision as of 13:01, 21 November 2024

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 Rifle Burst with Quickness 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.


Skill Bar

Rifle
Utility


Skill Variants

Utility

For the optional slot:

  • Rocket Boots - escape/mobility tool.
  • Tool Kit - 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 Sigil of Superior Sigil of Cleansing or Sigil of Superior Sigil of Energy for better survivability.
  • Force Signet - passive damage and a CC, bit of a greedy option.


Template Code

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Specializations

Variants

  • Mech Arms: High-Impact Drivers 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 Weakness Weakness which increases your sustain a bit.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Knight
Accessory
Knight
Accessory
Knight
Amulet
Marauder
Ring
Berserker
Ring
Berserker
Rifle
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic

Stats

  • If you're okay with being less tanky in favor of having slightly better damage, consider replacing Knight Knight pieces with Marauder Marauder ones.

Runes

  • Rune of Superior Rune of Fireworks - bit lower burst damage but better Quickness Quickness uptime.

Sigils

Air can be replaced by:

  • Sigil of Superior Sigil of Cleansing - adds much needed condition cleansing but only when running Tool Kit otherwise you won't be able to proc it.
  • Sigil of Superior Sigil of Generosity - passive condition cleansing.
  • Sigil of Superior Sigil of Strength - 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 Explosive Entrance 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 Crisis Zone and your Shift Signet.
  • Signets maintain their passives even when they are on CD, so don't hesitate to use Rectifier Signet whenever you're missing a larger chunk of HP.
  • Most of the damage comes from spamming your autoattack Rifle Burst.
  • Overcharged Shot is great at creating a window where you can freely pressure targets and procs Quickness Quickness from Sigil of Superior Sigil of Celerity for even more auto spam.
  • Use Net Shot 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.
  • Jump Shot 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 Blunderbuss on CD, no reason not to.
  • Elixir U is mostly there for the on-demand Quickness Quickness and Stability 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.


Mech

  • Crisis Zone is not only an excellent source of boons but also a stun break. It's one of the best defensive skills in the build.
  • Sky Circus 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

This build has a rating of 4 stars based on 1 votes.
Log in or register to rate this build.
4 stars
Hanz gave this build 4 stars • October 2024
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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