Logo Albion iconAlbion Online AoC iconAshes of Creation Deadlock iconDeadlock GW2 iconGuild Wars 2 TL iconThrone & Liberty

Difference between revisions of "Mechanist - Rifle Mecha Roamer"

 
(11 intermediate revisions by the same user not shown)
Line 9: Line 9:
  
 
==Overview==
 
==Overview==
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.
+
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.
  
  
Line 29: Line 29:
  
 
For the optional slot:
 
For the optional slot:
 +
* {{Skill|Rocket Boots}} - escape/mobility tool and a source of condi cleansing. Strong defensive option if you're having trouble surviving.
 +
 
* {{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|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|Force Signet}} - passive damage and a CC.
+
* {{Skill|Force Signet}} - passive damage and a CC, bit of a greedy option.
 
 
* {{Skill|Rocket Boots}} - escape/mobility tool.
 
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQMGNh0aRjsNGyoPXwFeARobigEQG18BCRsSAQAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQMGNx0aRjsNGyoPXwFeARobigEQG18BCRsSAQAAAAAAAAAAAAAAAAAAAAADNgBXAGsAAA==]
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Explosives|mid|top|bot}}
+
{{Specialization|Explosives|bot|top|bot}}
 +
'''Variants'''
 +
* {{Trait|Flashbang}} can be taken for improved survivability. While you lose the healing of the other trait, the {{Tooltip|Blind}} and {{Tooltip|Daze}} should cancel out a lot more damage than that.
 
{{Specialization|Alchemy|mid|mid|top}}
 
{{Specialization|Alchemy|mid|mid|top}}
 +
<!--'''Variants'''
 +
* {{Trait|Protection Injection}} provides some passive defense when you get CC'd once every 30 seconds, which often helps mitigate enemy burst. {{Trait|Health Insurance}} on the other hand increases your passive healing from all sources, making it a bit easier to stay high health for various traits on {{Tooltip|Explosives}}. Both can be useful, although the benefits are relatively minor.-->
 
{{Specialization|Mechanist|bot|mid|bot}}
 
{{Specialization|Mechanist|bot|mid|bot}}
 
'''Variants'''
 
'''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.
+
* {{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. It does become harder for your Mech to deliver damage though, as ranged attacks are more convenient for the AI.
  
  
Line 59: Line 63:
 
| weapon2 =  
 
| weapon2 =  
 
| sigil1 = Superior Sigil of Air
 
| sigil1 = Superior Sigil of Air
| sigil2 = Superior Sigil of Celerity
+
| sigil2 = Superior Sigil of Strength
 
| infusion1 = Mighty WvW Infusion
 
| infusion1 = Mighty WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
Line 69: Line 73:
 
}}
 
}}
  
 +
 +
===Equipment Variants===
 
'''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.
 +
 +
'''Relics'''
 +
* {{Relic|Relic of Zakiros}} - passive healing.
 +
 +
* {{Relic|Relic of Rivers}} - helps with CD recovery. Endurance regen food is highly recommended with this.
 +
 +
* {{Relic|Relic of Evasion}} - mainly a defensive pick, but also has {{Trait|Explosive Entrance}} synergy.
 +
 +
* {{Relic|Relic of the Golemancer}} - there's no perfect relic for this build, might as well add a Golem to go with your Mech if you feel like it. Not the most competitive option, but neither is this a tryhard build.
  
 
'''Runes'''
 
'''Runes'''
Line 77: Line 92:
 
'''Sigils'''
 
'''Sigils'''
  
Air can be replaced by:
+
Sigil of Strength is crucial for trait synergy and {{Tooltip|Fury}} uptime. Air on the other hand can be replaced by other sigils, if you don't mind losing a strong and consistent damage proc:
 
* {{Sigil|Superior Sigil of Cleansing}} - adds much needed condition cleansing but only when running {{Skill|Tool Kit}} otherwise you won't be able to proc it.
 
* {{Sigil|Superior Sigil of Cleansing}} - adds much needed condition cleansing but only when running {{Skill|Tool Kit}} otherwise you won't be able to proc it.
  
 
* {{Sigil|Superior Sigil of Generosity}} - passive condition cleansing.
 
* {{Sigil|Superior Sigil of Generosity}} - passive condition cleansing.
  
* {{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.
+
* {{Sigil|Superior Sigil of Rage}} - better {{Tooltip|Quickness}} uptime but lower peak burst potential.
  
  
Line 99: Line 114:
 
'''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 only to your {{Skill|Shift Signet}} and {{Trait|Transmute}} proc on healing skill use, {{Skill|Elixir U}} cleansing 1, and the Mech's {{Skill|Crisis Zone}}.
 +
** When playing with {{Skill|Rocket Boots}} you could use it before your other cleanses to get rid of a few non-damaging conditions, increasing the chance of removing damaging ones with your other skills.
  
 
* Signets maintain their passives even when they are on CD, so don't hesitate to use {{Skill|Rectifier Signet}} whenever you're missing a larger chunk of HP.
 
* Signets maintain their passives even when they are on CD, so don't hesitate to use {{Skill|Rectifier Signet}} whenever you're missing a larger chunk of HP.
 +
 +
* You passively build {{Tooltip|Might}} stacks with {{Sigil|Superior Sigil of Strength}}, which in turn supplies you with permanent {{Tooltip|Fury}} uptime via {{Trait|Boiling Point}}.
 +
 +
* Use {{Skill|Blunderbuss}} on CD, no reason not to. This should be one of the first skills you use when entering combat because it applies {{Tooltip|Might}}, and you should aim to get to 5 stacks for Boiling Point synergy as soon as possible.
  
 
* Most of the damage comes from spamming your autoattack {{Skill|Rifle Burst}}.
 
* Most of the damage comes from spamming your autoattack {{Skill|Rifle Burst}}.
Line 110: Line 130:
  
 
* {{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.
 
* {{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.
Line 117: Line 135:
  
 
'''Mech'''
 
'''Mech'''
* {{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|Spark Revolver}} is best used when your Mech has {{Tooltip|Quickness}}. The Mech gains the same boons you do, so feel free to use this skill whenever you have Quickness.
 +
 
 +
* {{Skill|Crisis Zone}} is not only an excellent source of boons but also a stunbreak. It's one of the best defensive skills in the build.
 +
** This only takes effect around the mech, so either stay close to your Mech or recall it if it's too far. {{Skill|Shift Signet}} could instantly port the Mech to you, but using both of these skills at the same time will leave you without a stunbreak. Great combo for emergency mass cleansing though.
  
 
* {{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.
 
* {{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.

Latest revision as of 09:02, 14 March 2025

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 March 14, 2025 and is up to date for the February 11, 2025 patch.

Overview

An easy-to-play Power Mechanist WvW roamer that's built around spamming

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:

  • - escape/mobility tool and a source of condi cleansing. Strong defensive option if you're having trouble surviving.
  • - passive damage and a CC, bit of a greedy option.


Template Code

[&DQMGNx0aRjsNGyoPXwFeARobigEQG18BCRsSAQAAAAAAAAAAAAAAAAAAAAADNgBXAGsAAA==]
Copy Template Code


Specializations

Variants

  • can be taken for improved survivability. While you lose the healing of the other trait, the Blind Blind and Daze Daze should cancel out a lot more damage than that.

Variants

  • 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. It does become harder for your Mech to deliver damage though, as ranged attacks are more convenient for the AI.


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


Equipment Variants

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.

Relics

  • - helps with CD recovery. Endurance regen food is highly recommended with this.
  • - there's no perfect relic for this build, might as well add a Golem to go with your Mech if you feel like it. Not the most competitive option, but neither is this a tryhard build.

Runes

Sigils

Sigil of Strength is crucial for trait synergy and Fury Fury uptime. Air on the other hand can be replaced by other sigils, if you don't mind losing a strong and consistent damage proc:


Consumables

Food


Utility


Usage

General

  • Condition cleansing is on the lower end, limited only to your and proc on healing skill use, cleansing 1, and the Mech's .
    • When playing with you could use it before your other cleanses to get rid of a few non-damaging conditions, increasing the chance of removing damaging ones with your other skills.
  • 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.
  • Use on CD, no reason not to. This should be one of the first skills you use when entering combat because it applies Might Might, and you should aim to get to 5 stacks for Boiling Point synergy as soon as possible.
  • Most of the damage comes from spamming your autoattack .
  • 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.
  • 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

  • is best used when your Mech has Quickness Quickness. The Mech gains the same boons you do, so feel free to use this skill whenever you have Quickness.
  • is not only an excellent source of boons but also a stunbreak. It's one of the best defensive skills in the build.
    • This only takes effect around the mech, so either stay close to your Mech or recall it if it's too far. could instantly port the Mech to you, but using both of these skills at the same time will leave you without a stunbreak. Great combo for emergency mass cleansing though.
  • 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

Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium
Split Metabattle Logo