Difference between revisions of "Mechanist - Condition Mechanist"
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* You should not need to change traits for additional survivability. In case you hav trouble surviving, swap to {{Skill|Grenade Kit}} and kite damage whenever possible; camping {{Skill|Grenade Kit}} is not a very large damage loss compared to Mace+Pistol. | * You should not need to change traits for additional survivability. In case you hav trouble surviving, swap to {{Skill|Grenade Kit}} and kite damage whenever possible; camping {{Skill|Grenade Kit}} is not a very large damage loss compared to Mace+Pistol. | ||
Revision as of 09:35, 31 May 2022
This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a comment.
Focused on: Condition damage
Designed for: Open World and Open World General
Difficulty:
TBD
This build was last updated on May 31, 2022.
Overview
Condition Mechanist with Burning, Confusion and Bleeding. Since the mech is a very good punchbag for harder encounters and using allows for a fully-ranged playstyle, Condition Mechanist excels at soloing even the hardest OW encounters. It also shares its gear with the raid variant of Condition mechanist, making it a very convenient option for general PvE gameplay.
is a very straightforward specialization for OW gameplay that applies lots of
Template Code
[&DQMGLiY5RhUNGwAAkwEAAA4bAAAQGwAACRsAAAAAAAAAAAAAAAAAAAAAAAA=]
Skill Bar
Mace/Pistol
Utility
Skill Variants
- In general, the default skill setup provided above is the most versatile option, since it provides a stun break + condi cleanse through , powerful ranged damage skills through and strong passive + active healing through .
- and are your main sources of CC, so you might want to keep them ifor CC phases.
- It does not proivde a lot of self-boons, but scales better with externally provided boons and does more than enough damage on its own.
- - Mobility and soft CC removal
Specializations
- You should not need to change traits for additional survivability. In case you hav trouble surviving, swap to and kite damage whenever possible; camping is not a very large damage loss compared to Mace+Pistol.
Equipment
Ascended gear is not required.
Head
Viper
Viper
Shoulders
Viper
Viper
Chest
Viper
Viper
Hands
Viper
Viper
Legs
Viper
Viper
Feet
Viper
Viper
Backpiece
Viper
Viper
Accessory
Viper
Viper
Accessory
Viper
Viper
Amulet
Viper
Viper
Ring
Viper
Viper
Ring
Viper
Viper
Mace
Viper
Viper
Pistol
Viper
Viper
Sigil
Sigil
Rune
x6
x6
- Your main sources of damage are Bleeding and Burning, so your priority for maximum condition duration (100%) lies on them. You need 67% overall condition duration to reach that due to and , which provide 33% condition duration to Bleeding and Burning.
Variant Equipment
Armor
- Celestial - Defensive option for gear; more survivability should never be needed.
Consumables
- Food
- Any ascended food is superior to any other food you could use. Steak for power, flatbread for conditions. Budget versions of these foods exist and are acceptable.
- - farming
- - DPS
- Utility
- (and variants) - farming
- , - dps
Usage
Usage section pending.
Ratings
This build does more with less effort than any other build I know. Good damage, burst, survivability with no fuss, no muss.
Condition mechanist is easily Engineers strongest Solo open world spec currently. Whether you go trailblazers or celestial, you can maintain high stacks of might as well as well as high damage and a mech that can tank pretty much anything. Very capable of soloing legendary bounties.
I really liked this build. Enemies harm me. The only differences are: I use the "Superior Rune of the Revenant" and dual pistols. I believe it could be added to the description. Grateful!
Comments
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