Difference between revisions of "Mechanist - Teamfight Signet Mecha"
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==Specializations== | ==Specializations== | ||
{{Specialization|Inventions|top|mid|top}} | {{Specialization|Inventions|top|mid|top}} | ||
− | {{Trait|Soothing Detonation}} can be replaced with {{Trait|Mecha Legs}} to trade some healing for chase/escape/roaming potential. | + | *{{Trait|Soothing Detonation}} can be replaced with {{Trait|Mecha Legs}} to trade some healing for chase/escape/roaming potential. |
+ | *{{Trait|Anticorrosion Plating}} can be replaced with {{Trait|Medical Dispersion Field}} to trade some cleanse/boons for increased ally healing. | ||
{{Specialization|Alchemy|mid|top|mid}} | {{Specialization|Alchemy|mid|top|mid}} | ||
{{Specialization|Mechanist|top|mid|bot}} | {{Specialization|Mechanist|top|mid|bot}} | ||
Line 43: | Line 44: | ||
| weapon2 = Shield | | weapon2 = Shield | ||
| sigil1 = Purging | | sigil1 = Purging | ||
− | | sigil2 = | + | | sigil2 = Transference |
− | | rune = | + | | rune = Dolyak |
| amulet = Sage | | amulet = Sage | ||
}} | }} | ||
− | + | ||
===Equipment Variants=== | ===Equipment Variants=== | ||
+ | '''Rune''' | ||
+ | * {{Rune|Sanctuary}} interacts with {{Skill|Rectifier Signet}} for Alacrity uptime and provides boons and sustain. | ||
+ | * {{Rune|Melandru}} is a good alternate rune that trades max health for reduced incoming stun and condition duration. | ||
+ | * {{Rune|Orr}} boosts damage and helps vs. condition builds. | ||
+ | * {{Rune|Dwayna}}, {{Rune|Grove}}, {{Rune|Flock}}, {{Rune|Monk}}, and {{Rune|Water}} can all be used to go all-in on the support aspect and provide more healing/boon uptime. Not generally recommended but worth mentioning. | ||
+ | |||
'''Sigil''' | '''Sigil''' | ||
− | * {{Sigil| | + | * {{Sigil|Savagery}} can replace {{Sigil|Transference}} for longer stun/daze duration and some damage at the cost of healing. |
* {{Sigil|Courage}} can replace {{Sigil|Purging}} for slightly increased damage at the cost of one source of condition cleansing. | * {{Sigil|Courage}} can replace {{Sigil|Purging}} for slightly increased damage at the cost of one source of condition cleansing. | ||
==Usage== | ==Usage== | ||
− | + | The unique combination of synergizing traits and skills in this build provide a good amount of sustain in the form of AoE healing, barrier, condition cleansing, and defensive boon uptime for you and any allies near you and/or your Mech. Additionally, the build is capable of surprisingly high sustained damage in fights (mostly condition damage). Lastly, it is incredibly forgiving and easy to play, which makes it ideal for learning the profession. Other choices might reward higher APM players with slightly more damage or utility (such as {{Skill|Flamethrower}}), but this build is both simple and effective. Veteran players may try swapping some things around, but most of the decisions here are strictly recommended for the build to function properly. | |
− | |||
− | * Condition cleansing is one of the three | + | * Condition cleansing is one of the three components to the build's teamfight sustain and one of its main selling points: |
− | ** {{Trait|Cleansing Synergy}} procs whenever you activate {{Skill|Rectifier Signet}}, cleansing | + | ** {{Trait|Cleansing Synergy}} procs whenever you activate {{Skill|Rectifier Signet}}, cleansing a condition from nearby allies. |
− | ** {{Trait|Transmute}} | + | ** {{Trait|Transmute}} cleanses 2 conditions from you every 100 seconds (and converts them to boons). |
− | ** {{Sigil|Purging}} | + | ** {{Sigil|Purging}} cleanses 1 condition from you every 10 seconds when striking enemies. |
− | ** Your Mech's {{Skill|Crisis Zone}} | + | ** Your Mech's {{Skill|Crisis Zone}} cleanses 3 conditions from nearby allies. |
− | ** {{Skill|Shift Signet}} | + | ** {{Skill|Shift Signet}} cleanses 2 conditions but this should be the last resort, as this is also your best escape/chase tool and your most reliable stun break. |
− | ** | + | ** {{Trait|Anticorrosion Plating}} cleanses 1 condition from allies when you grant them {{Tooltip|Protection}}. |
* {{Tooltip|Protection}} uptime is the second component to the build's teamfight support utility and durability. Remember, each time you gain or grant {{Tooltip|Protection}} you also cleanse a condition! | * {{Tooltip|Protection}} uptime is the second component to the build's teamfight support utility and durability. Remember, each time you gain or grant {{Tooltip|Protection}} you also cleanse a condition! | ||
− | ** {{Trait|Over Shield}} grants {{Tooltip|Protection}} to | + | ** {{Trait|Over Shield}} grants {{Tooltip|Protection}} to nearby allies every time you activate a Shield skill (and {{Tooltip|Protection}} on you is 20% more effective.) |
− | ** {{Trait|Reconstruction Enclosure}} grants {{Tooltip|Protection}} to | + | ** {{Trait|Reconstruction Enclosure}} grants {{Tooltip|Protection}} to nearby allies whenever you activate {{Skill|Rectifier Signet}}. |
− | ** {{Skill|Crisis Zone}} grants {{Tooltip|Protection}}, {{Tooltip|Stability}}, {{Tooltip|Aegis}}, and {{Tooltip|Alacrity}} in addition to cleansing conditions and breaking stuns on a 40-second cooldown. | + | ** {{Skill|Crisis Zone}} grants {{Tooltip|Protection}}, {{Tooltip|Stability}}, {{Tooltip|Aegis}}, and {{Tooltip|Alacrity}}, in addition to cleansing conditions and breaking stuns, on a 40-second cooldown. |
** {{Trait|Protection Injection}} grants you {{Tooltip|Protection}} when disabled on a 30-second cooldown. | ** {{Trait|Protection Injection}} grants you {{Tooltip|Protection}} when disabled on a 30-second cooldown. | ||
Line 78: | Line 84: | ||
** {{Tooltip|Poison}} will be converted into {{Tooltip|Regeneration}}. | ** {{Tooltip|Poison}} will be converted into {{Tooltip|Regeneration}}. | ||
− | * The third | + | * The third component to your teamfight sustain is {{Tooltip|Regeneration}} uptime: |
− | ** {{Skill|Energizing Slam}} grants you and nearby allies {{Tooltip|Regeneration}} and {{Tooltip|Vigor}} | + | ** {{Skill|Energizing Slam}} grants you and nearby allies {{Tooltip|Regeneration}} and {{Tooltip|Vigor}}. |
− | ** {{Trait|Comeback Cure}} grants | + | ** {{Trait|Comeback Cure}} grants {{Tooltip|Regeneration}} whenever you cleanse a condition from an ally. |
** {{Trait|Exigency Protocols}} makes any {{Tooltip|Regeneration}} you apply 20% stronger. | ** {{Trait|Exigency Protocols}} makes any {{Tooltip|Regeneration}} you apply 20% stronger. | ||
** {{Trait|Energy Amplifier}} grants you an additional +250 healing power while you have {{Tooltip|Regeneration}}. | ** {{Trait|Energy Amplifier}} grants you an additional +250 healing power while you have {{Tooltip|Regeneration}}. |
Revision as of 18:48, 17 December 2022
This is a test build. You may comment and rate it.
Focused on: Condition damage and Sustain
Designed for: PvP Conquest
Overview
A Condi/Support PvP Mechanist bruiser build created to win larger teamfights and roam between objectives.
Skill Bar
Template Code
Specializations
- can be replaced with to trade some healing for chase/escape/roaming potential.
- can be replaced with to trade some cleanse/boons for increased ally healing.
Equipment
Equipment Variants
Rune
- interacts with for Alacrity uptime and provides boons and sustain.
- is a good alternate rune that trades max health for reduced incoming stun and condition duration.
- boosts damage and helps vs. condition builds.
- , , , , and can all be used to go all-in on the support aspect and provide more healing/boon uptime. Not generally recommended but worth mentioning.
Sigil
- can replace for longer stun/daze duration and some damage at the cost of healing.
- can replace for slightly increased damage at the cost of one source of condition cleansing.
Usage
The unique combination of synergizing traits and skills in this build provide a good amount of sustain in the form of AoE healing, barrier, condition cleansing, and defensive boon uptime for you and any allies near you and/or your Mech. Additionally, the build is capable of surprisingly high sustained damage in fights (mostly condition damage). Lastly, it is incredibly forgiving and easy to play, which makes it ideal for learning the profession. Other choices might reward higher APM players with slightly more damage or utility (such as
), but this build is both simple and effective. Veteran players may try swapping some things around, but most of the decisions here are strictly recommended for the build to function properly.
- Condition cleansing is one of the three components to the build's teamfight sustain and one of its main selling points:
- procs whenever you activate , cleansing a condition from nearby allies.
- cleanses 2 conditions from you every 100 seconds (and converts them to boons).
- cleanses 1 condition from you every 10 seconds when striking enemies.
- Your Mech's cleanses 3 conditions from nearby allies.
- cleanses 2 conditions but this should be the last resort, as this is also your best escape/chase tool and your most reliable stun break.
- Protection. cleanses 1 condition from allies when you grant them
- Protection uptime is the second component to the build's teamfight support utility and durability. Remember, each time you gain or grant Protection you also cleanse a condition!
- Protection to nearby allies every time you activate a Shield skill (and Protection on you is 20% more effective.) grants
- Protection to nearby allies whenever you activate . grants
- Protection, Stability, Aegis, and Alacrity, in addition to cleansing conditions and breaking stuns, on a 40-second cooldown. grants
- Protection when disabled on a 30-second cooldown. grants you
- Thanks to
- Vulnerability will be converted into Protection.
- Poison will be converted into Regeneration.
, cleansing conditions from yourself or allies will convert them into boons! Most importantly:
- The third component to your teamfight sustain is Regeneration uptime:
- Regeneration and Vigor. grants you and nearby allies
- Regeneration whenever you cleanse a condition from an ally. grants
- Regeneration you apply 20% stronger. makes any
- Regeneration. grants you an additional +250 healing power while you have
- Additionally, will heal you each time you gain a boon and increases your boon uptime!
Weapon Skills
- Confusion application, and even AoE barrier (which in turn provides more Alacrity). > > is a pretty powerful autoattack chain, so don't feel bad just using this when everything else is on cooldown. Decent strike damage,
- Spam Regeneration and Vigor uptime, it will also inflict Vulnerability and Confusion. on cooldown, preferably in a combo field for extra value. In addition to providing about 100%
- Thanks to Burning. , will also fire the same projectile from your Mech! Spam it for a stun and to inflict
- Use Protection. Reactivate for , an AoE knockback. to reflect projectiles and provide AoE
- Use Protection. Reactivate for , a projectile that dazes enemies. to block and stun anyone that attacks you while providing AoE
Utility Skills
- Thanks to , Signets have increased effects and provide their passive bonuses even when they are on cooldown.
- Use Alacrity. whenever you or your Mech are missing a decent chunk of health without worrying about losing the passive heal, barrier, and
- Spam on cooldown to keep the AoE damage field up around your mech (or you if the mech is on recall). You will passively deal 12% increased condition damage.
- Spam Alacrity to allies. You will passively take 12% less condition and strike damage. on cooldown to keep the AoE barrier field up to block missiles and provide barrier and
- Save for dire situations, such as a vital stun break, escape tool, or to finish off a kill that is about to get away. Your move speed will be passively increased, and you will share all your boons with your mech.
- should only be activated if you're absolutely certain your Mech is in no danger, has a clear shot, and it won't be interrupted. Otherwise, save to summon your Mech if you're forced to recall. Without your Mech, you and your team are much more vulnerable.
Mech Skills
- Mech skills can be used while you are disabled or casting. Managing the Mech is the most complicated part of the build, as the AI isn't the smartest.
- Spam Bleeding damage and chasing. on cooldown for good
- As previously discussed, use wisely as an AoE stunbreak and boon+healing support utility. Sometimes you can use the stability to safely execute a finisher!
- is best used in the middle of a teamfight to deal some damage and knockback enemies. You can also use it to interrupt revives or protect you while reviving an ally. Note that it also causes your Mech to briefly evade attacks.
- will cause all of your Mech's skills to provide AoE healing. This can save your life!
- Make sure to keybind Attack My Target and Return to Me, as this will greatly improve your ability to manage your Mech's positioning.
Ratings
Comments
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