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Difference between revisions of "Mechanist - Teamfight Signet Mecha"

m (Corrected an incomplete sentence)
(Updated all above weapon skills)
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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}}
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| weapon2 = Shield
 
| weapon2 = Shield
 
| sigil1 = Purging
 
| sigil1 = Purging
| sigil2 = Savagery
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| sigil2 = Transference
| rune = Sanctuary
+
| rune = Dolyak
 
| amulet = Sage
 
| amulet = Sage
 
}}
 
}}
This build isn't very modular and it is not recommended to change any of these picks. The majority of the build's surprisingly high damage comes from a mix of various conditions and some strike damage. You also make excellent use of healing power thanks to traits like {{Trait|Mech Frame: Channeling Conduits}} and others discussed below. The weapons are best-in-slot for this type of build and have a lot of synergy with the traits and utility skills.
+
 
  
 
===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|Transference}} can replace {{Sigil|Savagery}} for better healing at the cost of stun/daze duration and some damage.
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* {{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==
While somewhat more susceptible to burst than tankier Mechanist builds, the unique combination of synergizing traits and skills provide a very high amount of sustain for you and any allies around you in the form of AoE healing, barrier, condition cleansing, and defensive boon uptime near you and/or your Mech. Additionally, the build is capable of surprisingly high sustained damage in fights (mostly condition damage but with decent amount of strike 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 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.
+
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.
  
* {{Rune|Superior Rune of Sanctuary}} gives you barrier equal to 10% of the healing you receive, which means the passive of {{Skill|Rectifier Signet}} alone will proc {{Trait|Mech Frame: Channeling Conduits}} on cooldown for {{Tooltip|Alacrity}} uptime. You will also be granted this barrier from {{Tooltip|Regeneration}}, which you will have with nearly 100% uptime!
 
  
* Condition cleansing is one of the three hidden components to the build's teamfight sustain and one of its main selling points:
+
* 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 1 condition from up to 5 allies within a 360 radius.
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** {{Trait|Cleansing Synergy}} procs whenever you activate {{Skill|Rectifier Signet}}, cleansing a condition from nearby allies.
** {{Trait|Transmute}} will cleanse 2 conditions from you every 100 seconds.
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** {{Trait|Transmute}} cleanses 2 conditions from you every 100 seconds (and converts them to boons).
** {{Sigil|Purging}} will cleanse 1 condition every 10 seconds when striking enemies.
+
** {{Sigil|Purging}} cleanses 1 condition from you every 10 seconds when striking enemies.
** Your Mech's {{Skill|Crisis Zone}} will cleanse conditions from up to 5 targets within a 600 radius.
+
** Your Mech's {{Skill|Crisis Zone}} cleanses 3 conditions from nearby allies.
** {{Skill|Shift Signet}} also removes 2 conditions but this should be the last resort, as this is also your best escape/chase tool and your most reliable stun break.
+
** {{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.
** Finally, {{Trait|Anticorrosion Plating}} cleanses 1 condition from allies when you grant them {{Tooltip|Protection}}.
+
** {{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 you and nearby allies every time you activate a Shield skill. Also, {{Tooltip|Protection}} on you is 20% more effective.
+
** {{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 you and nearby allies whenever you activate {{Skill|Rectifier Signet}}.
+
** {{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.
  
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** {{Tooltip|Poison}} will be converted into {{Tooltip|Regeneration}}.
 
** {{Tooltip|Poison}} will be converted into {{Tooltip|Regeneration}}.
  
* The third hidden component to your teamfight sustain is {{Tooltip|Regeneration}} uptime:
+
* The third component to your teamfight sustain is {{Tooltip|Regeneration}} uptime:
** {{Skill|Energizing Slam}} grants you and nearby allies {{Tooltip|Regeneration}} and {{Tooltip|Vigor}} with about 100% uptime!
+
** {{Skill|Energizing Slam}} grants you and nearby allies {{Tooltip|Regeneration}} and {{Tooltip|Vigor}}.
** {{Trait|Comeback Cure}} grants you {{Tooltip|Regeneration}} whenever you cleanse a condition from an ally.
+
** {{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

Difficulty:
TBD
This build was last updated on December 17, 2022.

Overview

A Condi/Support PvP Mechanist bruiser build created to win larger teamfights and roam between objectives.


Skill Bar

Mace/Shield
Utility


Template Code

[&DQMvGR0mRjkNGxQBCxsAAA4bAAAQGwAACRsAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

  • Soothing Detonation can be replaced with Mecha Legs to trade some healing for chase/escape/roaming potential.
  • Anticorrosion Plating can be replaced with Medical Dispersion Field to trade some cleanse/boons for increased ally healing.


Equipment

Mace
Shield
Sigil
Sigil
Rune
Amulet


Equipment Variants

Rune

  • Rune of Sanctuary interacts with Rectifier Signet for Alacrity uptime and provides boons and sustain.
  • Rune of Melandru is a good alternate rune that trades max health for reduced incoming stun and condition duration.
  • Rune of Orr boosts damage and helps vs. condition builds.
  • Rune of Dwayna, Rune of Grove, Rune of Flock, Rune of Monk, and Rune of 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 of Savagery can replace Sigil of Transference for longer stun/daze duration and some damage at the cost of healing.
  • Sigil of Courage can replace Sigil of Purging 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 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 components to the build's teamfight sustain and one of its main selling points:
    • Cleansing Synergy procs whenever you activate Rectifier Signet, cleansing a condition from nearby allies.
    • Transmute cleanses 2 conditions from you every 100 seconds (and converts them to boons).
    • Sigil of Purging cleanses 1 condition from you every 10 seconds when striking enemies.
    • Your Mech's Crisis Zone cleanses 3 conditions from nearby allies.
    • 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.
    • Anticorrosion Plating cleanses 1 condition from allies when you grant them Protection Protection.
  • Protection Protection uptime is the second component to the build's teamfight support utility and durability. Remember, each time you gain or grant Protection Protection you also cleanse a condition!
    • Over Shield grants Protection Protection to nearby allies every time you activate a Shield skill (and Protection Protection on you is 20% more effective.)
    • Reconstruction Enclosure grants Protection Protection to nearby allies whenever you activate Rectifier Signet.
    • Crisis Zone grants Protection Protection, Stability Stability, Aegis Aegis, and Alacrity Alacrity, in addition to cleansing conditions and breaking stuns, on a 40-second cooldown.
    • Protection Injection grants you Protection Protection when disabled on a 30-second cooldown.
  • Thanks to Purity of Purpose, cleansing conditions from yourself or allies will convert them into boons! Most importantly:
  • The third component to your teamfight sustain is Regeneration Regeneration uptime:
    • Energizing Slam grants you and nearby allies Regeneration Regeneration and Vigor Vigor.
    • Comeback Cure grants Regeneration Regeneration whenever you cleanse a condition from an ally.
    • Exigency Protocols makes any Regeneration Regeneration you apply 20% stronger.
    • Energy Amplifier grants you an additional +250 healing power while you have Regeneration Regeneration.
  • Additionally, Compounding Chemicals will heal you each time you gain a boon and increases your boon uptime!

Weapon Skills

  • Mace Strike > Mace Smash (Mechanist) > Barrier Blast is a pretty powerful autoattack chain, so don't feel bad just using this when everything else is on cooldown. Decent strike damage, Confusion Confusion application, and even AoE barrier (which in turn provides more Alacrity Alacrity).
  • Spam Energizing Slam on cooldown, preferably in a combo field for extra value. In addition to providing about 100% Regeneration Regeneration and Vigor Vigor uptime, it will also inflict Vulnerability Vulnerability and Confusion Confusion.
  • Thanks to Mech Fighter, Rocket Fist Prototype will also fire the same projectile from your Mech! Spam it for a stun and to inflict Burning Burning.
  • Use Magnetic Shield (engineer) to reflect projectiles and provide AoE Protection Protection. Reactivate for Magnetic Inversion, an AoE knockback.
  • Use Static Shield to block and stun anyone that attacks you while providing AoE Protection Protection. Reactivate for Throw Shield, a projectile that dazes enemies.


Utility Skills

  • Thanks to Overclock Signet, Signets have increased effects and provide their passive bonuses even when they are on cooldown.
  • Use Rectifier Signet whenever you or your Mech are missing a decent chunk of health without worrying about losing the passive heal, barrier, and Alacrity Alacrity.
  • Spam Superconducting Signet 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 Barrier Signet on cooldown to keep the AoE barrier field up to block missiles and provide barrier and Alacrity Alacrity to allies. You will passively take 12% less condition and strike damage.
  • Save Shift Signet 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.
  • Overclock Signet 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 Rolling Smash on cooldown for good Bleeding Bleeding damage and chasing.
  • As previously discussed, use Crisis Zone wisely as an AoE stunbreak and boon+healing support utility. Sometimes you can use the stability to safely execute a finisher!
  • Sky Circus 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.
  • Soothing Detonation 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

This build has a rating of 3 stars based on 3 votes.
Log in or register to rate this build.
3 stars
Hanz gave this build 3 stars • March 2023
Doesn't really do enough damage in teamfights and unfortunately bunker Mech doesn't have to sustain to survive 1v1s anymore. Maybe a buff or two could fix it..
2 stars
ViLogic gave this build 2 stars • February 2023
Low mobility, low damage, low support. Has decent sustain with protection and blocks. Will lose to any competent player 1v1. Your role in team fights is to be a meat shield, but you won’t help the fight. Could work in lower leagues (Silver/Bronze) where players are not be familiar with mech yet. It is very easy to play and would be fun for someone learning the class, but it isn’t viable past Silver 2/3.
4 stars
Doc Doom gave this build 4 stars • September 2022
I've been playing this during this 3v3 mini-season while overseas and dealing with a lot of lag. I've been able to effectively chain CCs on my enemies and load them up with conditions. The barrier generation doesn't feel all that impactful but every little bit helps. The condi cleanse on this build feels pretty sufficient. Sustain is actually pretty nice since you have adequate condi cleanse, healing, 2 projectile defenses, a block, and 2 stun breaks, one of which is a teleport. The build just synergizes with itself pretty well and can hold its own in a team fight while also supporting allies and dishing out decent damage. So far, just about every match I have ended up with top kills, top healing, and top damage, though maybe all my teammates are garbage I dunno.

Comments

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