User:Masel/Builds/Mechanist
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Dual Pistols / Spear Condition Mechanist[edit]
Criterion | Rating |
---|---|
Burst Damage | 3/5 |
Sustained Damage | 5/5 |
Utility Options | 4/5 |
Survivability | 5/5 |
Difficulty | 1/5 |
- Condition Mechanist with Mech Core: J-Drive is a simple yet very strong build in all aspects of PvE gameplay. It has low actions-per-minute (APM) and high range, combined with fairly high burst for a condition build. These factors make it one of the best condition builds to go for as a beginner.
- The core "mech"anic (huehuehue) of Mechanist is the Jade Mech CJ-1, which functions similarly to Pets on Ranger. Many effects and benefits on mechanist occur around the mech, not the engineer, making positioning within a certain range of the mech important.
Link to the DPS Build in the Build Editor
Playstyle & Skills[edit]
Skill Type | Skills | |||||
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Mech Skills |
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Dual Pistols |
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Spear |
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Grenade Kit |
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Utility |
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Rotation Concept[edit]
You can find my most recent spear rotation showcase here.
Rotation Log
You can find my most recent dual pistol rotation showcase here.
- Mech Core: J-Drive makes your Signets retain their passives while they are on cooldown. This might seem lackluster at first, but is very strong, especially considering the passive effects they have (e.g. 12% condition damage on Superconducting Signet!)
- There are two variants you can play: Dual Pistols is ranged and does less damage, while the other with Spear is melee (even though you can always camp Grenade Kit for range. They both follow the same concept, so it is easy to adapt to both of them. Since you cannot weapon swap on Mechanist, you have to decide prior to engaging combat which one you want to use.
Rotation Flow (Spear)[edit]
Section | Notes |
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General Stuff |
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General Rotation (Spear) |
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CC Skills for Breakbar Damage |
Rotation Flow (Pistols)[edit]
Section | Notes |
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General Stuff |
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General Rotation (Dual Pistols) |
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CC Skills for Breakbar Damage |
Utility Skills[edit]
Skill Choice | Notes |
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Rectifier Signet | Strong pasive and active heal. Heals both you and the mech! |
Shift Signet | Very versatile skill. It will copy all boons you gain to your mech, which is especially oweful in instanced content and meta events where you receive a lot of boons from other players. It is also a Stun break, a Teleport and removes conditions. The teleport is awesome to do mechanics in instanced content! |
Superconducting Signet | Very strong active and pasive damage source. The AoE from this is created around the mech, so try to use it when it is in melee range. |
Grenade Kit | Strong source of damage + Explosions that trigger Shrapnel. |
Overclock Signet | Strong damage skill. Be careful to not cancel the other Mech Skills with this! Since your Mech does not take damage in instanced content, it should not be required to save it for the resummon. |
Gear & Traits[edit]
Important Stats (descending in Importance):
- 100% Bleeding Duration (~72% from Gear + 33% from Serrated Steel)
- 100% Burning Duration (~72% from Gear + 33% from Incendiary Powder)
- Maximize Condition Damage
Since the vast majority of damage comes from Bleeding and Burning, it is important to reach 100% condition duration on them.
Armor | Prefix | Rune |
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Head | Viper's | Superior Rune of the Trapper |
Shoulders | Viper's | Superior Rune of the Trapper |
Chest | Viper's | Superior Rune of the Trapper |
Gloves | Viper's | Superior Rune of the Trapper |
Legs | Viper's | Superior Rune of the Trapper |
Boots | Viper's | Superior Rune of the Trapper |
Trinket | Prefix | |
Amulet | Viper's | |
Ring 1 | Viper's | |
Ring 2 | Viper's | |
Accessory 1 | Viper's | |
Accessory 2 | Viper's | |
Backpack | Viper's | |
Weapon | Prefix | Sigil |
Pistol (Main Hand) | Viper's | Superior Sigil of Earth |
Pistol (Off Hand) | Viper's | Superior Sigil of Bursting |
Spear | Viper's | Superior Sigil of Earth Superior Sigil of Bursting |
Purpose | Item Type | Source |
Damage | Ascended Food | Cilantro and Cured Meat Flatbread |
Damage | Non-Ascended Food | Plate of Beef Rendang |
Survivability | Ascended Food | Peppered Cured Meat Flatbread |
Survivability | Non-Ascended Food | Oysters Gnashblade |
Damage | Utility | Toxic Tuning Crystal |
Survivability | Utility | Potion Of Karka Toughness |
Damage | Relic | Relic of the Fractal |
Explosives | ||||||
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Firearms | ||||||
Mechanist | ||||||
- For a budget variant, simply replace all armor pieces of Viper's with rare/exotic Ritualist's. For the backpack, you can use a Crafter's backpack of the highest tier and select either Celestial or Rabid.
- Ascended gear is always ideal, but exotic gear is fine for everything aside from higher-tier fractals.
Explosives[edit]
- The most important trait in this traitline is Shrapnel, which causes Explosions to apply Bleeding and Crippled.
Firearms[edit]
- The bread and butter traitline for condi engineers: 33% longer duration on both Burning and Bleeding (as explained above in the gear section) and lots of Condition damage and Expertise.
- To maintain the 5% damage modifier from Thermal Vision, you need to apply Burning every 5 seconds.
- Also comes with a chance to apply Bleeding on critical hits via Sharpshooter. That's why you should aim to have a decent Critical chance to keep applying Bleeding. Keep that in mind when you change to defensive gear without Precision (e.g. Trailblazer)!
Mechanist[edit]
- Using Mech Arms: Single-Edge Cutters and Mech Arms: Single-Edge Cutters makes your mech inherit your Condition damage and Expertise and gives it condition-based attacks.
- Mech Core: J-Drive improves your Signets as explained above. Never take this off, it is too good.
Open World Build[edit]
You can find my most recent open world build showcase here.
Link to the OW build in the editor (gear pieces can be replaced with Celestial for more survivability
Increasing Survivability[edit]
For OW, it can make sense to make a build more forgiving, so that you can sustain on your own.
- Mechanist is a fairly sturdy choice by default, as your mech is a great punchbag that will attract aggro of many enemies.
- In terms of gear, you can swap pieces of Viper's out for Ritualist's or Celestial 1-to-1. If you decide to do so, choose the larger pieces first (weapons, chest and amulet alone provide 40% of the stats coming from gear).
- Mechanist does benefit greatly from using Celestial gear (moreso than many other builds), since it includes strong Healing Power coefficients on the Barrier skills and Healing Turret, but has fairly low passive healing. Celestial is the only prefix that gives Condition Damage, Expertise, Concentration and Healing Power, making it a great choice here.
- The build will work just fine with Ritualist's as well, which you can also use to make it a very good provider of group Alacrity in instanced content. Just find the spot between the three gear options that makes it comfortable for you.
- To improve your gameplay, give Mech Controls a read to understand how the controls of the mech (and ranger pets) work.
- It can happen that your mech dies, which strongly decreases your damage and survivability in open world. I recommend saving Overclock Signet for cases where that happens!
- On this build, we'll make use of spear for open world as the primary weapon. While it is melee, it has some really nice synergies with a bunch of engineer traits as well as strong mobility, making it an excellent tool for open world.
- Both Devastator and Conduit Surge are mobility skills. Conduit Surge refreshes whenever you kill your focused target, allowing you to quickly move from mob to mob (giving it a Deadeye-vibe).
- The auto attack chain on spear applies both Bleeding and Vulnerability on every hit.
- The Bleeding makes up for a very nice synergy with Sanguine Array, as it will apply Might on every auto attack.
- Covering 25 Vulnerability and a fairly low number of explosions on spear makes Explosives somewhat redundant, since the only major damage gain in it comes from Shrapnel. Since we're not using any kit, Shrapnel isn't really required.
- That is why we'll swap out Explosives for Alchemy:
Alchemy | ||||||
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Firearms | ||||||
Mechanist | ||||||
- The reasoning behind the other trait changes is explained in the next section on boon coverage.
- Using Sanguine Array and Compounding Chemicals together creates very strong self-healing, especially when hitting multiple targets, since Sanguine Array doesn't have a cooldown.
- Your easy sources of Bleeding are Sharpshooter and the spear auto attacks.
- This build covers almost all boons in the game, making Iron Blooded very strong on it for defense.
Boon Coverage[edit]
- This build is a complete Boon machine, since it covers all boons in the game aside from Resistance with a very good uptime. The more pieces of Ritualist or Celestial you have, the easier it becomes. It shares many of the boons in an area too!
- Compounding Chemicals gives you additional 240 Concentration, making boon coverage even easier.
- Might is covered by Sanguine Array and Mech Arms: High-Impact Drivers .
- Fury is fully covered by Boiling Point.
- Alacrity is covered by Barrier Signet & Crisis Zone (Mech skill 2). You also share Alacrity in an area!
- Quickness is covered by Elixir U and Mech Core: Jade Dynamo.
- Vigor is covered by Elixir U and Invigorating Speed
- Protection is covered by Crisis Zone.
Dealing with Incoming Conditions and Control effects[edit]
- Healing Turret will convert conditions on you into boons via Transmute.
- Elixir U is a stun break you can save when you have external sources of Quickness.
- Shift Signet is a Stun break and a condition cleanse with a relatively short cooldown. Make use of this to get yourself and/or your mech out of dangerous situations, as it is also a nice teleport!
- Mech Frame: Channeling Conduits another Stun break and condition cleanse.
- Elixir U and Crisis Zone apply Stability, allowing you to ignore incoming CC!