Since it came up in the comments, here are a few options for what you can do when you have issues with survivability: 1) Use the barrier signet instead of another utility skill. This reduces incoming damage by 12% and grants frequent barrier around your mech. Which utility you replace comes down to preference. 2) Change food to oysters gnashblade (-10% incoming damage + 70 expertise). Very cheap and powerful defensive food with a low damage tradeoff. 3) Use a few large pieces of trailblazer gear (amulet, chest). This is much more expensive than the other options, so test 1 & 2 first and see how you fare. The additional benfit on mechanist is that the mech inherits the additional vitality and toughness too. Options 1 + 2 already reduce incoming damage noticeably, and if you add one or two trailblazer pieces, you should be fine! Here's a build link for the more survivable variant: gw2skills.net/editor/?PegAoqlxygZusWWMOML6xaA-zRRYkhIKwMao98Lj4KgcTANnlUPrAA-e
Its hard for me to play any other class after the mechanist, everything feels like too much work for less dps, mechanist is a really good class right now
Not sure if you tested it, but for me the bomb kit does more dmg than grenade kit, and has a pretty easy to learn rotation with the rest: * Fire Bomb can keep up the thermal vision trait pretty much as good as the flame turret, and has a 8s CD (same as Pistol 2) * Concussion Bomb applies another 6 stacks of confusion, and has a 16s CD So in the "rotation" i just alternate between bomb kit 2+3 or bomb-kit 2 every time Pistol2 is ready. My current peak is 35.3k on the golem, and some pretty nice numbers on Confusion-Bosses like TL or SH.
Bomb kit is absolutely a viable alternative! I tested it and for me it didn't yield a substantial difference in damage compared to grenade kit, but it comes at the cost of being melee. As you can see in the video on deimos for example, whenever positioning isn't ideal and you can't be in full melee, having grenade kit is pretty good. I therefore decided to prioritize grenade kit over it for convenience. But in cases where that doesn't cause issues, bomb kit can be used very well. I just dug around in my older logs and the highest golem I did on bomb kit was 36.5k, while the highest on grenade kit was like 36.3k. I didn't find the 200 dps worth it, but as I said, it's definitely a viable alternative :)
I tried bomb kit, grenade kit, and both in various contents. If the boss doesnt move and each phase is long, bomb kit works great. Grenade kit is more versatile.
The elite signet resummons the mech instantly & is a big finisher too. I don't use the damage if it looks like Officer Murphy is taking much damage. Instead I keep it as an instant resummon then use it to blast at the very end of the Legendary or Elite fight.
@@MaselMMO I just jumped in to say it when you mentioned mech survival as an issue. Then I filed away the idea of pistol condi & went back to playing my full ascended power mech 8)
Whenever my Mech flies-off due to '0 health, I'm like: "I'm f*cked now". I see some raiders take bomb kit for that aided fire fields and aids in applying more burning stacks; how does this option fare in favor of superconducting signet, given that you strongly advise against replacing this.
Thanks for posting this build guide. I've been a scrapper main before, but wanted to try mechanist because I just bought EoD on a sale, and this was a great help! Thank you
Hey great vid! By the looks of it the build seems as simple and maybe stronger than power rifle mech. I was wondering, is there any reason to play power mech over condi mech now? I'm curious to try it, but changing gear is a bit expensive
Power Mech is "easier" in that it's less reliant on Grenades to deal it's damage and can afford to do more autos with the rifle which might be a draw for some people. Furthermore, it has access to Rifle 3 and 4 which are considerable CC damage sources for Boss CC bars *and* they can use Force Signet in a pinch for even more CC. In most cases, you probably are just better off playing the Condi version instead.
Thanks for the great guide. My main is an untamed and I'm now starting a new mechanist using the L80 boost which comes with full set of celestial gears, will it work or do I need to switch to viper still?
You can start off with celestial, and use it to work your way towards viper. Celestial mech is pretty nice! Just note that i wouldn't recommend taking cele into raids due to the toughness making you a tank in many encounters.
Another good video. A question that I was talking about with some other mech fans in my guild. How much do you notice, or need to notice, the 360 range threshold between the Engineer and their mech so that you don't end up with the Out-of-Range penalty robbing us of 50% of our skill inheritance to the mech in the Mechanical Genius trait? When the inheritance range penalties were being tossed around, I remember that it was a 6 s clock on the penalty but I see that it just was extended to 10 seconds. 10 seconds is a LOT of time so I wonder how much attention I need to pay to the range while moving around with my mech. What's your opinion? For now, I've just decided to try and play it as safe as possible. I used Blish HUD to paint a permanent 360 ring around me. I try to move in concert with the mech to respect that range and let the ring help me not FORGET about the range penalty.
You should keep your mech around you at all times so they also get buffs, boons and healing. DPS-wise you lose about 10K dps (if rotation done correctly) since condi signet will be placed away from the boss, F1 will be interrupted since you spam other, F3 miss from time to time (if you autocast). My tip is that you do it in autocast situations, your mech always start with you and move around later, after you're done with grenades and weapon abilities you can even mouseclick the return to me. The mech is incredibly dumb so you should pay attention to it from time to time.
condi mech just lose too much dmg if you dont stay in range with your mech. The good thing is that, unlike power rifle mech, condi mech is mostly melee, and does tend to stick with us if we keep staying at Blow Torch range as long as it targets the same enemy with us. So if you keybind Attack command, it's quite easy to pull your mech along with you. The Come Back tho tend to fail if the mech is getting random hit from enemies since they will get re-aggro and run back to whoever is hitting it.
How does this build compare to the traditional Power Rifle Mechanist? Maybe the answer is just “They’re different”, but I had been looking into making a mechanist and that was the other option I was considering.
I'd prefer condi pretty much everywhere. It's more forgiving in OW, covers all damaging conditions and has much higher damage ceiling compared to power. Rifle mechanist isn't bad for a beginner build, but I never really saw the appeal of it over condi.
the DPS for the pMech is now rather lackluster, especially compared to the condi version. PowerAlac is still a viable thing in Raids, especially due to the high CC capabilities, but i found the pure DPS version just not good enough anymore.
PMech was taken out back by ANet due to how strong it was in previous patches. The rifle fire speed is reduced, and along with the mech's stats not inheriting the same percentage from the engineer as before, it's just not very good. Yes, you can basically auto attack and hit Rifle 2 for like 21k DPS, but you only have to press pistol 2 through 4 and two signets on Condi to basically do an easy 32K+. Given that condi is ranged as well, there's really not reason to run pmech with rifle unless you're power alac rifle mainly due to the CC that rifle has (which is absurd between the immob on rifle 3 and the 1200 range CC on rifle 4).
i wouldnt listen to these people, im in exotic gear for rifle power dps and im either top dps or top 4 in metas, fracts, and strikes... not at riads yet cus im newish but still its good for most stuff
If you have issues with survivability, you have several options: 1) Use the barrier signet instead of another utility skill. This reduces incoming damage by 12% and grants frequent barrier around your mech. 2) Change food to oysters gnashblade (-10% incoming damage + 70 expertise). Very cheap and powerful defensive food with a low damage tradeoff. 3) use a few large pieces of trailblazer gear (amulet, chest). This is much more expensive than the other options, so test 1 & 2 first and see how you fare. Options 1 + 2 already reduce incoming damage noticeably, and if you add a few trailblazer pieces, even more. Hope that helps a little :)
Did you know PAM in Raid Wing 5 first boss Soulless Horror can solo the Tormented Dead allowing rest of the Squad ignore Tormented Dead making it easier but building bad habits of ignoring Tormented Dead? with my low +100kp and 1,4k Li I confidently say the easiest Soulless Horror you will ever have is with decent PAM soloing TD instead of doing the old style pushing where whole Squad takes part on killing the TD by cleaving conditions on it 😸 Slightly less DPS for much simpler gameplay 🤤and way safer. Static where I play PAM can't play with Druid no longer xD They got used to how well I do it. I don't think we have had any trouble past three months me running PAM beside once when I was Tanking on Heal Tempest and we got Druid Push 😂 we took perhaps 15 pulls to kill it ... res of the time usually we one shot it when I'm PAM sooo.... yeah, bad habits. When whole Static tells to random Druid they suck because we can't hold our DPS and CC when Tormented Dead is pushed trough the squad / close the squad 😂logic of naive people is fun chaos.
Since it came up in the comments, here are a few options for what you can do when you have issues with survivability:
1) Use the barrier signet instead of another utility skill. This reduces incoming damage by 12% and grants frequent barrier around your mech. Which utility you replace comes down to preference.
2) Change food to oysters gnashblade (-10% incoming damage + 70 expertise). Very cheap and powerful defensive food with a low damage tradeoff.
3) Use a few large pieces of trailblazer gear (amulet, chest). This is much more expensive than the other options, so test 1 & 2 first and see how you fare. The additional benfit on mechanist is that the mech inherits the additional vitality and toughness too.
Options 1 + 2 already reduce incoming damage noticeably, and if you add one or two trailblazer pieces, you should be fine!
Here's a build link for the more survivable variant:
gw2skills.net/editor/?PegAoqlxygZusWWMOML6xaA-zRRYkhIKwMao98Lj4KgcTANnlUPrAA-e
Just bought EoD like an hour ago and am half way to getting all my mechanist traits GREAT TIMING :D
Thank you
Its hard for me to play any other class after the mechanist, everything feels like too much work for less dps, mechanist is a really good class right now
Not sure if you tested it, but for me the bomb kit does more dmg than grenade kit, and has a pretty easy to learn rotation with the rest:
* Fire Bomb can keep up the thermal vision trait pretty much as good as the flame turret, and has a 8s CD (same as Pistol 2)
* Concussion Bomb applies another 6 stacks of confusion, and has a 16s CD
So in the "rotation" i just alternate between bomb kit 2+3 or bomb-kit 2 every time Pistol2 is ready. My current peak is 35.3k on the golem, and some pretty nice numbers on Confusion-Bosses like TL or SH.
Bomb kit is absolutely a viable alternative!
I tested it and for me it didn't yield a substantial difference in damage compared to grenade kit, but it comes at the cost of being melee. As you can see in the video on deimos for example, whenever positioning isn't ideal and you can't be in full melee, having grenade kit is pretty good.
I therefore decided to prioritize grenade kit over it for convenience.
But in cases where that doesn't cause issues, bomb kit can be used very well.
I just dug around in my older logs and the highest golem I did on bomb kit was 36.5k, while the highest on grenade kit was like 36.3k.
I didn't find the 200 dps worth it, but as I said, it's definitely a viable alternative :)
I tried bomb kit, grenade kit, and both in various contents. If the boss doesnt move and each phase is long, bomb kit works great. Grenade kit is more versatile.
How do you even hit 30k? Im using the build for bomb&granade kit, full ascended vipers, but i do 29k max. Everyone seems to hit 35+
The elite signet resummons the mech instantly & is a big finisher too. I don't use the damage if it looks like Officer Murphy is taking much damage. Instead I keep it as an instant resummon then use it to blast at the very end of the Legendary or Elite fight.
Yeah I do too! Didn't I say that at some point? I legit don't know
@@MaselMMO I just jumped in to say it when you mentioned mech survival as an issue. Then I filed away the idea of pistol condi & went back to playing my full ascended power mech 8)
should i change something in spezialisations if im not using grenade kit ?
Glad to find your channel!
Whenever my Mech flies-off due to '0 health, I'm like: "I'm f*cked now".
I see some raiders take bomb kit for that aided fire fields and aids in applying more burning stacks; how does this option fare in favor of superconducting signet, given that you strongly advise against replacing this.
Thanks for posting this build guide. I've been a scrapper main before, but wanted to try mechanist because I just bought EoD on a sale, and this was a great help! Thank you
Thank you Masel!
Hey Masel. Thanks so much for these, they are so badly needed. Do you have any opinion on full ritualist + scavenging runes for alac?
For the Alac build, if BD is at 30%, is Barrier Signet *required* for uptime, or can it go back to Condi signet?
how does the flamethrower kit perform with this build?
how is the damage difference with flamethrower? is the bleed/poison and bleed procs from explosions much better?
Hey great vid! By the looks of it the build seems as simple and maybe stronger than power rifle mech. I was wondering, is there any reason to play power mech over condi mech now? I'm curious to try it, but changing gear is a bit expensive
Power Mech is "easier" in that it's less reliant on Grenades to deal it's damage and can afford to do more autos with the rifle which might be a draw for some people. Furthermore, it has access to Rifle 3 and 4 which are considerable CC damage sources for Boss CC bars *and* they can use Force Signet in a pinch for even more CC.
In most cases, you probably are just better off playing the Condi version instead.
@@Leuk0s Just the info I was looking for, thank you so much!
Thanks for the great guide. My main is an untamed and I'm now starting a new mechanist using the L80 boost which comes with full set of celestial gears, will it work or do I need to switch to viper still?
You can start off with celestial, and use it to work your way towards viper.
Celestial mech is pretty nice! Just note that i wouldn't recommend taking cele into raids due to the toughness making you a tank in many encounters.
@@MaselMMO Thanks for your speedy kind advice, much appreciated!
Another good video.
A question that I was talking about with some other mech fans in my guild. How much do you notice, or need to notice, the 360 range threshold between the Engineer and their mech so that you don't end up with the Out-of-Range penalty robbing us of 50% of our skill inheritance to the mech in the Mechanical Genius trait? When the inheritance range penalties were being tossed around, I remember that it was a 6 s clock on the penalty but I see that it just was extended to 10 seconds.
10 seconds is a LOT of time so I wonder how much attention I need to pay to the range while moving around with my mech. What's your opinion?
For now, I've just decided to try and play it as safe as possible. I used Blish HUD to paint a permanent 360 ring around me. I try to move in concert with the mech to respect that range and let the ring help me not FORGET about the range penalty.
You should keep your mech around you at all times so they also get buffs, boons and healing. DPS-wise you lose about 10K dps (if rotation done correctly) since condi signet will be placed away from the boss, F1 will be interrupted since you spam other, F3 miss from time to time (if you autocast).
My tip is that you do it in autocast situations, your mech always start with you and move around later, after you're done with grenades and weapon abilities you can even mouseclick the return to me. The mech is incredibly dumb so you should pay attention to it from time to time.
condi mech just lose too much dmg if you dont stay in range with your mech. The good thing is that, unlike power rifle mech, condi mech is mostly melee, and does tend to stick with us if we keep staying at Blow Torch range as long as it targets the same enemy with us. So if you keybind Attack command, it's quite easy to pull your mech along with you. The Come Back tho tend to fail if the mech is getting random hit from enemies since they will get re-aggro and run back to whoever is hitting it.
How does this build compare to the traditional Power Rifle Mechanist? Maybe the answer is just “They’re different”, but I had been looking into making a mechanist and that was the other option I was considering.
I'd prefer condi pretty much everywhere.
It's more forgiving in OW, covers all damaging conditions and has much higher damage ceiling compared to power.
Rifle mechanist isn't bad for a beginner build, but I never really saw the appeal of it over condi.
the DPS for the pMech is now rather lackluster, especially compared to the condi version. PowerAlac is still a viable thing in Raids, especially due to the high CC capabilities, but i found the pure DPS version just not good enough anymore.
@@Hurric4ne_ @Masel Thanks so much for the feedback, that’s really good to know! I honestly love Condi builds so that’s great to hear
condi mech feels much better to use and do more dmg
What about power rifle mechanist, looking to do that once i get EoD :3
it's dog.
@@Bzk-- :(
PMech was taken out back by ANet due to how strong it was in previous patches. The rifle fire speed is reduced, and along with the mech's stats not inheriting the same percentage from the engineer as before, it's just not very good. Yes, you can basically auto attack and hit Rifle 2 for like 21k DPS, but you only have to press pistol 2 through 4 and two signets on Condi to basically do an easy 32K+. Given that condi is ranged as well, there's really not reason to run pmech with rifle unless you're power alac rifle mainly due to the CC that rifle has (which is absurd between the immob on rifle 3 and the 1200 range CC on rifle 4).
Nerfed into the ground 😂
i wouldnt listen to these people, im in exotic gear for rifle power dps and im either top dps or top 4 in metas, fracts, and strikes... not at riads yet cus im newish but still its good for most stuff
I've tried this build and the damage is great, but I have problems killing champions because the enemies focus on me instead of the bot.
If you have issues with survivability, you have several options:
1) Use the barrier signet instead of another utility skill. This reduces incoming damage by 12% and grants frequent barrier around your mech.
2) Change food to oysters gnashblade (-10% incoming damage + 70 expertise). Very cheap and powerful defensive food with a low damage tradeoff.
3) use a few large pieces of trailblazer gear (amulet, chest). This is much more expensive than the other options, so test 1 & 2 first and see how you fare.
Options 1 + 2 already reduce incoming damage noticeably, and if you add a few trailblazer pieces, even more.
Hope that helps a little :)
wouldn't rune of thorns be better than elementalist?
Trapper now is best
what relic you using?
@@lavenderlovee What relic are you using?
@@JDgenX77 Relic of fractal + burst and earth sigil
Condi PP Vs Power Rifle??
This question already came up, so I'll redirect you to the other comment.
Im only getting around 24k :(
Did you know PAM in Raid Wing 5 first boss Soulless Horror can solo the Tormented Dead allowing rest of the Squad ignore Tormented Dead making it easier but building bad habits of ignoring Tormented Dead?
with my low +100kp and 1,4k Li I confidently say the easiest Soulless Horror you will ever have is with decent PAM soloing TD instead of doing the old style pushing where whole Squad takes part on killing the TD by cleaving conditions on it 😸 Slightly less DPS for much simpler gameplay 🤤and way safer. Static where I play PAM can't play with Druid no longer xD They got used to how well I do it. I don't think we have had any trouble past three months me running PAM beside once when I was Tanking on Heal Tempest and we got Druid Push 😂 we took perhaps 15 pulls to kill it ... res of the time usually we one shot it when I'm PAM sooo.... yeah, bad habits. When whole Static tells to random Druid they suck because we can't hold our DPS and CC when Tormented Dead is pushed trough the squad / close the squad 😂logic of naive people is fun chaos.