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Mechanist - Power Mech

This is a test build. You may comment and rate it.

Focused on: Power damageControl and Sustain

Designed for: PvP Conquest

Expansions required: End of Dragons builds

Difficulty:
Normal

This build was last updated on October 15, 2025.

Overview

Power Mech is a easy to play PvP mechanist build that focuses on CC and AOE boon application. It makes use of very high damage options to take advantage of stunned enemies and Quickness Quickness.


Skill Bar

Mace/Shield
Utility
Elixir Gun
Tool Kit


Template Code

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Specializations

Trait Variants

  • Over Shield - More Protection Protection uptime.
  • Autodefense Bomb Dispenser - Allows for Stealth Stealth in trade for a high uptime damage amplifier.Re
  • Mecha Legs - Resistance as countplay for soft CC. Greatly lessens mech and self healing.


Equipment

Mace
Shield
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Rune

  • Rune of Reaper - Precision alternative
  • Rune of Dolyak - Sustain alternative

Sigil

  • Sigil of Energy - Further improves sustain


Usage

This build is for roaming, taking 1v1s and can even due to it's high sustain it can even hold outnumbers while kiting. Use your various CCs to pin and burst down your opponents. This build also has notable Quickness Quickness uptime alongside minor boon and healing sharing.

This is a combo heavy CC build that can deal massive damage even though Stability Stability. The strongest move that will lead into all of your combos is Rocket Fist Prototype which can also lead into an evade trap making it easier to land Magnet/Glob Shot resulting in alternative combos.

How to Play

The main complete combo is:

  • Rocket Fist Prototype (Bunker Down) - Starter
  • Explosive Knuckle
  • Energizing Slam
  • Glob Shot - Extension
  • Mech at Point Blank Range:Jade Mortar (Daze Daze + Immobile Immobile)
  • Acid Bomb -> Weapon Swap Weapon Swap Momentum Cancel
  • Pry Bar
  • Smack finisher (if you need Quickness Quickness to finish the kill use Crisis Zone}

It's recommended that your practice the combo inbetween games on the training golems. You don't need to land the full combos you can instead mix and match the starter and extensions, for example you can use Magnet/Magnetic Inversion instead of Glob Shot & Jade Mortar. Similarly you can also start the combo with Magnet/Magnetic Inversion or Glob Shot & Jade Mortar and use Rocket Fist Prototype as the extension.

Alternative Simple Combo:

  • Rocket Fist Prototype (Bunker Down)
  • Explosive Knuckle
  • Energizing Slam
  • Pry Bar
  • Acid Bomb

Alternative Simple Combo Ranged:

  • Glob Shot
  • Jade Mortar (if glob shot lands)
  • Rocket Fist Prototype (Bunker Down)
  • Energizing Slam
  • Explosive Knuckle
  • Pry Bar
  • Acid Bomb


Mechanist has very strong synergy with specific Elixir Gun/Tool Kit skills, for example:

  • Glob Shot - This skill will prioritise bounces from the opponent -> you -> an ally(your Mech) -> opponent. In 1v1 scenarios this garentees glob shot to always hit for x2 and apply Cripple Cripple also.
  • Fumigate - A means to cleanse most harmful conditions or soft CCs from your mech quickly.
  • Smack - Due to Mech Core: Jade Dynamo giving Quickness Quickness without any cast time, you can very consistently land the full chain(Thwack) so long as the quickness remains, making it a viable and strong 3rd damage option on Tool Kit.
  • Box of Nails - Usually the Immobile Immobile trigger is a waste to use on it's own since you need to pre-apply cripple or have them CCed. With mech you are able to Jade Mortar at point blank turning then cast the skill. This allows you to Daze Daze/Immobile Immobile even if Glob Shot is still on cooldown.

Auto Attacking: Mace Strike - At melee | Tranquilizer Dart - At range | Smack - With Quickness Quickness

Kiting

Mechanist is fast at traveling long distances but pretty slow at short distances so you have to be very selective with when you use your movement options. Surviving 2v1s and outnumbers are important to making this build it's most effective that's why good kiting is a must.

  • First use defensive kiting skills: Gear Shield, Crisis Zone Magnetic Inversion & Static Shield - these skills are great for slithering out of tight situations where dodging wouldn't of been enough, setting up perfectly for you to use movement skills.
  • Second use your movement skills as soon as you have the chance: Energizing Slam, Acid Bomb and Shift Signet - use these skills to build moderate or great distances.
  • Then use skills to help your kiting: Box of Nails, Magnetic Inversion, Streamlined Kits(Glue Trail/Superspeed) - use these skills when an enemy is hot on your trails to extend moderate distances to great distances, spend their cooldowns or dissuade chasers.

Repeat these steps or use no port spots until you can re-sustain and re-enter the fighting.

Sustain

Most of mechanist and mech healing is passive so you won't need to think too much about it but there are ways to heal for much more.

  • Healing Turret - After casting this heal instantly cast Detonate Healing Turret for an 1,300HP healing. By chaining your combo finisher's in the field such as Energizing Slam you can heal up to 4,200HP more every heal. With improved regen the base healing is 7,000HP meaning that the heal can do up to 13,500HP healing every 25 seconds. 9,700HP of that being sharable with the mech if it's close.
  • Super Elixir - Just an extra healing and cleanse, great when re-sustaing and you have a chance to stand still. Can be best used along side Healing Turret instead of or with a combo finisher.
  • Energizing Slam/Explosive Knuckle - Both healing for over 1000HP if you're ever in a desperate situation then just rely on these no matter if you have a target or not.
  • Overclock Signet - Akin to ranger's pet swap this is Engineers alternative to that. The Overclock Signet skill is very weak and isn't unblockable on power, don't use this elite and instead salvage the Shift Signet cooldown reduction. When your mech dies wait about 5 seconds and use Overclock Signet to respawn mech and have it do a high damage attack on respawn. If your mech dies again then instant respawn will take ~60 seconds to recharge with Power Wrench, once mech is completely dead then the mechanist becomes easy to deal with. Play it safe to prevent that from happening.


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