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Ray Mechanic general game plan + skill build

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  • Ray Mechanic general game plan + skill build

    Posting here because Tinkerer's Workshop is bugged. (If you can, move this thread there, mods!)

    This is from my preliminary theorycrafting. Feel free to suggest corrections and contribute your findings!

    General Game Plan

    You want to use Alfredo Frontier (150 sec base CD) as often as possible. To do so, you have to spam your Main Skills and pray for those 1 second CD reductions.

    Skill Build

    With that in mind, your skill build is straightforward. You max all your Main Skills to do as much DPS as possible while spamming. You get 1 level in passive skills, Plasma Grenade, and Atomic Shield for utility. After that, you are left with 7 points, which is conveniently enough to one utility skill of your choice. If you PvP, I recommend maxing Quicks for the increased stun chance.

    As for skills in Tinkerer tree, beside essential skills like Slip and Slide and Yum-a-tron, the rest is personal preference. I leveled Stun Grenade because Ray Mechanic 95 class mastery will use it.

    First 3 Ray Mechanic passives are straightforward because you are an agility DPS class. You will max crit easily with half-decent gears so go for crit damage. As for the last one, as long as you are hitting things more than twice per second and aren't unlucky, the B passive should be better.

    https://dnskillsim.herokuapp.com/na/...0---0--0-0-0-0

  • #2
    Hello Aqua! This will be a very helpful post for heroes who want to be Ray Mechanic. We do appreciate it!

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