This is precisely why i wnat one. I enjoy building and taking things apart and cleaning them(I cleaned lens elements and oily aperture on a vintage nikkor lens--most fun this summer aside from glacier bay).
After relooking at which atomizer and mech mod i wanted to get I decided I'll wait to commit to the financial investment that comes with a mech mod for later. I'll just invest in a really nice atomizer and cheaper lower solution for now. I guess my hands on can be cleaning the atomizer and replacing the coil-wick for now...in 4 weeks when it comes in from hong kong.
Thanks Seanchai and everyone else that posted something helpful...not just you'll shoot your eye out kid(or blow your nutts off)
I get it, because I like to tinker too (and I like mechs) but I think there's a lot of value in learning to tinker with one aspect of vaping at a time, especially if you're vaping to stay off smokes. If you're just vaping 0 mg juice recreationally, then if you have a multi-tier problem with a mech that's going to take 3 hours to get sorted out, you're not up a creek... if you're vaping to stay off smokes and it's going to take 3 hours to get your gear working again, it'll be the longest 3 hours of your life, all while desperately craving a cigarette due to the stress.
Since tinkering with atomizers has an easier learning curve while allowing for more creativity, it's usually best to start there and run a rebuildable atomizer on an MVP, IPV, IPV2, etc - a regulated variable wattage mod, in other words. (Some people will tell you you "can't" run an RBA on an MVP. Those people are full of it... I run RBAs equally well on my MVP and my mech. It's the quality of and skill of the build/wicking that matters most.)
Once you've mastered how to build an RBA, then you can move to mechs with a lot more confidence, because you already *know* how to detect a short or a wonky build by taste as well as touch/feel/looking, so the only thing "new" to worry about is the battery safety stuff. Then, when something is off with your mech, you'll know *that something is wrong*. That's the most dangerous part of mechs, imo... people jumping into them too soon, before they know how to *tell* that something is wrong. If you can tell that something's not right by the slightest of shifts in taste, heat, or just plain "spidey sense," fixing it is no big deal (and can be fun, as long as you're not rushing it because you're desperate for a vape!).... but newer vapers don't have the experience yet to identify those nuances. Doesn't mean no one should ever/can ever run a mech, but it's worth setting yourself up for success, so to speak, so that you don't end up with a mech problem that you can't fix (or worse, that you're failing to notice) and with no way to get a nic fix. Bad things happen when a lack of knowledge is combined with impatience.
And that's why I keep two fully charged MVPs nearby when I have a mech in my hand. If I even think something needs to be sorted out, I don't want "but I'm really enjoying the vape!" to deter me from doing what I know needs done... if I've got a foolproof battery nearby (that has its own ohm meter etc), I can pop the atty off immediately, slap it on the MVP, and immediately know whether the problem is the atty or the battery/mech, and if it's the latter, I can vape off the MVP while I take my time fixing the mech.
0 mg vapers can be impatient to get vaping again too, so I think this advice applies to everyone... but it's particularly important when nicotine is in the picture to make sure that you don't ever put yourself in the position of "I think something's not right but I need my nic first before I tackle this, so I'll just have one more vape..."