Difference between revisions of "Mechanist - Alacrity Support Power DPS"
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{{Build | {{Build | ||
| profession = Engineer | | profession = Engineer | ||
| specialization = Mechanist | | specialization = Mechanist | ||
| designed for = Raid, Fractal | | designed for = Raid, Fractal | ||
− | | rating = | + | | rating = Good |
− | | focus = | + | | focus = Direct Damage, Support |
+ | | xpac = eod | ||
| meta = | | meta = | ||
+ | | difficulty = 1 | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | A power boon support build for Mechanist. Provides permanent {{tooltip|Alacrity}}. | + | A power boon support build for Mechanist. Provides permanent {{tooltip|Alacrity}} and high uptimes of {{tooltip|Fury}} and {{tooltip|Might}}. |
+ | |||
+ | Power Alacrity Mechanist has a simple rotation that affords a good amount of CC with little damage loss, and the mech allows you to maintain high damage and boon uptime even if you're forced to deal with mechanics. | ||
+ | |||
+ | The mace build provides some extra support through barrier generation and offers more accessible CC, while the rifle build is higher DPS and {{tooltip|Might}}. As all its {{tooltip|Alacrity}} comes from the mech, the mechanist can be completely off-stack as required without dropping boons. | ||
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| profession = Engineer | | profession = Engineer | ||
| specialization = Mechanist | | specialization = Mechanist | ||
− | | weapon1 = | + | | weapon1 = Sword |
− | | weapon2 = | + | | weapon2 = Pistol |
| weapon3 = | | weapon3 = | ||
| weapon4 = | | weapon4 = | ||
| healing = A.E.D. | | healing = A.E.D. | ||
− | | utility1 = | + | | utility1 = Throw Mine |
| utility2 = Force Signet | | utility2 = Force Signet | ||
| utility3 = Shift Signet | | utility3 = Shift Signet | ||
− | | elite = | + | | elite = Overclock Signet |
| pet1 = | | pet1 = | ||
| pet2 = | | pet2 = | ||
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− | === | + | ===Weapon Variants=== |
− | * | + | * '''Shield''' is a moderate DPS loss, but offers good CC and survivability while still dealing more damage than '''Hammer'''. |
+ | * '''Hammer''' offers frequent projectile reflect, an evade, and a block. The lightning field on {{skill|Thunderclap}} will also result in some occasional {{tooltip|Swiftness}} for your subgroup. | ||
+ | * '''Rifle''' is the best weapon for players that don't own Secrets of the Obscure. It is also a nice weapon on encounters that make meleeing the boss difficult, and offers better {{tooltip|Might}} generation. | ||
+ | * '''Mace''' will provide significantly less DPS, though you will gain some barrier generation and easier CC. | ||
− | === | + | ===Skill Variants=== |
− | * | + | * {{skill|Grenade Kit}} can replace {{skill|Throw Mine}}. This offers ranged damage, and deals comparable DPS if you can use it correctly. |
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQMGNyYvRioqDyoPJgEmARobGhsQGwsbCRuJAQAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Explosives|bot| | + | {{Specialization|Explosives|bot|top|bot|}} |
{{Specialization|Firearms|bot|bot|mid|}} | {{Specialization|Firearms|bot|bot|mid|}} | ||
− | {{Specialization|Mechanist| | + | {{Specialization|Mechanist|mid|mid|mid|}} |
===Trait Variants=== | ===Trait Variants=== | ||
− | + | * It would be a minor DPS gain to take {{Trait|Mech Arms: Single-Edge Cutters}}, though it would only be worthwhile if you are absolutely certain that your group can maintain 25 {{tooltip|Might}} without it. | |
− | * It would be a minor DPS | ||
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| weight = Medium | | weight = Medium | ||
| stats = Berserker | | stats = Berserker | ||
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Dragonhunter |
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Sword |
− | | weapon2 = | + | | weapon2 = Pistol |
| sigil1 = Superior Sigil of Air | | sigil1 = Superior Sigil of Air | ||
| sigil2 = Superior Sigil of Force | | sigil2 = Superior Sigil of Force | ||
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| infusion1 = Mighty +9 Agony Infusion | | infusion1 = Mighty +9 Agony Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
+ | | relic = Relic of the Thief | ||
| head = Diviner | | head = Diviner | ||
| shoulders = | | shoulders = | ||
− | | chest = | + | | chest = Diviner |
| hands = | | hands = | ||
− | | legs = | + | | legs = Diviner |
| feet = | | feet = | ||
| backpiece = Diviner | | backpiece = Diviner | ||
− | | accessory1 = | + | | accessory1 = |
| accessory2 = | | accessory2 = | ||
| amulet = | | amulet = | ||
Line 86: | Line 94: | ||
| ring2 = Diviner | | ring2 = Diviner | ||
}} | }} | ||
+ | |||
+ | |||
+ | |||
+ | ===Boon duration variants=== | ||
+ | * The above setup provides ~520 concentration (~35% boon duration), which should be enough as long as you're able to use {{skill|Crisis Zone}} and {{Skill|Barrier Burst}} off cooldown. | ||
+ | ** {{Skill|Crisis Zone}} is needed at the start of an encounter to provide a buffer of {{tooltip|Alacrity}}, but it's useful to be able to keep it for negating certain attacks afterwards. If you want more freedom with when you use it, you could switch the Amulet to {{tooltip|Diviner stats}}. | ||
+ | ** Don't go below ~31% boon duration as this is the theoretical minimum amount needed to provide permanent {{tooltip|Alacrity}}. | ||
+ | * Note that all the {{tooltip|Alacrity}} comes from your mech, which inherits your concentration stat rather than your boon duration. This makes gear such as {{sigil|Superior Sigil of Concentration}} worthless. | ||
==Consumables== | ==Consumables== | ||
− | '''Food | + | '''Food''' |
* {{food|Bowl of Sweet and Spicy Butternut Squash Soup}} or ascended versions | * {{food|Bowl of Sweet and Spicy Butternut Squash Soup}} or ascended versions | ||
− | '''Utility | + | '''Utility''' |
* {{utility|Superior Sharpening Stone}} | * {{utility|Superior Sharpening Stone}} | ||
+ | |||
+ | |||
+ | ==Usage== | ||
+ | |||
+ | ===Sword Rotation=== | ||
+ | Aside from using your mech skills off cooldown, the rotation is functionally a priority list: | ||
+ | # {{skill|Refraction Cutter}} | ||
+ | # {{skill|Blowtorch}} | ||
+ | # {{skill|Throw Mine}} | ||
+ | # {{skill|Radiant Arc}} | ||
+ | # {{skill|Glue Shot}} | ||
+ | |||
+ | * Every time you complete an auto chain, it slightly reduces the cooldown of your two sword skills. | ||
+ | |||
+ | |||
+ | ===Hammer Rotation=== | ||
+ | <big>'''Opener'''</big> | ||
+ | # {{Skill|Barrier Burst}} | ||
+ | # {{Skill|Crisis Zone}} | ||
+ | # {{skill|Thunderclap}} | ||
+ | # {{Skill|Electro-whirl}} | ||
+ | # {{Skill|Grenade Kit}} | ||
+ | # {{Skill|Shrapnel Grenade}} | ||
+ | # {{tooltip|Weapon Swap}} (or stow kit) | ||
+ | # {{skill|Rocket Charge}} (optional) | ||
+ | |||
+ | |||
+ | <big>'''Rest of the Rotation'''</big> | ||
+ | |||
+ | After the opener, your basic loop is as follows: | ||
+ | # Autoattack and use {{Skill|Thunderclap}} and {{skill|Rocket Charge}} on '''Hammer''' until '''Electro-whirl''' is available - make sure to finish your auto chains! | ||
+ | # {{Skill|Electro-whirl}} | ||
+ | # {{Skill|Grenade Kit}} | ||
+ | # {{Skill|Shrapnel Grenade}}, and {{Skill|Freeze Grenade}} OR {{Skill|Poison Grenade}} (if available) | ||
+ | # {{tooltip|Weapon Swap}} (or stow kit) | ||
+ | # Repeat | ||
+ | |||
+ | [https://youtu.be/CvADmUmRHXA Hammer video example] | ||
+ | |||
+ | |||
+ | * {{skill|Rocket Charge}} is a small DPS increase, but locks your character into a long animation. As the skill also provides two evades, it can instead be saved for defensive use. | ||
+ | * {{Skill|Thunderclap}}, {{skill|Freeze Grenade}} and {{skill|Poison Grenade}} all trigger {{relic|Relic of Fireworks}}, so you want to spread them out. | ||
+ | ** Only use one of these grenade skills alongside {{skill|Shrapnel Grenade}} each time you enter {{skill|Grenade Kit}}. | ||
+ | ** {{skill|Poison Grenade}} takes priority over {{skill|Freeze Grenade}}. | ||
+ | ** On a loop where you use {{Skill|Thunderclap}}, only use {{skill|Shrapnel Grenade}} the next time you enter {{skill|Grenade Kit}}. | ||
+ | * See below for more ''General Tips''. | ||
+ | |||
+ | |||
+ | ===Rifle Rotation=== | ||
+ | [https://youtu.be/7QQJCoKRwww Rifle video example] - see the [[Build:Mechanist_-_Power_DPS|DPS Build]] for the written rotation. | ||
+ | |||
+ | |||
+ | ===Mace Rotation=== | ||
+ | The rotation below assumes you are using offhand '''Pistol'''. | ||
+ | |||
+ | |||
+ | <big>'''Opener'''</big> | ||
+ | # {{Skill|Barrier Burst}} | ||
+ | # {{Skill|Crisis Zone}} | ||
+ | # {{Skill|Blowtorch}} | ||
+ | # {{Skill|Grenade Kit}} | ||
+ | # {{Skill|Shrapnel Grenade}} | ||
+ | # {{Skill|Poison Grenade}} | ||
+ | # {{Skill|Freeze Grenade}} | ||
+ | # {{tooltip|Weapon Swap}} (or stow kit) | ||
+ | # {{Skill|Energizing Slam}} | ||
+ | # {{Skill|Mace Strike}} {{to}} {{Skill|Mace Smash (Mechanist)}} {{to}} {{Skill|Barrier Blast}} | ||
+ | # {{Skill|Rocket Fist Prototype}} | ||
+ | # {{Skill|Grenade Kit}} | ||
+ | # {{Skill|Shrapnel Grenade}} | ||
+ | # {{tooltip|Weapon Swap}} (or stow kit) | ||
+ | |||
+ | |||
+ | <big>'''Rest of the Rotation'''</big> | ||
+ | |||
+ | After the opener, your basic loop is as follows: | ||
+ | # Autoattack and use {{Skill|Energizing Slam}} on '''Mace''' until either '''Blowtorch''' or '''Rocket Fist Prototype''' are available - make sure to finish your auto chains! | ||
+ | # {{Skill|Blowtorch}} or {{Skill|Rocket Fist Prototype}} - these should alternate between loops | ||
+ | # {{Skill|Grenade Kit}} | ||
+ | # {{Skill|Shrapnel Grenade}}, {{Skill|Freeze Grenade}} and {{Skill|Poison Grenade}} (if available) | ||
+ | # {{tooltip|Weapon Swap}} (or stow kit) | ||
+ | # Repeat | ||
+ | |||
+ | |||
+ | ===General Tips=== | ||
+ | * Thanks to {{trait|Mechanical Genius}}, if you are over 360 units away from your mech when using F1-3 skills, their cooldown will be 50% longer. It is therefore ''vital'' to make sure you are within range before using them or you will cripple your boon uptimes. | ||
+ | * You will need to use {{Skill|Crisis Zone}} to maintain {{tooltip|Alacrity}}, but it can be delayed slightly if the {{tooltip|Aegis}} is needed. | ||
+ | * Use {{Skill|Barrier Burst}} off cooldown. You can delay it by a second if it will coincide with {{Skill|Barrier Blast}}, as the internal cooldown of {{trait|Mech Frame: Channeling Conduits}} would prevent the first tick from applying {{tooltip|Alacrity}} in this case. | ||
+ | * Use your F1 ability off cooldown. | ||
+ | * Use {{skill|Overclock Signet}} off cooldown for damage, but hold on to it if the mech is in danger of dying, so that you can instantly revive it. | ||
+ | * If you are using {{Skill|Barrier Signet}}, use it instead of {{Skill|Barrier Burst}} in the opener, then use {{Skill|Barrier Burst}} one second after the final pulse of {{Skill|Barrier Signet}}. Make sure never to have these two skills overlap - this is to avoid the internal cooldown from {{trait|Mech Frame: Channeling Conduits}}. | ||
+ | * Try to keep an eye on your mech, as it is a major source of {{tooltip|Alacrity}} thanks to {{trait|Mech Core: Barrier Engine}}. If it ends up more than 600 units from the stack, don't hesitate to use {{Skill|Shift Signet}} to force it to the correct location. |
Latest revision as of 23:18, 18 April 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage and Support
Designed for: Raids and Fractals
Overview
A power boon support build for Mechanist. Provides permanent Alacrity and high uptimes of Fury and Might.
Power Alacrity Mechanist has a simple rotation that affords a good amount of CC with little damage loss, and the mech allows you to maintain high damage and boon uptime even if you're forced to deal with mechanics.
The mace build provides some extra support through barrier generation and offers more accessible CC, while the rifle build is higher DPS and Might. As all its Alacrity comes from the mech, the mechanist can be completely off-stack as required without dropping boons.
Skill Bar
Weapon Variants
- Shield is a moderate DPS loss, but offers good CC and survivability while still dealing more damage than Hammer.
- Hammer offers frequent projectile reflect, an evade, and a block. The lightning field on Swiftness for your subgroup. will also result in some occasional
- Rifle is the best weapon for players that don't own Secrets of the Obscure. It is also a nice weapon on encounters that make meleeing the boss difficult, and offers better Might generation.
- Mace will provide significantly less DPS, though you will gain some barrier generation and easier CC.
Skill Variants
- can replace . This offers ranged damage, and deals comparable DPS if you can use it correctly.
Template Code
Specializations
Trait Variants
- It would be a minor DPS gain to take Might without it. , though it would only be worthwhile if you are absolutely certain that your group can maintain 25
Equipment
Diviner
Berserker
Diviner
Berserker
Diviner
Berserker
Diviner
Berserker
Berserker
Berserker
Diviner
Diviner
Berserker
Berserker
x6
x18
Boon duration variants
- The above setup provides ~520 concentration (~35% boon duration), which should be enough as long as you're able to use
- Alacrity, but it's useful to be able to keep it for negating certain attacks afterwards. If you want more freedom with when you use it, you could switch the Amulet to Diviner stats. is needed at the start of an encounter to provide a buffer of
- Don't go below ~31% boon duration as this is the theoretical minimum amount needed to provide permanent Alacrity.
and off cooldown.
- Note that all the Alacrity comes from your mech, which inherits your concentration stat rather than your boon duration. This makes gear such as worthless.
Consumables
Food
- or ascended versions
Utility
Usage
Sword Rotation
Aside from using your mech skills off cooldown, the rotation is functionally a priority list:
- Every time you complete an auto chain, it slightly reduces the cooldown of your two sword skills.
Hammer Rotation
Opener
- Weapon Swap (or stow kit)
- (optional)
Rest of the Rotation
After the opener, your basic loop is as follows:
- Autoattack and use and on Hammer until Electro-whirl is available - make sure to finish your auto chains!
- , and OR (if available)
- Weapon Swap (or stow kit)
- Repeat
- is a small DPS increase, but locks your character into a long animation. As the skill also provides two evades, it can instead be saved for defensive use.
- Only use one of these grenade skills alongside each time you enter .
- takes priority over .
- On a loop where you use , only use the next time you enter .
, and all trigger , so you want to spread them out.
- See below for more General Tips.
Rifle Rotation
Rifle video example - see the DPS Build for the written rotation.
Mace Rotation
The rotation below assumes you are using offhand Pistol.
Opener
- Weapon Swap (or stow kit)
- ⇒ ⇒
- Weapon Swap (or stow kit)
Rest of the Rotation
After the opener, your basic loop is as follows:
- Autoattack and use on Mace until either Blowtorch or Rocket Fist Prototype are available - make sure to finish your auto chains!
- or - these should alternate between loops
- , and (if available)
- Weapon Swap (or stow kit)
- Repeat
General Tips
- Thanks to , if you are over 360 units away from your mech when using F1-3 skills, their cooldown will be 50% longer. It is therefore vital to make sure you are within range before using them or you will cripple your boon uptimes.
- You will need to use Alacrity, but it can be delayed slightly if the Aegis is needed. to maintain
- Use Alacrity in this case. off cooldown. You can delay it by a second if it will coincide with , as the internal cooldown of would prevent the first tick from applying
- Use your F1 ability off cooldown.
- Use off cooldown for damage, but hold on to it if the mech is in danger of dying, so that you can instantly revive it.
- If you are using , use it instead of in the opener, then use one second after the final pulse of . Make sure never to have these two skills overlap - this is to avoid the internal cooldown from .
- Try to keep an eye on your mech, as it is a major source of Alacrity thanks to . If it ends up more than 600 units from the stack, don't hesitate to use to force it to the correct location.
Ratings
Comments
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