Mechanist - Alacrity Support Healer
The mech itself provides the majority of offensive boons, which leaves the mechanist able to handle ranged mechanics and makes it very reliable provided the mech's position is controlled. Unlike the DPS alacrity builds, it also does not require to maintain Alacrity, leaving it free to be used to counter mechanics with Aegis and/or Stability.
The greatest weakness of heal mechanist is that its self-healing is even lower than usual for a heal build, which means that it is more difficult than the common alternatives if used as a tank.
Any of the utility skills could be swapped out if needed, just be aware of what you're sacrificing in each case:
- offers consistent condi cleanse and healing over time. This should be your lowest priority for swapping out.
- is an extra source of barrier, and can cover any gaps in Alacrity or provide projectile defence. You can also benefit from the passive damage reduction if you're tanking.
- gives you a stun-break and allows you to precisely position the mech if needed. More importantly however, it guarantees that your mech will have Alacrity, which is what affects the cooldown of your command skills.
Some ideas for extra utilities:
- for reliable CC.
- can be used for even more CC if isn't enough, or for the boon rip.
- gives you access to additional boons if you bring the relevant turret.
- might be useful on some encounters. Typically you shouldn't struggle for Regeneration uptime, but on encounters where boons might get stripped/missed and there are frequent condis to cleanse, it can be potent.
- can be very nice on encounters with lots of condis, particularly if those condis convert to boons you otherwise have limited generation of.
- can be very useful if you're struggling with tanking.
- or alternatives
- as a cheap option - it would be optimal to swap one accessory to Harrier stats to make up for the lost concentration.
Due to the cooldown penalty from , try not to be too far from your mech when activating .
This should keep your group healthy for the most part but for optimal play you want to make use of the following:
Significant healing over time can be added from the following skills:
- (Med Kit) - Provides a large amount of Regeneration as well as some other useful boons.
- (Elixir Gun) - Pulses rapid healing over six seconds on a relatively short cooldown.
- (Mortar Kit) - A water field and more healing over time.
and are the most important skills here. is nice, but it is also a water field so on some encounters it may be worth holding on to for burst healing.
has the same cooldown as , and has about half the cooldown. This means you can use the cooldown of to track the cooldown of the other skills whilst not in their respective kits - Use both skills whenever you use , and hop into an extra time when is on a ~15s cooldown.
You can just about maintain permanent protection by using both shield skills and off cooldown. However these skills also offer significant utility, so feel free to delay them if they will be needed.
You only really have one burst skill available, the appropriately named , but you can get some more by comboing available blast finishers with the water field from or . These are:
- - the flip skill of
As you may be using the first two skills in your rotation, might be the only blast finisher you have so it can be beneficial to plan accordingly if you know there is some big damage incoming. Be aware that launches you backwards, which can be very dangerous, but it can be cancelled by weapon swapping as soon as you see yourself move.
While not a burst heal per-se can provide a good amount of barrier to protect against and incoming hit. This skill can also be used to fill in any gaps in Alacrity, or to block incoming projectiles for five seconds. Also bear in mind that the passive reduces all incoming damage by 10%, which may be more valuable than the active effect if you're tanking.
Finally, if a large amount of sustained healing is required you can remain in and spam and . Be aware that neither of these skills heal you, and you're no use to your team if you get downed!
already provides some measure of condition cleanse. You also have:
- (Med Kit)
- (Elixir Gun)
If you need even more, then the light fields from or (Mortar Kit) can be comboed with a blast finisher.
You don't have a huge amount of CC available, limited to:
- - flip skill of
- - flip skill of
- Given your abundance of boon duration, you can also briefly recall your mech and use .
As ideally you want to use shield skills to provide Protection, on encounters that require a lot of CC you may wish to bring a utility skill such as or instead.
Heal Mechanist is very well suited to hand kiting and many options will work, but there are some recommendations.
only has one skill that heals you, and it's not for a huge amount so is strongly recommended it be swapped out
- offers consistent healing while passive, and Mechanist's largest heal when activated.
- provides a big heal, and also a good amount of protection and regeneration.
- has a very short cooldown and if left active pulses a huge amount of Regeneration.
is an essential skill due to , but is optional and should be replaced
- brings a channeled block on .
- in combination with pulses Protection.
It is extremely helpful to have permanent Protection uptime, so is a good choice - make sure not to drop hands on it so that it stays alive as long as possible. Similarly, makes Regeneration permanent when combined with . As the initial overcharge also provides Regeneration you are free to immediately pick it up for the cooldown reduction or detonate it for the water field combo.
The standard traits can be run, but there are options:
- should be used if you're taking , otherwise there's no point in bringing the turret.
- You may find the damage reduction from more valuable than the cooldown reduction on .
- Alchemy or Inventions can be replaced with Explosives for and . Be aware that will require you to regularly hit enemies with your to trigger.
For a general explanation of the playstyle and some suggestions for runes and food, see the guide.
The key to this build's value is in keeping the mech on the group to provide boons, so make sure to direct it to the group whenever they are on the platform. You can save to block Annihilate, but as you are unlikely to be in range of you won't have it available for each one.
As you lack blocks, you may not be able to consistently stack five hands together, so keep an eye on your health. Use to save yourself from Mind Crush. You won't have time to use this again in between.
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