Mechanist - Alacrity Support Power DPS

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Direct damage and Support

Designed for: Raids and Fractals

Expansions required: End of Dragons builds

Difficulty:
Easy
This build was last updated on September 12, 2023 and is up to date for the August 22, 2023 game patch.

Overview

A power boon support build for Mechanist. Provides permanent Alacrity Alacrity and high uptimes of Fury Fury and Might 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 Might. As all its Alacrity Alacrity comes from the mech, the mechanist can be completely off-stack as required without dropping boons.


Skill Bar

Hammer
Utility


Weapon Variants

  • 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 Might generation.
  • Mace/Shield will provide significantly less DPS, though you will gain some barrier generation and easier CC.


Template Code

[&DQMGNyYvRioqDyoPhgCGABobGhsQGwsbCRuJAQAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Trait Variants

  • It would be a minor DPS gain to take , though it would only be worthwhile if you are absolutely certain that your group can maintain 25 Might Might without it.


Equipment

Head
Diviner
Shoulders
Berserker
Chest
Diviner
Hands
Berserker
Legs
Diviner
Feet
Berserker
Backpiece
Diviner
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Diviner
Ring
Diviner
Hammer
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Boon duration variants

  • The above setup should provides ~35% boon duration, which should be enough as long as you're able to use and off cooldown.
    • is needed at the start of an encounter to provide a buffer of Alacrity 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 Diviner stats.
    • Don't go below ~31% boon duration as this is the theoretical minimum amount needed to provide permanent Alacrity Alacrity.
  • Note that all the Alacrity 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

Hammer Rotation

Opener

  1. Weapon Swap Weapon Swap (or stow kit)
  2. (optional)


Rest of the Rotation

After the opener, your basic loop is as follows:

  1. Autoattack and use and on Hammer until Electro-whirl is available - make sure to finish your auto chains!
  2. , and OR (if available)
  3. Weapon Swap Weapon Swap (or stow kit)
  4. Repeat

Hammer video example


  • 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.
  • , and all trigger , so you want to spread them out.
    • 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 .
  • 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

  1. Weapon Swap Weapon Swap (or stow kit)
  2. Weapon Swap Weapon Swap (or stow kit)


Rest of the Rotation

After the opener, your basic loop is as follows:

  1. Autoattack and use on Mace until either Blowtorch or Rocket Fist Prototype are available - make sure to finish your auto chains!
  2. or - these should alternate between loops
  3. , and (if available)
  4. Weapon Swap Weapon Swap (or stow kit)
  5. 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 to maintain Alacrity Alacrity, but it can be delayed slightly if the Aegis Aegis is needed.
  • Use 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 Alacrity Alacrity in this case.
  • 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 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

This build has a rating of 5 stars based on 2 votes.
Log in or register to rate this build.
5 stars
OfficerAndyGentleman gave this build 5 stars • November 2022
Great alacrity DPS build that has become a standard of many raid comps, the rifle build allows you go full offensive, and with mace/shield you can bring a bit more defence.
5 stars
Mordiko gave this build 5 stars • April 2022
Good damage, permanent boon uptime. The rotation is easy enough. The hardest part is managing your mech. Other than that it's a great build I've been using in Raids since release.

Comments

Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium