Mechanist - Power DPS
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage
Designed for: Raids and Fractals
Overview
Power Mechanist has a simple rotation, and the mech allows you to maintain high damage even if you're forced to deal with mechanics. This makes it an excellent starter class.
The different weapon options allow for some flexibility in utility and survivability, and it can provide some minor group support quite easily.
Skill Bar
Weapon Variants
- Sword/Pistol is a small DPS gain for players that own Secrets of the Obscure, though as it is fully melee it may be lower damage in real encounters.
- Shield is a moderate DPS loss, but offers good CC and survivability, though Hammer provides similar benefits and does more damage.
- Players that own Janthir Wilds can push the damage even further by taking and .
- Hammer offers frequent projectile reflect, an evade, and a block. The lightning field on
Swiftness for your subgroup.
will also result in some occasional
Skill Variants
- can be used to skip certain oneshot attacks
- should replace if using Sword and .
- can replace . This is a small DPS loss, but the rotation is simpler and you gain access to more CC and boon rip. It also has stronger burst damage if you can precast a mine.
Template Code
Specializations
- For phases under 20s, the burst of is significantly better so it is more recommended on encounters such as Keep Construct, Samarog or Conjured Amalgamate.
are the highest damage, but your mech won't close to melee range, which can lead to them ending up outside of the range of if you don't keep an eye on it. This trait is required if using Sword/Pistol and as you don't have other ranged damage.
- It would be a minor long-term DPS loss to take
- It would be a further minor DPS loss to take
Might for doing so.
, and you would generate a decent amount of
, and you wouldn't have to worry about your mech's positioning as much.
- It would be a further minor DPS loss to take
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Dragon
Berserker
Berserker
Dragon
Dragon
Dragon
Berserker
Berserker
Berserker
x6
x18
Equipment Variants
- offers the highest damage potential, but you need to use Sword/Pistol and which is fully melee.
- The
Dragon stats pieces are a tiny DPS increase, so you can run full
Berserker stats if you prefer.
- is a tiny DPS loss.
Consumables
Food
- or ascended versions
Utility
Usage
The build is incredibly easy to play, and mostly boils down to using certain weapon skills off-cooldown.
If taking
, whenever you use skill 2 ( , or ), switch to and use , plus OR . Shrapnel Grenade will always be ready, skip Poison and Freeze grenade if they are on cooldown.
Rifle Rotation
Opener
Weapon Swap (or stow kit)
Rest of the Rotation
- Autoattack and use your rifle skills as they come off cooldown until Blunderbuss is available
- plus and (if available)
Weapon Swap (or stow kit)
- Repeat
- If you hover your mouse over an element of the UI, your character will use in place, minimising the animation length and maintaining your position
Sword Rotation
If using
bring instead of , and when is on a ~3 second cooldown do the following burst to trigger the relic:- and exit Bomb Kit
Outside of this, the rotation is functionally a priority list:
- (if using)
- With , after using , go into and use plus either or (if available). takes priority.
- Complete your autoattack chains.
- Every time you complete an auto chain, it slightly reduces the cooldown of your two sword skills.
Video example (with Elixir Gun)
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 grenade skill alongside
- takes priority over .
- On a loop where you use , only use the next time you enter .
each time you enter .
- See below for more General Tips.
General Tips
- Make sure you're within 360 units of your mech before using F1-3 skills, or they will have a 50% longer cooldown thanks to .
- Try to let your autoattacks finish.
- Use
- may be delayed is a breakbar if imminent.
, and off cooldown - you can set them on autocast if you won't need to save them for CC.
- If your mech dies, use to immediately get it back.
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