Difference between revisions of "Mechanist - Condi 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 = great |
| focus = Condition Damage | | focus = Condition Damage | ||
+ | | xpac = eod, jw | ||
| meta = | | meta = | ||
+ | | difficulty = 2 | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | + | Condition mechanist is a strong and versatile DPS build that is both a strong and simple version of condi engineer. The addition of the mech ensures reliable damage with minimal input, and the strength of signets allows you to replace kits and vastly simplify the rotation as you desire. | |
+ | |||
+ | The plethora of viable builds means that this is a strong option regardless of experience level, and it allows you to gently increase the difficulty (and damage) as you gain confidence. | ||
Line 18: | Line 21: | ||
| profession = Engineer | | profession = Engineer | ||
| specialization = Mechanist | | specialization = Mechanist | ||
− | | weapon1 = | + | | weapon1 = Spear |
− | | weapon2 = | + | | weapon2 = |
| weapon3 = | | weapon3 = | ||
| weapon4 = | | weapon4 = | ||
| healing = A.E.D. | | healing = A.E.D. | ||
| utility1 = Grenade Kit | | utility1 = Grenade Kit | ||
− | | utility2 = | + | | utility2 = Superconducting Signet |
| utility3 = Shift Signet | | utility3 = Shift Signet | ||
− | | elite = | + | | elite = Overclock Signet |
| pet1 = | | pet1 = | ||
| pet2 = | | pet2 = | ||
Line 32: | Line 35: | ||
− | === | + | ===Pistol Variants=== |
− | + | Players who don't own Janthir Wilds cannot use spear, so '''Pistol/Pistol''' is the next best option. '''Pistols''' also have better ranged capabilities, which might be preferable on some encounters. | |
− | + | ||
− | * {{ | + | {{trait|Mech Core: Jade Dynamo}} is the strongest option for the '''Pistol''' build, but using {{Trait|Mech Core: J-Drive}}, you can dramatically simplify the rotation without losing too much damage. |
− | * {{ | + | |
+ | If using {{trait|Mech Core: Jade Dynamo}}, replace {{skill|Superconducting Signet}} with {{skill|Bomb Kit}}. | ||
+ | |||
+ | |||
+ | ===Skill Variants=== | ||
+ | * The heal skill can be whatever you want, though some options stand out: | ||
+ | ** {{skill|Rectifier Signet}} is very potent with {{Trait|Mech Core: J-Drive}} as it has higher passive healing, which isn't lost upon activating the signet. | ||
+ | ** {{skill|A.E.D.}} allows you to survive some one-shot attacks. | ||
+ | ** {{skill|Healing Turret}} does an AoE condi cleanse when it is placed, which can be situationally useful. | ||
+ | * If you want to totally avoid kits, use {{skill|Force Signet}}. Be aware that removing {{skill|Grenade Kit}} removes your main way of triggering both {{trait|Aim-Assisted Rocket}} and {{trait|Shrapnel}}, which means {{trait|Explosive Temper}} and {{trait|Big Boomer}} should perform better, though the difference will be minor. | ||
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQMGJyY5RjUqDyoPhgCGAA4bDhsQGxobCRuJAQAAAAAAAAAAAAAAAAAAAAACCQE2AAA=] |
}} | }} | ||
+ | |||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Explosives|bot| | + | {{Specialization|Explosives|bot|top|mid|}} |
{{Specialization|Firearms|top|mid|bot|}} | {{Specialization|Firearms|top|mid|bot|}} | ||
{{Specialization|Mechanist|top|top|top|}} | {{Specialization|Mechanist|top|top|top|}} | ||
− | * {{Trait|Mech Core: | + | * {{Trait|Mech Core: Jade Dynamo}} is the stronger (though more complicated) option if using '''Pistol/Pistol'''. |
Line 59: | Line 72: | ||
| weight = Medium | | weight = Medium | ||
| stats = Viper | | stats = Viper | ||
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Trapper |
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = Pistol | + | | weapon1 = Spear |
− | | | + | | weapon2 = |
+ | | weapon3 = Pistol | ||
+ | | weapon4 = Pistol | ||
| sigil1 = Superior Sigil of Bursting | | sigil1 = Superior Sigil of Bursting | ||
| sigil2 = Superior Sigil of Earth | | sigil2 = Superior Sigil of Earth | ||
+ | | sigil3 = Superior Sigil of Bursting | ||
+ | | sigil4 = Superior Sigil of Earth | ||
| weapon1-stats = | | weapon1-stats = | ||
| weapon2-stats = | | weapon2-stats = | ||
− | |||
− | |||
| weapon3-stats = | | weapon3-stats = | ||
| weapon4-stats = | | weapon4-stats = | ||
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| infusion1-qt = 18 | | infusion1-qt = 18 | ||
| infusion2-qt = | | infusion2-qt = | ||
+ | | relic = Relic of the Fractal | ||
| head = | | head = | ||
− | | shoulders = | + | | shoulders = Sinister |
| chest = | | chest = | ||
− | | hands = | + | | hands = Sinister |
| legs = | | legs = | ||
| feet = | | feet = | ||
− | | backpiece = | + | | backpiece = Sinister |
| accessory1 = | | accessory1 = | ||
| accessory2 = | | accessory2 = | ||
Line 88: | Line 104: | ||
}} | }} | ||
− | * {{ | + | * The {{sigil|Superior Sigil of Bursting}} could be swapped for a {{sigil|Superior Sigil of Geomancy}}. The sigil is cheaper and the damage is slightly better, but it requires you to be in melee to benefit. |
+ | * The recommended setup is practically the same damage as full {{tooltip|Viper stats}} gear. | ||
+ | ** In this case, {{utility|Master Tuning Crystal}} would be the stronger utility. | ||
+ | |||
+ | |||
+ | ===Non-SotO Relics=== | ||
+ | Unfortunately there aren't any good core damage relics for condi Mechanist, the best option being {{relic|Relic of the Aristocracy}}, which does not affect your mech. | ||
+ | * If running this, you would want to swap some pieces to {{tooltip|Sinister stats}} such that you reach ~67% base condition duration, with bleeding and burning duration capped. | ||
+ | * It may be recommended to pick an option that offers some utility instead. | ||
+ | |||
==Consumables== | ==Consumables== | ||
− | '''Food | + | |
+ | '''Food''' | ||
* {{food|Plate of Beef Rendang}} or ascended versions | * {{food|Plate of Beef Rendang}} or ascended versions | ||
− | '''Utility | + | '''Utility''' |
− | * {{utility|Master Tuning Crystal}} | + | * {{utility|Toxic Focusing Crystal}} |
+ | ** {{utility|Master Tuning Crystal}} for a cheaper alternative | ||
+ | |||
+ | |||
+ | |||
+ | ==Usage== | ||
+ | |||
+ | ===Simpler Rotations=== | ||
+ | Mechanist's signets are very strong, which allows them to replace {{Skill|Bomb Kit}}/{{skill|Grenade Kit}} and {{Skill|Elite Mortar Kit}} if you use the {{trait|Mech Core: J-Drive}} trait. This also allows you to use {{Skill|Shift Signet}} without losing DPS. | ||
+ | |||
+ | See the [[Build:Mechanist_-_Condi_Boon_Support|Condi Boon Support]] page for this rotation, and use {{Skill|Superconducting Signet}} off cooldown - this should prevent you needing to use {{Skill|Freeze Grenade}} outside of the opener. | ||
+ | |||
+ | |||
+ | [https://youtu.be/xEZdd7Dmzlw Video guide by Masel] | ||
+ | |||
+ | [https://youtu.be/tEbq2DyrElo Rotation example (J-Drive)] | ||
+ | |||
+ | |||
+ | ===Spear rotation=== | ||
+ | The basic structure of '''Spear's''' rotation will be very familiar to players of engineer: You finish your auto chains and use DPS skills off cooldown until you use {{skill|Conduit Surge}} (skill 2), then jump into {{skill|Grenade Kit}} and use {{skill|Shrapnel Grenade}} along with {{skill|Freeze Grenade}} and {{skill|Poison Grenade}} if they are off cooldown. | ||
+ | |||
+ | The unique aspect of '''Spear''' is the ''Focused'' mechanic, which is applied by {{skill|Conduit Surge}} and refreshed by the last hit of the auto chain. You can only have a single ''Focused'' target, and hitting the target with '''Spear''' skills will trigger enhanced effects: | ||
+ | * The autoattack chain will apply {{tooltip|Vulnerability}} | ||
+ | * {{skill|Conduit Surge}} applies more {{tooltip|Burning}} | ||
+ | * {{skill|Lightning Rod}} {{to}} {{skill|Electric Artillery}} deals more damage, and applies more {{tooltip|Vulnerability}} and {{tooltip|Burning}}. | ||
+ | * {{skill|Roiling Skies}} deals (slightly) more CC. | ||
+ | * {{skill|Devastator}} will hit the ''Focused'' target with {{skill|Focused Devastation}}, applying more damage and {{tooltip|Burning}}. | ||
+ | |||
+ | |||
+ | <big>'''Rotation fundamentals'''</big> | ||
+ | |||
+ | Your three biggest damage contributions come from {{skill|Lightning Rod}} {{to}} {{skill|Electric Artillery}}, {{skill|Conduit Surge}} and {{skill|Shrapnel Grenade}}. When you activate {{skill|Lightning Rod}} a whirling AoE spins around you for four seconds, gaining a charge for each target hit. After this {{skill|Electric Artillery}} will activate and do damage according to its charge. The cooldown for the skill begins once you activate {{skill|Lightning Rod}} so using this skill is high priority, while you can afford to delay {{skill|Electric Artillery}} if needed (it lasts until {{skill|Lightning Rod}} is ready again). | ||
+ | |||
+ | Practically speaking, if you cast {{skill|Lightning Rod}} and {{skill|Conduit Surge}} together, the charging time on {{skill|Electric Artillery}} means that it becomes available around the time that {{skill|Conduit Surge}} comes off cooldown. And as you always want to be following up {{skill|Conduit Surge}} with {{skill|Shrapnel Grenade}}, your rotation should end up always casting these three skills together (alternating between {{skill|Lightning Rod}} and {{skill|Electric Artillery}}). | ||
+ | |||
+ | For the rest of the rotation, try to finish your auto chains, while using the following skills off cooldown: | ||
+ | * {{skill|Freeze Grenade}} | ||
+ | * {{skill|Poison Grenade}} | ||
+ | * {{skill|Devastator}} | ||
+ | * {{skill|Superconducting Signet}} | ||
+ | * Your mech skills | ||
+ | * {{skill|Overclock Signet}} - skip if there's any danger of your mech dying, so you can use it to resummon them instead. | ||
+ | |||
+ | |||
+ | Due to your three main skills always being cast together, this gives the rotation a "loop" of approximately five seconds (with {{tooltip|Quickness}} and {{tooltip|Alacrity}}). However your other grenade skills and {{skill|Devastator}} have a ~16s cooldown (with {{tooltip|Alacrity}}), which means that played optimally, these skills will end up shifting their position. You can look at the cooldown of {{skill|Freeze Grenade}} and {{skill|Poison Grenade}} whenever you go into {{skill|Grenade Kit}} for {{skill|Shrapnel Grenade}}. If the cooldown is under two seconds, you exit, do an auto chain, then go back into {{skill|Grenade Kit}} for them. | ||
+ | |||
+ | [https://youtu.be/9cBWH7pq8RM Video example] | ||
+ | |||
+ | |||
+ | However, if you find handling kits tricky (or just prefer a neater loop), you can use the following rotation, which is a relatively small DPS loss over the optimal one: | ||
+ | |||
+ | '''Burst Loop''' | ||
+ | # {{skill|Lightning Rod}} | ||
+ | # {{skill|Conduit Surge}} | ||
+ | # {{skill|Grenade Kit}} | ||
+ | ## {{skill|Shrapnel Grenade}} | ||
+ | ## {{skill|Poison Grenade}} | ||
+ | ## {{skill|Freeze Grenade}} | ||
+ | ## {{tooltip|Weapon Swap}} | ||
+ | # {{skill|Superconducting Signet}} | ||
+ | # {{skill|Devastator}} | ||
+ | |||
+ | '''Filler Loops''' | ||
+ | |||
+ | Repeat this loop three times, then return to the Burst Loop | ||
+ | # {{skill|Electric Artillery}} or {{skill|Lightning Rod}} (whichever is available) | ||
+ | # {{skill|Conduit Surge}} | ||
+ | # {{skill|Grenade Kit}} | ||
+ | ## {{skill|Shrapnel Grenade}} | ||
+ | ## {{tooltip|Weapon Swap}} | ||
+ | # {{skill|Puncturing Jab}} {{to}} {{skill|Rending Strike}} {{to}} {{skill|Amplifying Slice}} x2 | ||
+ | |||
+ | This rotation slightly delays using {{skill|Devastator}} to make the rotation loop properly. It also does not list mech skills or {{skill|Overclock Signet}}, which should be used off cooldown but have no cast time. You could set the mech skills to autocast, though this may be less effective than triggering them yourself. | ||
+ | |||
+ | |||
+ | ===Crowd Control=== | ||
+ | * {{skill|Roiling Skies}}: 200 defiance break - 232 to your ''Focused'' target | ||
+ | * {{skill|Sky Circus}}: 232 defiance break - used for damage in your rotation, but the damage is low so you could hold onto it for CC | ||
+ | * {{skill|Superconducting Signet}}: Not a CC in itself, but it drops a lightning field that you could combo with {{skill|Conduit Surge}} for 100 defiance break. | ||
+ | |||
+ | |||
+ | ===Pistol Jade Dynamo rotation=== | ||
+ | {{Collapse start|Click to view}} | ||
+ | The Jade Dynamo rotation (using three kits) is very complicated and essentially boils down to keeping track of priority cooldown skills and switching into kits as necessary to maximise their uses. Downtime between kit swaps are filled with '''Pistol''' autos. | ||
+ | |||
+ | |||
+ | To make this manageable, each "kit" you swap to (for these purposes we consider '''Pistols''' to also be a kit) has a key skill that we ideally want to swap to and use every time it comes off cooldown, as well as some lower-priority skills that you use if they happen to be off cooldown when you swap. The skills you use in each kit are: | ||
+ | |||
+ | |||
+ | '''Pistol/Pistol'''<br> | ||
+ | Key skills: {{Skill|Blowtorch}} & {{Skill|Poison Dart Volley}} <br> | ||
+ | Other skills: {{Skill|Static Shot}} | ||
+ | |||
+ | |||
+ | '''Grenade Kit'''<br> | ||
+ | Key skill: {{Skill|Shrapnel Grenade}}<br> | ||
+ | Other skills: {{Skill|Freeze Grenade}} & {{Skill|Poison Grenade}} | ||
+ | |||
+ | |||
+ | '''Bomb Kit'''<br> | ||
+ | Key skill: {{Skill|Fire Bomb}}<br> | ||
+ | Other skill: {{Skill|Concussion Bomb}} | ||
+ | |||
+ | |||
+ | You may notice that the cooldowns of the key skills (before {{tooltip|Alacrity}}) are 5, 8 and 12 seconds, which do not fit together very neatly. The full rotation then is not going to look very neat, but it can be broken down into a general loop with three sections: | ||
+ | |||
+ | |||
+ | <big>'''Section 1'''</big> | ||
+ | |||
+ | Cycle through each kit in turn, using all the skills named above in each. In general, the best order for kits will be | ||
+ | : {{skill|Static Shot}} & {{skill|Blowtorch}} {{to}} {{Skill|Grenade Kit}} {{to}} {{skill|Poison Dart Volley}} {{to}} {{Skill|Bomb Kit}} | ||
+ | |||
+ | {{Skill|Poison Dart Volley}} and {{skill|Fire Bomb}} have the same cooldown, so if we make sure to cast {{Skill|Poison Dart Volley}} last on '''Pistol''' and {{skill|Fire Bomb}} first in {{skill|Bomb Kit}} then we can know that we only need to go into {{skill|Bomb Kit}} immediately after using {{Skill|Poison Dart Volley}}. | ||
+ | |||
+ | After {{Skill|Bomb Kit}}, autoattack on '''Pistol''' until just before {{Skill|Poison Dart Volley}} then do: | ||
+ | : {{skill|Shrapnel Grenade}} {{to}} {{skill|Poison Dart Volley}} {{to}} {{skill|Fire Bomb}} | ||
+ | |||
+ | |||
+ | <big>'''Section 2'''</big> | ||
+ | |||
+ | Your key '''Pistol/Pistol''' should be coming off cooldown now so you can immediately go | ||
+ | : {{skill|Static Shot}} & {{skill|Blowtorch}} {{to}} {{Skill|Grenade Kit}} {{to}} '''Pistol/Pistol''' | ||
+ | |||
+ | {{Skill|Shrapnel Grenade}} may not be available when you swap to {{Skill|Grenade Kit}}, so auto with {{Skill|Grenade}} until it's ready. | ||
+ | |||
+ | After {{skill|Shrapnel Grenade}} autoattack on '''Pistol''' until just before {{Skill|Poison Dart Volley}}, then: | ||
+ | : {{skill|Shrapnel Grenade}} {{to}} {{Skill|Poison Dart Volley}} {{to}} {{skill|Bomb Kit}} {{to}} '''Pistol/Pistol''' | ||
+ | |||
+ | |||
+ | <big>'''Section 3'''</big> | ||
+ | |||
+ | The final section is much like '''Section 2''', but the cooldowns align slightly differently. | ||
+ | : {{skill|Static Shot}} & {{skill|Blowtorch}} {{to}} {{Skill|Grenade Kit}} {{to}} '''Pistol/Pistol''' | ||
+ | |||
+ | This time, when {{Skill|Poison Dart Volley}} is available do | ||
+ | : {{Skill|Poison Dart Volley}} {{to}} {{skill|Bomb Kit}} {{to}} '''Pistol/Pistol''' | ||
+ | |||
+ | Autoattack on '''Pistol''' until {{skill|Static Shot}} and {{skill|Blowtorch}} are on a ~6 second cooldown then quickly swap into {{skill|Grenade Kit}} and use {{skill|Shrapnel Grenade}}. Return to '''Pistol/Pistol''' after using {{Skill|Shrapnel Grenade}} and start again from '''Section 1''' when {{skill|Blowtorch}} and {{skill|Static Shot}} are off cooldown. | ||
+ | |||
+ | |||
+ | [https://youtu.be/4yVVydGiDIw Rotation example (Jade Dynamo)] | ||
+ | |||
+ | |||
+ | <big>'''Winging It'''</big><br> | ||
+ | If you find the structure above difficult to follow, you can use your '''Pistol''' cooldowns to prompt you to swap kits: | ||
+ | * Every time you use {{skill|Poison Dart Volley}}, go into {{skill|Bomb Kit}} | ||
+ | * {{skill|Shrapnel Grenade}} has roughly half the cooldown of {{skill|Static Shot}} and {{skill|Blowtorch}}, so use it once immediately before or after using these '''Pistol''' skills, then again when they are on a ~6 second cooldown. | ||
+ | * Focus on the key skills so as not to delay your rotation. | ||
+ | ** When swapping to kits to use key skills, have a look at the remaining cooldowns on the other skills. If they are ready, then swap back to the kit and use them when you would otherwise just be autoattacking on '''Pistol'''. | ||
+ | * '''Pistol''' skills should take priority. | ||
+ | |||
+ | |||
+ | <big>'''General Tips'''</big><br> | ||
+ | * 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 {{trait|Mechanical Genius}}. | ||
+ | * Any of your other '''Pistol''' skills will interrupt {{skill|Poison Dart Volley}}, so it's best to use it last. | ||
+ | ** You can swap to {{skill|Bomb Kit}} during the cast without interrupting the skill. | ||
+ | * During the wind-up of {{skill|Blowtorch}}, it can be interrupted with {{skill|Static Shot}}. Either make sure not to press {{skill|Static Shot}} too soon, or use {{skill|Static Shot}} first. | ||
+ | * Press all your mech skills off cooldown - you can save {{Skill|Jade Mortar}} for CC if necessary. | ||
+ | * If using {{Skill|Overclock Signet}}, use it off cooldown. It is a very small DPS gain though, so hold on to it if there is any danger that the mech might die. | ||
+ | {{Collapse end}} |
Latest revision as of 01:17, 18 November 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage
Designed for: Raids and Fractals
Overview
Condition mechanist is a strong and versatile DPS build that is both a strong and simple version of condi engineer. The addition of the mech ensures reliable damage with minimal input, and the strength of signets allows you to replace kits and vastly simplify the rotation as you desire.
The plethora of viable builds means that this is a strong option regardless of experience level, and it allows you to gently increase the difficulty (and damage) as you gain confidence.
Skill Bar
Pistol Variants
Players who don't own Janthir Wilds cannot use spear, so Pistol/Pistol is the next best option. Pistols also have better ranged capabilities, which might be preferable on some encounters.
is the strongest option for the Pistol build, but using , you can dramatically simplify the rotation without losing too much damage.
If using
, replace with .
Skill Variants
- The heal skill can be whatever you want, though some options stand out:
- is very potent with as it has higher passive healing, which isn't lost upon activating the signet.
- allows you to survive some one-shot attacks.
- does an AoE condi cleanse when it is placed, which can be situationally useful.
- If you want to totally avoid kits, use . Be aware that removing removes your main way of triggering both and , which means and should perform better, though the difference will be minor.
Template Code
Specializations
- is the stronger (though more complicated) option if using Pistol/Pistol.
Equipment
Viper
Sinister
Viper
Sinister
Viper
Viper
Sinister
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x18
- The could be swapped for a . The sigil is cheaper and the damage is slightly better, but it requires you to be in melee to benefit.
- The recommended setup is practically the same damage as full Viper stats gear.
- In this case, would be the stronger utility.
Non-SotO Relics
Unfortunately there aren't any good core damage relics for condi Mechanist, the best option being
, which does not affect your mech.- If running this, you would want to swap some pieces to Sinister stats such that you reach ~67% base condition duration, with bleeding and burning duration capped.
- It may be recommended to pick an option that offers some utility instead.
Consumables
Food
- or ascended versions
Utility
-
- for a cheaper alternative
Usage
Simpler Rotations
Mechanist's signets are very strong, which allows them to replace
/ and if you use the trait. This also allows you to use without losing DPS.See the Condi Boon Support page for this rotation, and use off cooldown - this should prevent you needing to use outside of the opener.
Spear rotation
The basic structure of Spear's rotation will be very familiar to players of engineer: You finish your auto chains and use DPS skills off cooldown until you use
(skill 2), then jump into and use along with and if they are off cooldown.The unique aspect of Spear is the Focused mechanic, which is applied by
and refreshed by the last hit of the auto chain. You can only have a single Focused target, and hitting the target with Spear skills will trigger enhanced effects:- The autoattack chain will apply Vulnerability
- Burning applies more
- ⇒ deals more damage, and applies more Vulnerability and Burning.
- deals (slightly) more CC.
- Burning. will hit the Focused target with , applying more damage and
Rotation fundamentals
Your three biggest damage contributions come from ⇒ , and . When you activate a whirling AoE spins around you for four seconds, gaining a charge for each target hit. After this will activate and do damage according to its charge. The cooldown for the skill begins once you activate so using this skill is high priority, while you can afford to delay if needed (it lasts until is ready again).
Practically speaking, if you cast
and together, the charging time on means that it becomes available around the time that comes off cooldown. And as you always want to be following up with , your rotation should end up always casting these three skills together (alternating between and ).For the rest of the rotation, try to finish your auto chains, while using the following skills off cooldown:
- Your mech skills
- - skip if there's any danger of your mech dying, so you can use it to resummon them instead.
Due to your three main skills always being cast together, this gives the rotation a "loop" of approximately five seconds (with Quickness and Alacrity). However your other grenade skills and have a ~16s cooldown (with Alacrity), which means that played optimally, these skills will end up shifting their position. You can look at the cooldown of and whenever you go into for . If the cooldown is under two seconds, you exit, do an auto chain, then go back into for them.
However, if you find handling kits tricky (or just prefer a neater loop), you can use the following rotation, which is a relatively small DPS loss over the optimal one:
Burst Loop
Filler Loops
Repeat this loop three times, then return to the Burst Loop
- or (whichever is available)
- ⇒ ⇒ x2
This rotation slightly delays using
to make the rotation loop properly. It also does not list mech skills or , which should be used off cooldown but have no cast time. You could set the mech skills to autocast, though this may be less effective than triggering them yourself.
Crowd Control
- : 200 defiance break - 232 to your Focused target
- : 232 defiance break - used for damage in your rotation, but the damage is low so you could hold onto it for CC
- : Not a CC in itself, but it drops a lightning field that you could combo with for 100 defiance break.
Pistol Jade Dynamo rotation
The Jade Dynamo rotation (using three kits) is very complicated and essentially boils down to keeping track of priority cooldown skills and switching into kits as necessary to maximise their uses. Downtime between kit swaps are filled with Pistol autos.
To make this manageable, each "kit" you swap to (for these purposes we consider Pistols to also be a kit) has a key skill that we ideally want to swap to and use every time it comes off cooldown, as well as some lower-priority skills that you use if they happen to be off cooldown when you swap. The skills you use in each kit are:
Pistol/Pistol
Key skills: &
Other skills:
Grenade Kit
Key skill:
Other skills: &
Bomb Kit
Key skill:
Other skill:
You may notice that the cooldowns of the key skills (before Alacrity) are 5, 8 and 12 seconds, which do not fit together very neatly. The full rotation then is not going to look very neat, but it can be broken down into a general loop with three sections:
Section 1
Cycle through each kit in turn, using all the skills named above in each. In general, the best order for kits will be
- ⇒ ⇒ ⇒ &
and have the same cooldown, so if we make sure to cast last on Pistol and first in then we can know that we only need to go into immediately after using .
After
, autoattack on Pistol until just before then do:- ⇒ ⇒
Section 2
Your key Pistol/Pistol should be coming off cooldown now so you can immediately go
- ⇒ ⇒ Pistol/Pistol &
may not be available when you swap to , so auto with until it's ready.
After
autoattack on Pistol until just before , then:- ⇒ ⇒ ⇒ Pistol/Pistol
Section 3
The final section is much like Section 2, but the cooldowns align slightly differently.
- ⇒ ⇒ Pistol/Pistol &
This time, when
is available do- ⇒ ⇒ Pistol/Pistol
Autoattack on Pistol until
and are on a ~6 second cooldown then quickly swap into and use . Return to Pistol/Pistol after using and start again from Section 1 when and are off cooldown.
Rotation example (Jade Dynamo)
Winging It
If you find the structure above difficult to follow, you can use your Pistol cooldowns to prompt you to swap kits:
- Every time you use , go into
- has roughly half the cooldown of and , so use it once immediately before or after using these Pistol skills, then again when they are on a ~6 second cooldown.
- Focus on the key skills so as not to delay your rotation.
- When swapping to kits to use key skills, have a look at the remaining cooldowns on the other skills. If they are ready, then swap back to the kit and use them when you would otherwise just be autoattacking on Pistol.
- Pistol skills should take priority.
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 .
- Any of your other Pistol skills will interrupt
- You can swap to during the cast without interrupting the skill.
, so it's best to use it last.
- During the wind-up of , it can be interrupted with . Either make sure not to press too soon, or use first.
- Press all your mech skills off cooldown - you can save for CC if necessary.
- If using , use it off cooldown. It is a very small DPS gain though, so hold on to it if there is any danger that the mech might die.
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