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Difference between revisions of "Mechanist - Condi DPS"

(Updated rotation, removed Tools variant)
 
(29 intermediate revisions by 2 users not shown)
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| rating = great
 
| rating = great
 
| focus = Condition Damage
 
| focus = Condition Damage
| xpac = eod
+
| xpac = eod, jw
 
| meta =  
 
| meta =  
 +
| difficulty = 2
 
}}
 
}}
  
 
==Overview==
 
==Overview==
Condition mechanist is a strong and versatile DPS build that is both the strongest and simplest version of condition engineer to date. 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.
+
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. The default build presented here is the highest damage on most bosses, but also the most complicated, so be sure to read the guide to figure out which build is best for you.
+
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 20: Line 21:
 
| profession = Engineer
 
| profession = Engineer
 
| specialization = Mechanist
 
| specialization = Mechanist
| weapon1 = Pistol
+
| weapon1 = Spear
| weapon2 = Pistol
+
| weapon2 =  
 
| weapon3 =  
 
| weapon3 =  
 
| weapon4 =  
 
| weapon4 =  
 
| healing = A.E.D.
 
| healing = A.E.D.
 
| utility1 = Grenade Kit
 
| utility1 = Grenade Kit
| utility2 = Bomb Kit
+
| utility2 = Superconducting Signet
 
| utility3 = Shift Signet
 
| utility3 = Shift Signet
 
| elite = Overclock Signet
 
| elite = Overclock Signet
Line 34: Line 35:
  
  
===Weapon Variants===
+
===Pistol Variants===
* '''Mace''' can replace '''Pistol''', which offers lower base damage but a lot more {{tooltip|Confusion}}, which can be stronger on encounters where bosses attack frequently.
+
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.
  
===J-Drive Variants===
+
If using {{trait|Mech Core: Jade Dynamo}}, replace {{skill|Superconducting Signet}} with {{skill|Bomb Kit}}.
If you use {{Trait|Mech Core: J-Drive}}, you can dramatically simplify the rotation without losing too much damage:
+
 
* {{Skill|Superconducting Signet}} can replace {{Skill|Bomb Kit}}.
+
 
** On bosses with high attack rates, you could replace {{skill|Grenade Kit}} with {{Skill|Superconducting Signet}} instead.
+
===Skill Variants===
* {{Skill|Rectifier Signet}} also becomes stronger, but {{Skill|A.E.D.}} may still be preferred.
+
* 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 = [&DQMGJyY5RhUqDyoPhgCGAAcBBwEQGw4bCRuJAQAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQMGJyY5RjUqDyoPhgCGAA4bDhsQGxobCRuJAQAAAAAAAAAAAAAAAAAAAAACCQE2AAA=]
 
}}
 
}}
 +
  
  
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{{Specialization|Mechanist|top|top|top|}}
 
{{Specialization|Mechanist|top|top|top|}}
  
* {{Trait|Mech Core: J-Drive}} will make signets significantly stronger, allowing you to replace kits with them.
+
* {{Trait|Mech Core: Jade Dynamo}} is the stronger (though more complicated) option if using '''Pistol/Pistol'''.
** {{Trait|Aim-Assisted Rocket}} in combination with {{Trait|Mech Core: J-Drive}} offers an alternate rotation that relies on spamming grenades at range (see video example in the '''Usage''' section).
 
  
  
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| weight = Medium
 
| weight = Medium
 
| stats = Viper
 
| stats = Viper
| rune = Superior Rune of the Elementalist
+
| rune = Superior Rune of the Trapper
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Pistol
+
| weapon1 = Spear
| weapon2 = Pistol
+
| 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 =
 
| weapon4 =
 
 
| 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 95: Line 104:
 
}}
 
}}
  
* {{Rune|Superior Rune of Thorns}} could replace {{Rune|Superior Rune of the Elementalist}}. If taken, a {{Sigil|Superior Sigil of Malice}} could also replace the {{Sigil|Superior Sigil of Earth}}.
+
* 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.
* On bosses with very high attack rates, you could use {{rune|Superior Rune of Perplexity}} and {{food|Fishy Rice Bowl}} (assumes you are running Bomb Kit).
+
* 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.
  
  
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'''Utility'''
 
'''Utility'''
 
* {{utility|Toxic Focusing Crystal}}
 
* {{utility|Toxic Focusing Crystal}}
** {{utility|Master Tuning Crystal}} for a cheaper alternative
+
** {{utility|Master Tuning Crystal}} for a cheaper alternative  
  
  
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==Usage==
 
==Usage==
  
===Jade Dynamo rotation===
+
===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.
 
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.
  
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Cycle through each kit in turn, using all the skills named above in each. In general, the best order for kits will be
 
Cycle through each kit in turn, using all the skills named above in each. In general, the best order for kits will be
: '''Pistol/Pistol''' {{to}} {{Skill|Bomb Kit}} {{to}} {{Skill|Grenade Kit}}
+
: {{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}}.
 
{{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|Grenade Kit}}, autoattack on '''Pistol''' until just before {{Skill|Poison Dart Volley}} then do:
+
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}}
 
: {{skill|Shrapnel Grenade}} {{to}} {{skill|Poison Dart Volley}} {{to}} {{skill|Fire Bomb}}
  
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Your key '''Pistol/Pistol''' should be coming off cooldown now so you can immediately go
 
Your key '''Pistol/Pistol''' should be coming off cooldown now so you can immediately go
: '''Pistol/Pistol''' {{to}} {{Skill|Grenade Kit}} {{to}} '''Pistol/Pistol'''
+
: {{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.
 
{{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}} go back to '''Pistol/Pistol''' and autoattack until {{Skill|Poison Dart Volley}} is available, then:
+
After {{skill|Shrapnel Grenade}} autoattack on '''Pistol''' until just before {{Skill|Poison Dart Volley}}, then:
: {{Skill|Poison Dart Volley}} {{to}} {{skill|Bomb Kit}} {{to}} {{skill|Grenade Kit}} {{to}} '''Pistol/Pistol'''
+
: {{skill|Shrapnel Grenade}} {{to}} {{Skill|Poison Dart Volley}} {{to}} {{skill|Bomb Kit}} {{to}} '''Pistol/Pistol'''
  
  
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The final section is much like '''Section 2''', but the cooldowns align slightly differently.
 
The final section is much like '''Section 2''', but the cooldowns align slightly differently.
: '''Pistol/Pistol''' {{to}} {{Skill|Grenade Kit}} {{to}} '''Pistol/Pistol'''
+
: {{skill|Static Shot}} & {{skill|Blowtorch}} {{to}} {{Skill|Grenade Kit}} {{to}} '''Pistol/Pistol'''
  
This time, {{Skill|Poison Dart Volley}} should be immediately available so
+
This time, when {{Skill|Poison Dart Volley}} is available do
: {{Skill|Poison Dart Volley}} {{to}} {{skill|Bomb Kit}} {{to}} {{skill|Grenade Kit}} {{to}} '''Pistol/Pistol'''
+
: {{Skill|Poison Dart Volley}} {{to}} {{skill|Bomb Kit}} {{to}} '''Pistol/Pistol'''
  
{{Skill|Shrapnel Grenade}} will not be available when you swap to {{Skill|Grenade Kit}}, so you can either stay in {{Skill|Grenade Kit}} until it ''is'' available, or use available cooldowns and then exit to '''Pistol/Pistol''' and autoattack until {{Skill|Shrapnel Grenade}} is off cooldown (you can use the initial swap into {{Skill|Grenade Kit}} to check the remaining cooldown). 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.  
+
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/8Wvn3cyi2oo Rotation example (Jade Dynamo)]
+
[https://youtu.be/4yVVydGiDIw Rotation example (Jade Dynamo)]
  
  
===Winging It===
+
<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:
 
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}}
 
* Every time you use {{skill|Poison Dart Volley}}, go into {{skill|Bomb Kit}}
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+
<big>'''General Tips'''</big><br>
===Other Rotations===
+
* 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}}.
Mechanist's signets are very strong, which allows them to replace {{Skill|Bomb 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/i6VSD0Fuz2A Rotation example (J-Drive)]
 
 
 
[https://youtu.be/b8MRjU5kt3o Rotation example (J-Drive & Aim-Assisted Rocket)]
 
 
 
[https://youtu.be/VBk2OS3U8FE Rotation example (J-Drive with Bomb Kit)]
 
 
 
 
 
===General Tips===
 
 
* Any of your other '''Pistol''' skills will interrupt {{skill|Poison Dart Volley}}, so it's best to use it last.
 
* 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.
 
** You can swap to {{skill|Bomb Kit}} during the cast without interrupting the skill.
Line 204: Line 282:
 
* Press all your mech skills off cooldown - you can save {{Skill|Jade Mortar}} for CC if necessary.
 
* 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.
 
* 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

Expansions required: End of Dragons buildsJanthir Wilds builds

Difficulty:
Normal
This build was last updated on November 18, 2024 and is up to date for the October 8, 2024 patch.

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

Spear
Utility


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.

Mech Core: Jade Dynamo is the strongest option for the Pistol build, but using Mech Core: J-Drive, you can dramatically simplify the rotation without losing too much damage.

If using Mech Core: Jade Dynamo, replace Superconducting Signet with Bomb Kit.


Skill Variants

  • The heal skill can be whatever you want, though some options stand out:
    • Rectifier Signet is very potent with Mech Core: J-Drive as it has higher passive healing, which isn't lost upon activating the signet.
    • A.E.D. allows you to survive some one-shot attacks.
    • Healing Turret does an AoE condi cleanse when it is placed, which can be situationally useful.
  • If you want to totally avoid kits, use Force Signet. Be aware that removing Grenade Kit removes your main way of triggering both Aim-Assisted Rocket and Shrapnel, which means Explosive Temper and Big Boomer should perform better, though the difference will be minor.


Template Code

[&DQMGJyY5RjUqDyoPhgCGAA4bDhsQGxobCRuJAQAAAAAAAAAAAAAAAAAAAAACCQE2AAA=]
Copy Template Code


Specializations

  • Mech Core: Jade Dynamo is the stronger (though more complicated) option if using Pistol/Pistol.


Equipment

Head
Viper
Shoulders
Sinister
Chest
Viper
Hands
Sinister
Legs
Viper
Feet
Viper
Backpiece
Sinister
Accessory
Viper
Accessory
Viper
Amulet
Viper
Ring
Viper
Ring
Viper
Spear
Viper
Sigil
Sigil
Pistol
Viper
Pistol
Viper
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
  • The Sigil of Superior Sigil of Bursting could be swapped for a Sigil of 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 Viper stats 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 Relic of the Aristocracy, which does not affect your mech.

  • If running this, you would want to swap some pieces to Sinister stats 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 Bomb Kit/Grenade Kit and Elite Mortar Kit if you use the Mech Core: J-Drive trait. This also allows you to use Shift Signet without losing DPS.

See the Condi Boon Support page for this rotation, and use Superconducting Signet off cooldown - this should prevent you needing to use Freeze Grenade outside of the opener.


Video guide by Masel

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 Conduit Surge (skill 2), then jump into Grenade Kit and use Shrapnel Grenade along with Freeze Grenade and Poison Grenade if they are off cooldown.

The unique aspect of Spear is the Focused mechanic, which is applied by 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 Vulnerability Vulnerability
  • Conduit Surge applies more Burning Burning
  • Lightning Rod Electric Artillery deals more damage, and applies more Vulnerability Vulnerability and Burning Burning.
  • Roiling Skies deals (slightly) more CC.
  • Devastator will hit the Focused target with Focused Devastation, applying more damage and Burning Burning.


Rotation fundamentals

Your three biggest damage contributions come from Lightning Rod Electric Artillery, Conduit Surge and Shrapnel Grenade. When you activate Lightning Rod a whirling AoE spins around you for four seconds, gaining a charge for each target hit. After this Electric Artillery will activate and do damage according to its charge. The cooldown for the skill begins once you activate Lightning Rod so using this skill is high priority, while you can afford to delay Electric Artillery if needed (it lasts until Lightning Rod is ready again).

Practically speaking, if you cast Lightning Rod and Conduit Surge together, the charging time on Electric Artillery means that it becomes available around the time that Conduit Surge comes off cooldown. And as you always want to be following up Conduit Surge with Shrapnel Grenade, your rotation should end up always casting these three skills together (alternating between Lightning Rod and Electric Artillery).

For the rest of the rotation, try to finish your auto chains, while using the following skills off cooldown:

  • Freeze Grenade
  • Poison Grenade
  • Devastator
  • Superconducting Signet
  • Your mech skills
  • 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 Quickness Quickness and Alacrity Alacrity). However your other grenade skills and Devastator have a ~16s cooldown (with Alacrity Alacrity), which means that played optimally, these skills will end up shifting their position. You can look at the cooldown of Freeze Grenade and Poison Grenade whenever you go into Grenade Kit for Shrapnel Grenade. If the cooldown is under two seconds, you exit, do an auto chain, then go back into Grenade Kit for them.

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

  1. Lightning Rod
  2. Conduit Surge
  3. Grenade Kit
    1. Shrapnel Grenade
    2. Poison Grenade
    3. Freeze Grenade
    4. Weapon Swap Weapon Swap
  4. Superconducting Signet
  5. Devastator

Filler Loops

Repeat this loop three times, then return to the Burst Loop

  1. Electric Artillery or Lightning Rod (whichever is available)
  2. Conduit Surge
  3. Grenade Kit
    1. Shrapnel Grenade
    2. Weapon Swap Weapon Swap
  4. Puncturing Jab Rending Strike Amplifying Slice x2

This rotation slightly delays using Devastator to make the rotation loop properly. It also does not list mech skills or 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

  • Roiling Skies: 200 defiance break - 232 to your Focused target
  • Sky Circus: 232 defiance break - used for damage in your rotation, but the damage is low so you could hold onto it for CC
  • Superconducting Signet: Not a CC in itself, but it drops a lightning field that you could combo with Conduit Surge for 100 defiance break.


Pistol Jade Dynamo rotation

Click to view Toggle

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: Blowtorch & Poison Dart Volley
Other skills: Static Shot


Grenade Kit
Key skill: Shrapnel Grenade
Other skills: Freeze Grenade & Poison Grenade


Bomb Kit
Key skill: Fire Bomb
Other skill: Concussion Bomb


You may notice that the cooldowns of the key skills (before Alacrity 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

Static Shot & Blowtorch Grenade Kit Poison Dart Volley Bomb Kit

Poison Dart Volley and Fire Bomb have the same cooldown, so if we make sure to cast Poison Dart Volley last on Pistol and Fire Bomb first in Bomb Kit then we can know that we only need to go into Bomb Kit immediately after using Poison Dart Volley.

After Bomb Kit, autoattack on Pistol until just before Poison Dart Volley then do:

Shrapnel Grenade Poison Dart Volley Fire Bomb


Section 2

Your key Pistol/Pistol should be coming off cooldown now so you can immediately go

Static Shot & Blowtorch Grenade Kit Pistol/Pistol

Shrapnel Grenade may not be available when you swap to Grenade Kit, so auto with Grenade until it's ready.

After Shrapnel Grenade autoattack on Pistol until just before Poison Dart Volley, then:

Shrapnel Grenade Poison Dart Volley Bomb Kit Pistol/Pistol


Section 3

The final section is much like Section 2, but the cooldowns align slightly differently.

Static Shot & Blowtorch Grenade Kit Pistol/Pistol

This time, when Poison Dart Volley is available do

Poison Dart Volley Bomb Kit Pistol/Pistol

Autoattack on Pistol until Static Shot and Blowtorch are on a ~6 second cooldown then quickly swap into Grenade Kit and use Shrapnel Grenade. Return to Pistol/Pistol after using Shrapnel Grenade and start again from Section 1 when Blowtorch and Static Shot 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 Poison Dart Volley, go into Bomb Kit
  • Shrapnel Grenade has roughly half the cooldown of Static Shot and 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.


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 Mechanical Genius.
  • Any of your other Pistol skills will interrupt Poison Dart Volley, so it's best to use it last.
    • You can swap to Bomb Kit during the cast without interrupting the skill.
  • During the wind-up of Blowtorch, it can be interrupted with Static Shot. Either make sure not to press Static Shot too soon, or use Static Shot first.
  • Press all your mech skills off cooldown - you can save Jade Mortar for CC if necessary.
  • If using 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.


Ratings

This build has a rating of 5 stars based on 2 votes.
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5 stars
MechaOG gave this build 5 stars • September 2024
With the addition of Spear, this build has certainly become top-tier. The spear skills complements engi condi playstyle really well and you can pull big numbers with this build.
4 stars
OfficerAndyGentleman gave this build 4 stars • July 2023
Enough options that most players will find a build they enjoy, and experienced players can play around with the confusion generation to push it even further. Also comes with all the usual advantages that the mech offers in terms of dps uptime.

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