Difference between revisions of "Mechanist - Alacrity Support 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 = Good |
| focus = Condition Damage, Support | | focus = Condition Damage, Support | ||
+ | | xpac = eod | ||
| meta = | | meta = | ||
+ | | difficulty = 2 | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | A condition boon support build for Mechanist. Provides permanent {{tooltip|Alacrity}} and high | + | A condition boon support build for Mechanist. Provides permanent {{tooltip|Alacrity}} and high uptimes of {{tooltip|Fury}} and {{tooltip|Might}}. |
+ | |||
+ | Condition mechanist is more complex than its [[Build:Mechanist_-_Alacrity_Support_Power_DPS|Power]] counterpart and it suffers a lot more when simplifying the rotation or taking extra utility, but it could be viewed as a "way in" to the [[Build:Mechanist_-_Condi_DPS|Condi DPS]] build. | ||
Line 17: | Line 20: | ||
| profession = Engineer | | profession = Engineer | ||
| specialization = Mechanist | | specialization = Mechanist | ||
− | | weapon1 = | + | | weapon1 = Spear |
− | | weapon2 = | + | | weapon2 = |
| weapon3 = | | weapon3 = | ||
| weapon4 = | | weapon4 = | ||
Line 24: | Line 27: | ||
| utility1 = Grenade Kit | | utility1 = Grenade Kit | ||
| utility2 = Bomb Kit | | utility2 = Bomb Kit | ||
− | | utility3 = | + | | utility3 = Superconducting Signet |
− | | elite = | + | | elite = Overclock Signet |
| pet1 = | | pet1 = | ||
| pet2 = | | pet2 = | ||
}} | }} | ||
− | * | + | ===Weapon Variants=== |
− | * | + | * '''Pistol''' or '''Mace''' with offhand '''Pistol''' is the best option for players that don't own Janthir Wilds. |
+ | ** '''Pistol''' is higher damage, but '''Mace''' offers a bit more defensive support. | ||
+ | |||
+ | ===Skill Variants=== | ||
+ | * If you find you need more {{tooltip|Alacrity}} generation, you could replace {{Skill|Superconducting Signet}} or {{Skill|Bomb Kit}} with {{Skill|Barrier Signet}}. | ||
+ | * You can take {{Skill|Shift Signet}} instead of {{Skill|Bomb Kit}} for a much simpler rotation, but at a DPS loss. | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQMGJyY5RioqDyoPhgCGAAcBBwEOGw4bCRuJAQAAAAAAAAAAAAAAAAAAAAACCQE2AAA=] |
}} | }} | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Explosives|bot| | + | {{Specialization|Explosives|bot|top|mid|}} |
{{Specialization|Firearms|top|mid|bot|}} | {{Specialization|Firearms|top|mid|bot|}} | ||
− | {{Specialization|Mechanist| | + | {{Specialization|Mechanist|mid|mid|mid|}} |
===Trait Variants=== | ===Trait Variants=== | ||
− | + | * It would be a minor DPS gain to take {{Trait|Mech Arms: Single-Edge Cutters}}, but you would lose a decent amount of {{tooltip|Might}} for doing so. | |
− | * It would be a minor DPS | ||
− | |||
Line 56: | Line 62: | ||
{{PvE equipment | {{PvE equipment | ||
| weight = Medium | | weight = Medium | ||
− | | stats = | + | | stats = Viper |
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Trapper |
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Spear |
− | | weapon2 = | + | | weapon2 = |
| sigil1 = Superior Sigil of Earth | | sigil1 = Superior Sigil of Earth | ||
| sigil2 = Superior Sigil of Bursting | | sigil2 = Superior Sigil of Bursting | ||
Line 71: | Line 77: | ||
| infusion1 = Malign +9 Agony Infusion | | infusion1 = Malign +9 Agony Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
− | | head = | + | | relic = Relic of the Fractal |
− | | shoulders = | + | | head = Celestial |
− | | chest = | + | | shoulders = Celestial |
− | | hands = | + | | chest = Celestial |
− | | legs = | + | | hands = Celestial |
− | | feet = | + | | legs = |
− | | backpiece = | + | | feet = Celestial |
− | | accessory1 = | + | | backpiece = Celestial |
− | | accessory2 = | + | | accessory1 = Celestial |
− | | amulet = | + | | accessory2 = Celestial |
− | | ring1 = | + | | amulet = Celestial |
− | | ring2 = | + | | ring1 = |
+ | | ring2 = | ||
}} | }} | ||
+ | * This setup has ~36% boon duration. | ||
+ | ** You could go as low as ~31%, but this is not recommended. | ||
+ | * If the +408 toughness from {{tooltip|celestial stats}} causes problems, you can replace your gear with {{tooltip|ritualist stats}} pieces instead. This will leave you with only +45 toughness from the {{food|Dragon's Revelry Starcake}}. | ||
+ | |||
+ | |||
+ | |||
+ | ==Consumables== | ||
− | + | '''Food''' | |
− | * | + | * {{food|Dragon's Revelry Starcake}} or ascended versions. |
− | |||
− | + | '''Utility''' | |
− | + | * {{utility|Toxic Maintenance Oil}} | |
− | == | + | ==Usage== |
− | ''' | + | |
− | * {{ | + | ===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 either {{skill|Freeze Grenade}} or {{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}}). | ||
+ | |||
+ | Compared to the [[Build:Mechanist_-_Condi_DPS|DPS]] rotation, your mech's damage contribution is much weaker, making {{skill|Bomb Kit}} significantly stronger than {{skill|Shift Signet}}. Unfortunately none of your weapon skills line up neatly with {{skill|Fire Bomb}}, making it harder to track the cooldown of this key skill. The cooldown on {{skill|Fire Bomb}} is approximately one and a half times that of the core "loop" described above, so you can try to track its cooldown by shifting its position each loop: | ||
+ | # Use {{skill|Bomb Kit}} immediately after {{skill|Grenade Kit}}. | ||
+ | # Use {{skill|Bomb Kit}} just before {{skill|Lightning Rod}}/{{skill|Electric Artillery}}. | ||
+ | # Skip {{skill|Bomb Kit}} on the third loop, then repeat the pattern. | ||
+ | |||
+ | |||
+ | 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 skills have cooldowns that are not multiples of five, which means that played optimally, these skills will end up shifting their position. You can look at the cooldown of grenades and bombs whenever you enter those kits and try to fit them in around your other skills. Try not to delay the three main skills though. | ||
+ | |||
+ | |||
+ | <big>'''Example Opener'''</big> | ||
+ | |||
+ | Below is an example of an opener, which also demonstrates the three loop structure described above: | ||
+ | |||
+ | '''Loop 1''' | ||
+ | # {{skill|Lightning Rod}} | ||
+ | # {{skill|Conduit Surge}} | ||
+ | # {{skill|Grenade Kit}} | ||
+ | ## {{skill|Shrapnel Grenade}} | ||
+ | ## {{skill|Poison Grenade}} | ||
+ | # {{skill|Bomb Kit}} | ||
+ | ## {{skill|Fire Bomb}} | ||
+ | ## {{skill|Concussion Bomb}} | ||
+ | ## {{tooltip|Weapon Swap}} | ||
+ | # {{skill|Devastator}} | ||
+ | |||
+ | '''Loop 2''' | ||
+ | # {{skill|Electric Artillery}} | ||
+ | # {{skill|Conduit Surge}} | ||
+ | # {{skill|Grenade Kit}} | ||
+ | ## {{skill|Shrapnel Grenade}} | ||
+ | ## {{skill|Freeze Grenade}} | ||
+ | ## {{tooltip|Weapon Swap}} | ||
+ | # {{skill|Puncturing Jab}} {{to}} {{skill|Rending Strike}} {{to}} {{skill|Amplifying Slice}} | ||
+ | # {{skill|Bomb Kit}} | ||
+ | ## {{skill|Fire Bomb}} | ||
+ | ## {{tooltip|Weapon Swap}} | ||
+ | |||
+ | '''Loop 3''' | ||
+ | # {{skill|Lightning Rod}} | ||
+ | # {{skill|Conduit Surge}} | ||
+ | # {{skill|Grenade Kit}} | ||
+ | ## {{skill|Shrapnel Grenade}} | ||
+ | ## {{tooltip|Weapon Swap}} | ||
+ | # {{skill|Puncturing Jab}} {{to}} {{skill|Rending Strike}} {{to}} {{skill|Amplifying Slice}} x2 | ||
+ | |||
+ | [https://youtu.be/cHYJXWYuEoc Video example] | ||
+ | |||
+ | [https://youtu.be/FjjvsAqOXPU Video example (grenade kit only)] | ||
+ | |||
+ | |||
+ | <big>'''Crowd Control'''</big> | ||
+ | * {{skill|Roiling Skies}}: 200 defiance break - 232 to your ''Focused'' target | ||
+ | |||
+ | |||
+ | ===Mace Rotation=== | ||
+ | {{Collapse start|Click to view}} | ||
+ | The rotation below does not use {{Skill|Bomb Kit}}. See the [[Build:Mechanist_-_Condi_DPS|Condi DPS]] page for this rotation - if you are using '''Pistol'''/'''Pistol''' you can follow it as written; if you are using '''Mace'''/'''Pistol''' then do an extra mace auto chain whenever you would use '''Pistol''' skills. | ||
+ | |||
+ | |||
+ | <big>'''Opener'''</big> | ||
+ | # {{Skill|Crisis Zone}} | ||
+ | # {{Skill|Barrier Burst}} | ||
+ | # {{Skill|Blowtorch}} | ||
+ | # {{Skill|Grenade Kit}} | ||
+ | # {{Skill|Shrapnel Grenade}} | ||
+ | # {{Skill|Poison Grenade}} | ||
+ | # {{Skill|Freeze Grenade}} | ||
+ | # {{tooltip|Weapon Swap}} (or stow kit) | ||
+ | # {{Skill|Energizing Slam}} | ||
+ | # {{Skill|Mace Strike}} → {{Skill|Mace Smash (Mechanist)}} → {{Skill|Barrier Blast}} | ||
+ | # {{Skill|Rocket Fist Prototype}} | ||
+ | # {{Skill|Grenade Kit}} | ||
+ | # {{Skill|Shrapnel Grenade}} | ||
+ | # {{tooltip|Weapon Swap}} (or stow kit) | ||
+ | |||
+ | |||
+ | <big>'''Rest of the Rotation'''</big> | ||
+ | |||
+ | After the opener, your basic loop is as follows: | ||
+ | # Autoattack and use {{Skill|Energizing Slam}} on '''Mace''' until either '''Blowtorch''' or '''Rocket Fist Prototype''' are available - make sure to finish your auto chains! | ||
+ | # {{Skill|Blowtorch}} or {{Skill|Rocket Fist Prototype}} - these should alternate between loops | ||
+ | # {{Skill|Grenade Kit}} | ||
+ | # {{Skill|Shrapnel Grenade}} and {{Skill|Poison Grenade}} (if available) | ||
+ | # {{tooltip|Weapon Swap}} (or stow kit) | ||
+ | # Repeat | ||
+ | |||
+ | If you're fast, you may occasionally swap to {{Skill|Grenade Kit}} and {{Skill|Shrapnel Grenade}} won't be immediately available. In this case, use {{Skill|Freeze Grenade}} to fill the gap. | ||
+ | |||
+ | |||
+ | ===Other Rotations=== | ||
+ | As indicated above, there are a number of ways this build can be modified to suit the player, each bringing a different rotation. Rather than attempt to cover all of them, some general guidance is provided, from most to least complex: | ||
+ | * '''Pistol'''/'''Pistol''' with 3 kits - see the following [https://youtu.be/LlSh7SMPc78 video]. | ||
+ | * 2 kits - Follow the [[Build:Mechanist_-_Condi_DPS|Condi DPS]] rotation. | ||
+ | ** If using mainhand '''Mace''', follow the same rotation but do a full auto chain each time you would swap to '''Pistol'''. | ||
+ | * '''Mace/Pistol''' with 1 kit - follow the rotation above. | ||
+ | {{Collapse end}} | ||
− | '' | + | ===General Tips=== |
− | * {{ | + | * Thanks to {{trait|Mechanical Genius}}, 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. |
− | ** If you | + | * You will need to use {{Skill|Crisis Zone}} to maintain {{tooltip|Alacrity}}, but it can be delayed slightly if the {{tooltip|Aegis}} is needed. |
+ | * Use {{Skill|Barrier Burst}} off cooldown. You can delay it by a second if it will coincide with {{Skill|Barrier Blast}}, as the internal cooldown of {{trait|Mech Frame: Channeling Conduits}} would prevent the first tick from applying {{tooltip|Alacrity}} in this case. | ||
+ | * If you are using {{Skill|Barrier Signet}}, use it instead of {{Skill|Barrier Burst}} in the opener, then use {{Skill|Barrier Burst}} one second after the final pulse of {{Skill|Barrier Signet}}. Make sure never to have these two skills overlap - this is to avoid the internal cooldown from {{trait|Mech Frame: Channeling Conduits}}. | ||
+ | * Try to keep an eye on your mech, as it is a major source of {{tooltip|Alacrity}} thanks to {{trait|Mech Core: Barrier Engine}}. If it ends up more than 600 units from the stack, don't hesitate to use {{Skill|Shift Signet}} to force it to the correct location. |
Latest revision as of 01:19, 18 November 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Condition damage and Support
Designed for: Raids and Fractals
Overview
A condition boon support build for Mechanist. Provides permanent Alacrity and high uptimes of Fury and Might.
Condition mechanist is more complex than its Power counterpart and it suffers a lot more when simplifying the rotation or taking extra utility, but it could be viewed as a "way in" to the Condi DPS build.
Skill Bar
Weapon Variants
- Pistol or Mace with offhand Pistol is the best option for players that don't own Janthir Wilds.
- Pistol is higher damage, but Mace offers a bit more defensive support.
Skill Variants
- If you find you need more Alacrity generation, you could replace or with .
- You can take instead of for a much simpler rotation, but at a DPS loss.
Template Code
Specializations
Trait Variants
- It would be a minor DPS gain to take Might for doing so. , but you would lose a decent amount of
Equipment
Celestial
Celestial
Celestial
Celestial
Viper
Celestial
Celestial
Celestial
Celestial
Celestial
Viper
Viper
Viper
x6
x18
- This setup has ~36% boon duration.
- You could go as low as ~31%, but this is not recommended.
- If the +408 toughness from celestial stats causes problems, you can replace your gear with ritualist stats pieces instead. This will leave you with only +45 toughness from the .
Consumables
Food
- or ascended versions.
Utility
Usage
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 either or 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 ).Compared to the DPS rotation, your mech's damage contribution is much weaker, making significantly stronger than . Unfortunately none of your weapon skills line up neatly with , making it harder to track the cooldown of this key skill. The cooldown on is approximately one and a half times that of the core "loop" described above, so you can try to track its cooldown by shifting its position each loop:
- Use immediately after .
- Use just before / .
- Skip on the third loop, then repeat the pattern.
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 skills have cooldowns that are not multiples of five, which means that played optimally, these skills will end up shifting their position. You can look at the cooldown of grenades and bombs whenever you enter those kits and try to fit them in around your other skills. Try not to delay the three main skills though.
Example Opener
Below is an example of an opener, which also demonstrates the three loop structure described above:
Loop 1
Loop 2
Loop 3
- ⇒ ⇒ x2
Video example (grenade kit only)
Crowd Control
- : 200 defiance break - 232 to your Focused target
Mace Rotation
The rotation below does not use Condi DPS page for this rotation - if you are using Pistol/Pistol you can follow it as written; if you are using Mace/Pistol then do an extra mace auto chain whenever you would use Pistol skills.
. See the
Opener
- Weapon Swap (or stow kit)
- → →
- Weapon Swap (or stow kit)
Rest of the Rotation
After the opener, your basic loop is as follows:
- Autoattack and use on Mace until either Blowtorch or Rocket Fist Prototype are available - make sure to finish your auto chains!
- or - these should alternate between loops
- and (if available)
- Weapon Swap (or stow kit)
- Repeat
If you're fast, you may occasionally swap to
and won't be immediately available. In this case, use to fill the gap.
Other Rotations
As indicated above, there are a number of ways this build can be modified to suit the player, each bringing a different rotation. Rather than attempt to cover all of them, some general guidance is provided, from most to least complex:
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 Alacrity, but it can be delayed slightly if the Aegis is needed. to maintain
- Use Alacrity in this case. 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
- 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 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
Comments
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