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Difference between revisions of "Mechanist - Condi DPS"

(added note about mechanical genius)
 
(28 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 = yes
+
| 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:
* If you want to totally avoid kits, use a {{skill|Flame Turret}} along with {{trait|Big Boomer}} (as there will be few explosions).
+
** {{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.
  
  
Line 49: Line 54:
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQMGJyY5RhUqDyoPhgCGAAcBBwEQGw4bCRuJAQAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQMGJyY5RjUqDyoPhgCGAA4bDhsQGxobCRuJAQAAAAAAAAAAAAAAAAAAAAACCQE2AAA=]
 
}}
 
}}
 +
  
  
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{{Specialization|Explosives|bot|top|mid|}}
 
{{Specialization|Explosives|bot|top|mid|}}
 
{{Specialization|Firearms|top|mid|bot|}}
 
{{Specialization|Firearms|top|mid|bot|}}
{{Specialization|Mechanist|top|top|top|}}
+
{{Specialization|Mechanist|top|top|bot|}}
  
* {{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'''.
  
  
Line 66: Line 72:
 
| 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 =  
Line 81: Line 89:
 
| 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}}.
+
* Either sigil could be swapped for a {{sigil|Superior Sigil of Geomancy}}. The sigil is cheaper than {{sigil|Superior Sigil of Bursting}} and the damage is slightly better than {{sigil|Superior Sigil of Earth}}, but it requires you to be in melee to benefit and variance in your kit swaps can reduce its DPS.
* 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.
  
  
Line 108: Line 124:
 
'''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 Spear Rotation===
 +
Mechanist's signets are very strong, which allows them to replace {{skill|Grenade Kit}}.
 +
 
 +
With this rotation all you need to do is use the following skills off cooldown:
 +
* {{skill|Conduit Surge}}
 +
* {{skill|Lightning Rod}}/{{skill|Electric Artillery}}
 +
* {{skill|Devastator}}
 +
* {{skill|Superconducting Signet}}
 +
* {{skill|Overclock Signet}} - skip if there's any danger of your mech dying, so you can use it to resummon them instead.
 +
* Your mech skills
 +
 
 +
 
 +
===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).
 +
 
 +
{{skill|Conduit Surge}} and {{skill|Shrapnel Grenade}} have the same cooldown, so every time you use {{skill|Conduit Surge}} you can immediately jump into {{skill|Grenade Kit}} and use {{skill|Shrapnel Grenade}}. These two skills form the backbone of your rotation.
 +
 
 +
You can swap out of {{skill|Grenade Kit}} either by pressing {{skill|Grenade Kit}} again or by weapon swapping. Using weapon swap will cancel animations when used, which could result in cancelling a grenade skill before its finished. Using {{skill|Grenade Kit}} a second time to leave the kit avoids this issue, but if you're only casting a single grenade skill (which is often the case) then the cooldown on kit swaps won't have ended when you need to leave. Ideally you should practise both methods.
 +
 
 +
 
 +
'''Example Opener'''
 +
# {{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}}
 +
# {{skill|Conduit Surge}}
 +
# {{skill|Grenade Kit}} {{to}} {{skill|Shrapnel Grenade}} {{to}} {{tooltip|Weapon Swap}}
 +
# {{skill|Electric Artillery}}
 +
 
 +
 
 +
For the rest of the rotation, try to finish your auto chains ({{skill|Conduit Surge}} and {{skill|Lightning Rod}} take priority over finishing the chain), while using the following skills off cooldown:
 +
* {{skill|Lightning Rod}}/{{skill|Electric Artillery}}
 +
* {{skill|Devastator}}
 +
* {{skill|Freeze Grenade}}
 +
* {{skill|Poison Grenade}}
 +
* {{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.
 +
 
 +
 
 +
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.
 +
 
 +
Your two main skills have an effective cooldown of just under five seconds (with {{tooltip|Quickness}} and {{tooltip|Alacrity}}). However, {{skill|Lightning Rod}}/{{skill|Electric Artillery}} has an effective cooldown of just over 10 seconds, and your other grenade skills and {{skill|Devastator}} have a ~16s cooldown (with {{tooltip|Alacrity}}). This means that played optimally, these skills will end up shifting their position relative to each other over the course of the rotation.
 +
 
 +
[https://youtu.be/Vad0p0MmIFg Video example]
 +
 
 +
 
 +
You can simplify the rotation slightly if you slightly delay {{skill|Conduit Surge}} until after {{skill|Lightning Rod}}/{{skill|Electric Artillery}}. 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}}).
 +
 
 +
 
 +
Additionally, 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.
 +
 
 +
 
 +
===Simpler Pistol Rotations===
 +
{{Collapse start|Click to view}}
 +
Mechanist's signets are very strong, which allows them to replace {{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)]
 +
{{Collapse end}}
 +
 
 +
 
 +
===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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[https://youtu.be/15r-PE9GR-Q 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}}
Line 184: Line 314:
  
  
===Other Rotations===
+
<big>'''General Tips'''</big><br>
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.
+
* Make sure you're within 360 units of your mech before using F1-3 skills, or they will have a 20% longer cooldown thanks to {{trait|Mechanical Genius}}.
 
 
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===
 
* 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.
 
* 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 321:
 
* 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 17:23, 8 March 2025

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 March 08, 2025 and is up to date for the February 11, 2025 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.

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


Template Code

[&DQMGJyY5RjUqDyoPhgCGAA4bDhsQGxobCRuJAQAAAAAAAAAAAAAAAAAAAAACCQE2AAA=]
Copy Template Code


Specializations


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


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 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


Utility


Usage

Simpler Spear Rotation

Mechanist's signets are very strong, which allows them to replace

.

With this rotation all you need to do is use the following skills off cooldown:


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:


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).

and have the same cooldown, so every time you use you can immediately jump into and use . These two skills form the backbone of your rotation.

You can swap out of

either by pressing again or by weapon swapping. Using weapon swap will cancel animations when used, which could result in cancelling a grenade skill before its finished. Using a second time to leave the kit avoids this issue, but if you're only casting a single grenade skill (which is often the case) then the cooldown on kit swaps won't have ended when you need to leave. Ideally you should practise both methods.


Example Opener

    1. Weapon Swap Weapon Swap
  1. Weapon Swap Weapon Swap


For the rest of the rotation, try to finish your auto chains (

and take priority over finishing the chain), while using the following skills off cooldown:


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.

Your two main skills have an effective cooldown of just under five seconds (with Quickness Quickness and Alacrity Alacrity). However,

/ has an effective cooldown of just over 10 seconds, and your other grenade skills and have a ~16s cooldown (with Alacrity Alacrity). This means that played optimally, these skills will end up shifting their position relative to each other over the course of the rotation.

Video example


You can simplify the rotation slightly if you slightly delay

until after /. As you always want to be following up with , your rotation should end up always casting these three skills together (alternating between and ).


Additionally, 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. Weapon Swap Weapon Swap


Filler Loops

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

  1. or (whichever is available)
    1. Weapon Swap Weapon Swap
  2. 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.


Simpler Pistol Rotations

Click to view Toggle

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.


Video guide by Masel

Rotation example (J-Drive)


Pistol Jade Dynamo rotation

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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 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 20% longer cooldown thanks to .
  • Any of your other Pistol skills will interrupt , so it's best to use it last.
    • You can swap to during the cast without interrupting the skill.
  • 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.


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.

Comments

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