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Difference between revisions of "Mechanist - Alacrity Support Condi DPS"

 
(15 intermediate revisions by 2 users not shown)
Line 3: Line 3:
 
| specialization = Mechanist
 
| specialization = Mechanist
 
| designed for = Raid, Fractal
 
| designed for = Raid, Fractal
| rating = Great
+
| rating = Good
 
| focus = Condition Damage, Support
 
| focus = Condition Damage, Support
 
| xpac = eod
 
| xpac = eod
Line 14: Line 14:
  
 
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.
 
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 21: Line 20:
 
| profession = Engineer
 
| profession = Engineer
 
| specialization = Mechanist
 
| specialization = Mechanist
| weapon1 = Mace
+
| weapon1 = Spear
| weapon2 = Pistol
+
| weapon2 =  
 
| weapon3 =  
 
| weapon3 =  
 
| weapon4 =  
 
| weapon4 =  
Line 28: Line 27:
 
| utility1 = Grenade Kit
 
| utility1 = Grenade Kit
 
| utility2 = Bomb Kit
 
| utility2 = Bomb Kit
| utility3 = Shift Signet
+
| utility3 = Superconducting Signet
| elite = Elite Mortar Kit
+
| elite = Overclock Signet
 
| pet1 =  
 
| pet1 =  
 
| pet2 =  
 
| pet2 =  
Line 35: Line 34:
  
 
===Weapon Variants===
 
===Weapon Variants===
* '''Pistol''' can replace '''Mace''' for higher damage but lower {{tooltip|Confusion}} and barrier generation.
+
* '''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===
 
===Skill Variants===
* {{Skill|Overclock Signet}} is required if your mech is in danger of dying.
+
* If you find you need more {{tooltip|Alacrity}} generation, you could replace {{Skill|Superconducting Signet}} or {{Skill|Bomb Kit}} with {{Skill|Barrier Signet}}, but this will be more of a DPS loss than just taking more boon duration.
* If you find you need more {{tooltip|Alacrity}} generation, you could replace {{Skill|Shift 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.
* You can take {{Skill|Superconducting Signet}} instead of {{Skill|Bomb Kit}} for a much simpler rotation, but at a DPS loss (keep the signet passive).
 
 
 
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQMGJyY5RioqDyoPhgCGAAcBBwEQGwsbmAGJAQAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQMGJyY5RioqDyoPhgCGAAcBBwEOGw4bCRuJAQAAAAAAAAAAAAAAAAAAAAACCQE2AAA=]
 
}}
 
}}
 
  
  
Line 60: Line 57:
 
===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 gain to take {{Trait|Mech Arms: Single-Edge Cutters}}, but you would lose a decent amount of {{tooltip|Might}} for doing so.
 
  
  
Line 67: Line 63:
 
| 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 = Mace
+
| weapon1 = Spear
| weapon2 = Pistol
+
| weapon2 =  
 
| sigil1 = Superior Sigil of Earth
 
| sigil1 = Superior Sigil of Earth
 
| sigil2 = Superior Sigil of Bursting
 
| sigil2 = Superior Sigil of Bursting
Line 81: Line 77:
 
| infusion1 = Malign +9 Agony Infusion
 
| infusion1 = Malign +9 Agony Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
 +
| relic = Relic of the Fractal
 
| head = Celestial
 
| head = Celestial
 
| shoulders = Celestial
 
| shoulders = Celestial
Line 96: Line 93:
  
 
* This setup has ~36% boon duration.
 
* This setup has ~36% boon duration.
 +
** It's a pretty small DPS loss to run {{tooltip|celestial stats}} or {{tooltip|ritualist stats}} in every slot.
 
** You could go as low as ~31%, but this is not recommended.
 
** 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}}.
 
* 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}}.
 +
* 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.
  
  
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==Usage==
 
==Usage==
  
===Rotation===
+
===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|Puncturing Jab}} {{to}} {{skill|Rending Strike}}
 +
# {{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/gQVJ6nvgUxQ Video example]
 +
 
 +
[https://youtu.be/oFwV0mWdcHk 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.
 
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.
  
Line 150: Line 222:
 
===Other Rotations===
 
===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:
 
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 4 kits - see the following [https://youtu.be/dMdGeWnKaRA video].
+
* '''Pistol'''/'''Pistol''' with 3 kits - see the following [https://youtu.be/LlSh7SMPc78 video].
* 3 kits - Follow the [[Build:Mechanist_-_Condi_DPS|Condi DPS]] rotation.
+
* 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'''.
 
** 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.
 
* '''Mace/Pistol''' with 1 kit - follow the rotation above.
 +
{{Collapse end}}
  
  

Latest revision as of 18:57, 8 March 2025

The community gave this build a rating, making it second-tier: Good

Focused on: Condition damage and Support

Designed for: Raids and Fractals

Expansions required: End of Dragons builds

Difficulty:
Normal
This build was last updated on March 08, 2025 and is up to date for the February 11, 2025 patch.

Overview

A condition boon support build for Mechanist. Provides permanent Alacrity Alacrity and high uptimes of Fury Fury and Might 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

Spear
Utility

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


Template Code

[&DQMGJyY5RioqDyoPhgCGAAcBBwEOGw4bCRuJAQAAAAAAAAAAAAAAAAAAAAACCQE2AAA=]
Copy Template Code


Specializations


Trait Variants


Equipment

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Viper
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Viper
Ring
Viper
Spear
Viper
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Consumables

Food


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:


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:

  1. Use immediately after .
  2. Use just before /.
  3. 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 Quickness and Alacrity 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

    1. Weapon Swap Weapon Swap

Loop 2

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

Loop 3

    1. Weapon Swap Weapon Swap
  1. x2

Video example

Video example (grenade kit only)


Crowd Control


Mace Rotation

Click to view Toggle

The rotation below does not use

. See the 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.


Opener

  1. Weapon Swap Weapon Swap (or stow kit)
  2. Weapon Swap Weapon Swap (or stow kit)


Rest of the Rotation

After the opener, your basic loop is as follows:

  1. Autoattack and use on Mace until either Blowtorch or Rocket Fist Prototype are available - make sure to finish your auto chains!
  2. or - these should alternate between loops
  3. and (if available)
  4. Weapon Swap Weapon Swap (or stow kit)
  5. 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:

  • Pistol/Pistol with 3 kits - see the following video.
  • 2 kits - Follow the 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.


General Tips


Ratings

This build has a rating of 3 stars based on 1 votes.
Log in or register to rate this build.
3 stars
OfficerAndyGentleman gave this build 3 stars • April 2024
Mechanist is a good dps alacrity in terms of the boons it can bring to the group, but it struggles in comparison with power alacrity mech - which is easier and deals more damage in most encounters.

Comments

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