Difference between revisions of "Mechanist - Alacrity Support Power DPS"
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| focus = Direct Damage, Support | | focus = Direct Damage, Support | ||
| xpac = eod | | xpac = eod | ||
− | | meta = | + | | meta = |
| difficulty = 1 | | difficulty = 1 | ||
}} | }} | ||
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Power Alacrity Mechanist has a simple rotation that affords a good amount of CC with little damage loss, and the mech allows you to maintain high damage and boon uptime even if you're forced to deal with mechanics. | Power Alacrity Mechanist has a simple rotation that affords a good amount of CC with little damage loss, and the mech allows you to maintain high damage and boon uptime even if you're forced to deal with mechanics. | ||
− | The mace build provides some extra support through barrier generation and offers more accessible CC, while the rifle build is higher DPS and {{tooltip|Might}}. As all its {{tooltip|Alacrity}} comes from the mech, the mechanist can be completely off-stack as required without dropping boons. | + | The mace build provides some extra support through barrier generation and offers more accessible CC, while the rifle build is higher DPS and {{tooltip|Might}}. As all its {{tooltip|Alacrity}} comes from the mech, the mechanist can be completely off-stack as required without dropping boons. |
+ | Players with access to Secrets of the Obscure can use '''Sword''' or '''Hammer''' for higher damage at the cost of some utility. | ||
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===Weapon Variants=== | ===Weapon Variants=== | ||
− | * ''' | + | * '''Sword/Pistol''' is a small DPS gain for players that own Secrets of the Obscure, though as it is fully melee it may be lower damage in real encounters. You also lose ~10 stacks of {{tooltip|Might}} generation. |
+ | ** '''Shield''' is a moderate DPS loss, but offers good CC and survivability, though '''Hammer''' provides similar benefits and does more damage. | ||
+ | ** '''Mace''' will provide significantly less DPS, though you will gain some barrier generation and easier CC. | ||
+ | ** Players that own Janthir Wilds can push the damage even further by taking {{skill|Bomb Kit}} and {{relic|Relic of Bloodstone}}. | ||
+ | * '''Hammer''' offers frequent projectile reflect, an evade, and a block. The lightning field on {{skill|Thunderclap}} will also result in some occasional {{tooltip|Swiftness}} for your subgroup. | ||
+ | |||
+ | |||
+ | ===Skill Variants=== | ||
+ | * {{skill|Throw Mine}} can replace {{skill|Grenade Kit}}. This is a small DPS loss, and you lose access to ranged damage, but the rotation is simpler and you gain access to more CC and boon rip. | ||
+ | * {{skill|Bomb Kit}} should replace {{skill|Grenade Kit}} if using '''Sword''' and {{relic|Relic of Bloodstone}}. | ||
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQMGNyYvRioqDyoPhgCGABobGhsQGwsbCRuJAQAAAAAAAAAAAAAAAAAAAAADMwBaADYAAA==] |
}} | }} | ||
− | |||
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===Trait Variants=== | ===Trait Variants=== | ||
+ | * If running '''Sword/Pistol''' and {{skill|Bomb Kit}}, you should use {{trait|Explosive Temper}} as you won't have ranged attacks. | ||
* It would be a minor DPS gain to take {{Trait|Mech Arms: Single-Edge Cutters}}, though it would only be worthwhile if you are absolutely certain that your group can maintain 25 {{tooltip|Might}} without it. | * It would be a minor DPS gain to take {{Trait|Mech Arms: Single-Edge Cutters}}, though it would only be worthwhile if you are absolutely certain that your group can maintain 25 {{tooltip|Might}} without it. | ||
− | + | ** {{trait|Mech Arms: Jade Cannons}} are the highest damage, but your mech won't close to melee range, which can lead to your team ending up outside of the range of its boons so it's only recommended if you keep an eye on it. | |
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| weight = Medium | | weight = Medium | ||
| stats = Berserker | | stats = Berserker | ||
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Dragonhunter |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Rifle | | weapon1 = Rifle | ||
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| sigil1 = Superior Sigil of Air | | sigil1 = Superior Sigil of Air | ||
| sigil2 = Superior Sigil of Force | | sigil2 = Superior Sigil of Force | ||
+ | | weapon3 = Sword | ||
+ | | weapon4 = Pistol | ||
+ | | sigil3 = Superior Sigil of Air | ||
+ | | sigil4 = Superior Sigil of Force | ||
| weapon1-stats = | | weapon1-stats = | ||
| weapon2-stats = | | weapon2-stats = | ||
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| infusion1 = Mighty +9 Agony Infusion | | infusion1 = Mighty +9 Agony Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
+ | | relic = Relic of the Thief | ||
| head = Diviner | | head = Diviner | ||
| shoulders = | | shoulders = | ||
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| ring2 = Diviner | | ring2 = Diviner | ||
}} | }} | ||
− | |||
===Boon duration variants=== | ===Boon duration variants=== | ||
− | * The above setup | + | * {{relic|Relic of Bloodstone}} offers the highest damage potential, but you need to use '''Sword/Pistol''' and {{skill|Bomb Kit}} which is fully melee. |
+ | * The above setup provides ~520 concentration (~35% boon duration), which should be enough as long as you're able to use {{skill|Crisis Zone}} and {{Skill|Barrier Burst}} off cooldown. | ||
** {{Skill|Crisis Zone}} is needed at the start of an encounter to provide a buffer of {{tooltip|Alacrity}}, but it's useful to be able to keep it for negating certain attacks afterwards. If you want more freedom with when you use it, you could switch the Amulet to {{tooltip|Diviner stats}}. | ** {{Skill|Crisis Zone}} is needed at the start of an encounter to provide a buffer of {{tooltip|Alacrity}}, but it's useful to be able to keep it for negating certain attacks afterwards. If you want more freedom with when you use it, you could switch the Amulet to {{tooltip|Diviner stats}}. | ||
** Don't go below ~31% boon duration as this is the theoretical minimum amount needed to provide permanent {{tooltip|Alacrity}}. | ** Don't go below ~31% boon duration as this is the theoretical minimum amount needed to provide permanent {{tooltip|Alacrity}}. | ||
* Note that all the {{tooltip|Alacrity}} comes from your mech, which inherits your concentration stat rather than your boon duration. This makes gear such as {{sigil|Superior Sigil of Concentration}} worthless. | * Note that all the {{tooltip|Alacrity}} comes from your mech, which inherits your concentration stat rather than your boon duration. This makes gear such as {{sigil|Superior Sigil of Concentration}} worthless. | ||
− | |||
==Consumables== | ==Consumables== | ||
− | |||
'''Food''' | '''Food''' | ||
* {{food|Bowl of Sweet and Spicy Butternut Squash Soup}} or ascended versions | * {{food|Bowl of Sweet and Spicy Butternut Squash Soup}} or ascended versions | ||
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'''Utility''' | '''Utility''' | ||
* {{utility|Superior Sharpening Stone}} | * {{utility|Superior Sharpening Stone}} | ||
− | |||
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===Rifle Rotation=== | ===Rifle Rotation=== | ||
− | [https://youtu.be/ | + | <big>'''Opener'''</big> |
+ | # {{skill|Net Shot}} | ||
+ | # {{Skill|Blunderbuss}} | ||
+ | # {{Skill|Grenade Kit}} | ||
+ | # {{Skill|Shrapnel Grenade}} | ||
+ | # {{Skill|Poison Grenade}} | ||
+ | # {{Skill|Freeze Grenade}} | ||
+ | # {{tooltip|Weapon Swap}} (or stow kit) | ||
+ | # {{Skill|Jump Shot}} | ||
+ | # {{Skill|Overcharged Shot}} | ||
+ | |||
+ | |||
+ | <big>'''Rest of the Rotation'''</big> | ||
+ | # Autoattack and use your rifle skills as they come off cooldown until Blunderbuss is available | ||
+ | # {{Skill|Blunderbuss}} | ||
+ | # {{Skill|Grenade Kit}} | ||
+ | # {{Skill|Shrapnel Grenade}} plus {{Skill|Poison Grenade}} and {{Skill|Freeze Grenade}} (if available) | ||
+ | # {{tooltip|Weapon Swap}} (or stow kit) | ||
+ | # Repeat | ||
+ | |||
+ | * Use {{Skill|Crisis Zone}} and {{Skill|Barrier Burst}} off cooldown, as long as your mech is in range of your allies. | ||
+ | * If you hover your mouse over an element of the UI, your character will use {{Skill|Jump Shot}} in place, minimising the animation length and maintaining your position | ||
+ | |||
+ | |||
+ | ===Sword Rotation=== | ||
+ | If using {{relic|Relic of Bloodstone}} bring {{skill|Bomb Kit}} instead of {{skill|Grenade Kit}}, and when {{skill|Glue Shot}} is on a ~3 second cooldown do the following burst to trigger the relic: | ||
+ | |||
+ | # {{skill|Bomb Kit}} | ||
+ | ## {{skill|Big Ol' Bomb}} | ||
+ | ## {{skill|Fire Bomb}} | ||
+ | ## {{skill|Galvanic Bomb}} | ||
+ | ## {{skill|Magnetic Bomb}} and exit Bomb Kit | ||
+ | # {{skill|Glue Shot}} | ||
+ | |||
+ | |||
+ | Aside from using your mech skills off cooldown, the rotation is functionally a priority list: | ||
+ | # {{skill|Refraction Cutter}} | ||
+ | # {{skill|Blowtorch}} | ||
+ | # {{skill|Throw Mine}} (if using) | ||
+ | # {{skill|Radiant Arc}} | ||
+ | # {{skill|Glue Shot}} | ||
+ | |||
+ | * After using {{skill|Refraction Cutter}}, go into {{skill|Grenade Kit}} and use {{skill|Shrapnel Grenade}} plus either {{skill|Poison Grenade}} or {{skill|Freeze Grenade}} (if available). {{skill|Poison Grenade}} takes priority. | ||
+ | * Complete your autoattack chains. | ||
+ | * Every time you complete an auto chain, it slightly reduces the cooldown of your two sword skills. | ||
+ | |||
+ | [https://youtu.be/cMCS1Zy-O1Y Video example (with Elixir Gun)] | ||
+ | |||
+ | |||
+ | ===Hammer Rotation=== | ||
+ | <big>'''Opener'''</big> | ||
+ | # {{Skill|Barrier Burst}} | ||
+ | # {{Skill|Crisis Zone}} | ||
+ | # {{skill|Thunderclap}} | ||
+ | # {{Skill|Electro-whirl}} | ||
+ | # {{Skill|Grenade Kit}} | ||
+ | # {{Skill|Shrapnel Grenade}} | ||
+ | # {{tooltip|Weapon Swap}} (or stow kit) | ||
+ | # {{skill|Rocket Charge}} (optional) | ||
+ | |||
+ | |||
+ | <big>'''Rest of the Rotation'''</big> | ||
+ | |||
+ | After the opener, your basic loop is as follows: | ||
+ | # Autoattack and use {{Skill|Thunderclap}} and {{skill|Rocket Charge}} on '''Hammer''' until '''Electro-whirl''' is available - make sure to finish your auto chains! | ||
+ | # {{Skill|Electro-whirl}} | ||
+ | # {{Skill|Grenade Kit}} | ||
+ | # {{Skill|Shrapnel Grenade}}, and {{Skill|Freeze Grenade}} OR {{Skill|Poison Grenade}} (if available) | ||
+ | # {{tooltip|Weapon Swap}} (or stow kit) | ||
+ | # Repeat | ||
+ | |||
+ | [https://youtu.be/CvADmUmRHXA Hammer video example] | ||
+ | |||
+ | |||
+ | * {{skill|Rocket Charge}} is a small DPS increase, but locks your character into a long animation. As the skill also provides two evades, it can instead be saved for defensive use. | ||
+ | * Only use one grenade skill alongside {{skill|Shrapnel Grenade}} each time you enter {{skill|Grenade Kit}}. | ||
+ | ** {{skill|Poison Grenade}} takes priority over {{skill|Freeze Grenade}}. | ||
+ | ** On a loop where you use {{Skill|Thunderclap}}, only use {{skill|Shrapnel Grenade}} the next time you enter {{skill|Grenade Kit}}. | ||
+ | * See below for more ''General Tips''. | ||
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<big>'''Opener'''</big> | <big>'''Opener'''</big> | ||
+ | # {{Skill|Barrier Burst}} | ||
# {{Skill|Crisis Zone}} | # {{Skill|Crisis Zone}} | ||
− | |||
# {{Skill|Blowtorch}} | # {{Skill|Blowtorch}} | ||
# {{Skill|Grenade Kit}} | # {{Skill|Grenade Kit}} | ||
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# {{tooltip|Weapon Swap}} (or stow kit) | # {{tooltip|Weapon Swap}} (or stow kit) | ||
# {{Skill|Energizing Slam}} | # {{Skill|Energizing Slam}} | ||
− | # {{Skill|Mace Strike}} | + | # {{Skill|Mace Strike}} {{to}} {{Skill|Mace Smash (Mechanist)}} {{to}} {{Skill|Barrier Blast}} |
# {{Skill|Rocket Fist Prototype}} | # {{Skill|Rocket Fist Prototype}} | ||
# {{Skill|Grenade Kit}} | # {{Skill|Grenade Kit}} | ||
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* You will need to use {{Skill|Crisis Zone}} to maintain {{tooltip|Alacrity}}, but it can be delayed slightly if the {{tooltip|Aegis}} is needed. | * 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. | * 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. | ||
+ | * Use your F1 ability off cooldown. | ||
+ | * Use {{skill|Overclock Signet}} off cooldown for damage, but hold on to it if the mech is in danger of dying, so that you can instantly revive it. | ||
* 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}}. | * 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. | * 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 00:58, 14 August 2025
The community gave this build a rating, making it top-tier: Great
Focused on: Direct damage and Support
Designed for: Raids and Fractals
Overview
A power boon support build for Mechanist. Provides permanent Alacrity and high uptimes of
Fury and
Might.
Power Alacrity Mechanist has a simple rotation that affords a good amount of CC with little damage loss, and the mech allows you to maintain high damage and boon uptime even if you're forced to deal with mechanics.
The mace build provides some extra support through barrier generation and offers more accessible CC, while the rifle build is higher DPS and Might. As all its
Alacrity comes from the mech, the mechanist can be completely off-stack as required without dropping boons.
Players with access to Secrets of the Obscure can use Sword or Hammer for higher damage at the cost of some utility.
Skill Bar
Weapon Variants
- Sword/Pistol is a small DPS gain for players that own Secrets of the Obscure, though as it is fully melee it may be lower damage in real encounters. You also lose ~10 stacks of
Might generation.
- Shield is a moderate DPS loss, but offers good CC and survivability, though Hammer provides similar benefits and does more damage.
- Mace will provide significantly less DPS, though you will gain some barrier generation and easier CC.
- Players that own Janthir Wilds can push the damage even further by taking and .
- Hammer offers frequent projectile reflect, an evade, and a block. The lightning field on
Swiftness for your subgroup.
will also result in some occasional
Skill Variants
- can replace . This is a small DPS loss, and you lose access to ranged damage, but the rotation is simpler and you gain access to more CC and boon rip.
- should replace if using Sword and .
Template Code
Specializations
Trait Variants
- If running Sword/Pistol and , you should use as you won't have ranged attacks.
- It would be a minor DPS gain to take
Might without it.
- are the highest damage, but your mech won't close to melee range, which can lead to your team ending up outside of the range of its boons so it's only recommended if you keep an eye on it.
, though it would only be worthwhile if you are absolutely certain that your group can maintain 25
Equipment
Diviner
Berserker
Diviner
Berserker
Diviner
Berserker
Diviner
Berserker
Berserker
Berserker
Diviner
Diviner
Berserker
Berserker
Berserker
x6
x18
Boon duration variants
- offers the highest damage potential, but you need to use Sword/Pistol and which is fully melee.
- The above setup provides ~520 concentration (~35% boon duration), which should be enough as long as you're able to use
Alacrity, but it's useful to be able to keep it for negating certain attacks afterwards. If you want more freedom with when you use it, you could switch the Amulet to
Diviner stats.
is needed at the start of an encounter to provide a buffer of - Don't go below ~31% boon duration as this is the theoretical minimum amount needed to provide permanent
Alacrity.
and off cooldown.
- Note that all the
Alacrity comes from your mech, which inherits your concentration stat rather than your boon duration. This makes gear such as worthless.
Consumables
Food
- or ascended versions
Utility
Usage
Rifle Rotation
Opener
Weapon Swap (or stow kit)
Rest of the Rotation
- Autoattack and use your rifle skills as they come off cooldown until Blunderbuss is available
- plus and (if available)
Weapon Swap (or stow kit)
- Repeat
- Use and off cooldown, as long as your mech is in range of your allies.
- If you hover your mouse over an element of the UI, your character will use in place, minimising the animation length and maintaining your position
Sword Rotation
If using
bring instead of , and when is on a ~3 second cooldown do the following burst to trigger the relic:- and exit Bomb Kit
Aside from using your mech skills off cooldown, the rotation is functionally a priority list:
- (if using)
- After using , go into and use plus either or (if available). takes priority.
- Complete your autoattack chains.
- Every time you complete an auto chain, it slightly reduces the cooldown of your two sword skills.
Video example (with Elixir Gun)
Hammer Rotation
Opener
Weapon Swap (or stow kit)
- (optional)
Rest of the Rotation
After the opener, your basic loop is as follows:
- Autoattack and use and on Hammer until Electro-whirl is available - make sure to finish your auto chains!
- , and OR (if available)
Weapon Swap (or stow kit)
- Repeat
- is a small DPS increase, but locks your character into a long animation. As the skill also provides two evades, it can instead be saved for defensive use.
- Only use one grenade skill alongside
- takes priority over .
- On a loop where you use , only use the next time you enter .
each time you enter .
- See below for more General Tips.
Mace Rotation
The rotation below assumes you are using offhand Pistol.
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
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 - Use your F1 ability off cooldown.
- Use off cooldown for damage, but hold on to it if the mech is in danger of dying, so that you can instantly revive it.
- 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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