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Difference between revisions of "Mechanist - Condi DPS"

(Updated rotation, removed Tools variant)
Line 60: Line 60:
 
** {{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).
 
** {{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).
  
==Specialization Variants==
+
 
Replaces Explosives.
 
{{Specialization|Tools|top|bot|top}}
 
This variant results in higher single-target DPS and better survivability, but can have slightly lower DPS against large groups.
 
  
 
==Equipment==
 
==Equipment==
Line 110: Line 107:
  
 
'''Utility'''
 
'''Utility'''
* {{utility|Master Tuning Crystal}}
+
* {{utility|Toxic Focusing Crystal}}
 +
** {{utility|Master Tuning Crystal}} for a cheaper alternative
  
  
Line 117: Line 115:
  
 
===Jade Dynamo rotation===
 
===Jade Dynamo rotation===
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.
+
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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'''Pistol/Pistol'''<br>
 
'''Pistol/Pistol'''<br>
Key skill: {{Skill|Blowtorch}} <br>
+
Key skills: {{Skill|Blowtorch}} & {{Skill|Poison Dart Volley}} <br>
Other skills: {{Skill|Static Shot}} & {{Skill|Poison Dart Volley}}
+
Other skills: {{Skill|Static Shot}}
  
  
Line 138: Line 136:
  
  
'''Mortar Kit'''<br>
+
You may notice that the cooldowns of the key skills (before {{tooltip|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:
Key skill: {{Skill|Poison Gas Shell}}
 
  
  
You may notice that the cooldowns of the key skills (before {{tooltip|Alacrity}}) are 5, 8, 10, 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:
+
<big>'''Section 1'''</big>
 
 
  
<big>'''Section 1'''</big>
+
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}}
  
Cycle through each kit in turn, using all the skills named above in each - all these skills will be available with the exception of {{Skill|Concussion Bomb}}, which will only be available every other loop. In general, the best order for kits will be
+
{{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|Bomb Kit}} &rarr; '''Pistol/Pistol''' &rarr; {{Skill|Elite Mortar Kit}} &rarr; {{Skill|Grenade Kit}}
 
  
In the opener {{Skill|Grenade Kit}} can come second to build up stacks of {{trait|Explosive Temper}} faster.
+
After {{Skill|Grenade 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}}
  
  
 
<big>'''Section 2'''</big>
 
<big>'''Section 2'''</big>
  
As {{Skill|Fire Bomb}} and {{Skill|Shrapnel Grenade}} have shorter cooldowns, you use
+
Your key '''Pistol/Pistol''' should be coming off cooldown now so you can immediately go
: {{Skill|Bomb Kit}} &rarr; {{Skill|Grenade Kit}}
+
: '''Pistol/Pistol''' {{to}} {{Skill|Grenade Kit}} {{to}} '''Pistol/Pistol'''
  
{{Skill|Shrapnel Grenade}} won't be available when you swap to {{Skill|Grenade Kit}}, so auto with {{Skill|Grenade}} until it's ready, then throw two more {{Skill|Grenade}}s before moving to '''Section 3''' to make cooldowns line up better.
+
{{Skill|Shrapnel Grenade}} may not be available when you swap to {{Skill|Grenade Kit}}, so auto with {{Skill|Grenade}} until it's ready.
  
As {{Skill|Grenade Kit}} was used earlier in the opener, on the very first loop you can use {{Skill|Grenade Kit}} before and after {{Skill|Bomb Kit}} instead (So {{Skill|Grenade Kit}} &rarr; {{Skill|Bomb Kit}} &rarr; {{Skill|Grenade Kit}}).
+
After {{skill|Shrapnel Grenade}} go back to '''Pistol/Pistol''' and autoattack until {{Skill|Poison Dart Volley}} is available, then:
 +
: {{Skill|Poison Dart Volley}} {{to}} {{skill|Bomb Kit}} {{to}} {{skill|Grenade Kit}} {{to}} '''Pistol/Pistol'''
  
  
 
<big>'''Section 3'''</big>
 
<big>'''Section 3'''</big>
  
The final section is much like '''Section 1''', but now the kit order is
+
The final section is much like '''Section 2''', but the cooldowns align slightly differently.
: '''Pistol/Pistol''' &rarr; {{Skill|Bomb Kit}} &rarr; {{Skill|Elite Mortar Kit}} &rarr; {{Skill|Grenade Kit}}
+
: '''Pistol/Pistol''' {{to}} {{Skill|Grenade Kit}} {{to}} '''Pistol/Pistol'''
 +
 
 +
This time, {{Skill|Poison Dart Volley}} should be immediately available so
 +
: {{Skill|Poison Dart Volley}} {{to}} {{skill|Bomb Kit}} {{to}} {{skill|Grenade 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.
  
{{Skill|Shrapnel Grenade}} should be available as soon as you swap to {{Skill|Grenade Kit}}, but rather than swap away immediately, continue autoing with {{Skill|Grenade}} until {{Skill|Shrapnel Grenade}} is available again, then use it and return to the start of '''Section 1'''.
 
  
 +
[https://youtu.be/8Wvn3cyi2oo Rotation example (Jade Dynamo)]
  
Refer to the video link below to see this in action.
 
  
 +
===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 {{skill|Poison Dart Volley}}, go into {{skill|Bomb Kit}}
 +
* {{skill|Shrapnel Grenade}} has roughly half the cooldown of {{skill|Static Shot}} and {{skill|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.
  
[https://youtu.be/9AOh5Kc3bgQ Rotation example (Jade Dynamo)]
 
  
  
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===General Tips===
 
===General Tips===
 +
* 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.
 +
* During the wind-up of {{skill|Blowtorch}}, it can be interrupted with {{skill|Static Shot}}. Either make sure not to press {{skill|Static Shot}} too soon, or use {{skill|Static Shot}} first.
 
* 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.

Revision as of 01:29, 23 February 2023

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 builds

Difficulty:
TBD
This build was last updated on February 23, 2023 and is up to date for the October 8, 2024 patch.

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.

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.


Skill Bar

Pistol/Pistol
Utility


Weapon Variants

  • Mace can replace Pistol, which offers lower base damage but a lot more Confusion Confusion, which can be stronger on encounters where bosses attack frequently.


J-Drive Variants

If you use Mech Core: J-Drive, you can dramatically simplify the rotation without losing too much damage:

  • Superconducting Signet can replace Bomb Kit.
    • On bosses with high attack rates, you could replace Grenade Kit with Superconducting Signet instead.
  • Rectifier Signet also becomes stronger, but A.E.D. may still be preferred.


Template Code

[&DQMGJyY5RhUqDyoPhgCGAAcBBwEQGw4bCRuJAQAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

  • Mech Core: J-Drive will make signets significantly stronger, allowing you to replace kits with them.
    • Aim-Assisted Rocket in combination with Mech Core: J-Drive offers an alternate rotation that relies on spamming grenades at range (see video example in the Usage section).


Equipment

Head
Viper
Shoulders
Viper
Chest
Viper
Hands
Viper
Legs
Viper
Feet
Viper
Backpiece
Viper
Accessory
Viper
Accessory
Viper
Amulet
Viper
Ring
Viper
Ring
Viper
Pistol
Viper
Pistol
Viper
Sigil
Sigil
Rune
x6
Infusion
x18
  • Rune of Superior Rune of Thorns could replace Rune of Superior Rune of the Elementalist. If taken, a Sigil of Superior Sigil of Malice could also replace the Sigil of Superior Sigil of Earth.
  • On bosses with very high attack rates, you could use Rune of Superior Rune of Perplexity and (assumes you are running Bomb Kit).


Consumables

Food

  • or ascended versions


Utility

    • for a cheaper alternative


Usage

Jade Dynamo rotation

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

Pistol/Pistol Bomb Kit Grenade 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 Grenade 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

Pistol/Pistol 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 go back to Pistol/Pistol and autoattack until Poison Dart Volley is available, then:

Poison Dart Volley Bomb Kit Grenade Kit Pistol/Pistol


Section 3

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

Pistol/Pistol Grenade Kit Pistol/Pistol

This time, Poison Dart Volley should be immediately available so

Poison Dart Volley Bomb Kit Grenade Kit Pistol/Pistol

Shrapnel Grenade will not be available when you swap to Grenade Kit, so you can either stay in Grenade Kit until it is available, or use available cooldowns and then exit to Pistol/Pistol and autoattack until Shrapnel Grenade is off cooldown (you can use the initial swap into Grenade Kit to check the remaining cooldown). 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.


Other Rotations

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


Rotation example (J-Drive)

Rotation example (J-Drive & Aim-Assisted Rocket)

Rotation example (J-Drive with Bomb Kit)


General Tips

  • 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.
Log in or register to rate this build.
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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