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

Line 39: Line 39:
  
 
===Skill Variants===
 
===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}}.
+
* 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.
 
* 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|Shift Signet}} instead of {{Skill|Bomb Kit}} for a much simpler rotation, but at a DPS loss.
  

Revision as of 20:56, 21 February 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 February 21, 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

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Specializations


Trait Variants

  • It would be a minor DPS gain to take , but you would lose a decent amount of Might Might for doing so.


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
  • This setup has ~36% boon duration.
  • If the +408 toughness from celestial stats celestial stats causes problems, you can replace your gear with ritualist stats ritualist stats pieces instead. This will leave you with only +45 toughness from the
    .
  • Either sigil could be swapped for a
    . The sigil is cheaper than
    and the damage is slightly better than
    , but it requires you to be in melee to benefit and variance in your kit swaps can reduce its DPS.


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:


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

  • : 200 defiance break - 232 to your Focused target


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

  • 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 to maintain Alacrity Alacrity, but it can be delayed slightly if the Aegis Aegis is needed.
  • Use 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 Alacrity Alacrity in this case.
  • 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 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

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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