Mechanist - Power DPS
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage
Designed for: Raids and Fractals
Overview
Power Mechanist has a simple rotation that can almost entirely be performed from range, and the mech allows you to maintain high damage even if you're forced to deal with mechanics.
In addition to reliable DPS, the build affords a good amount of CC with little damage loss, and even generates a decent amount of Might and Fury. All these aspects make it an excellent starter class and it will continue to perform well in the more experienced players too.
Skill Bar
Non-SotO Weapons
Rifle is the best weapon for players that don't own Secrets of the Obscure. It is also a nice weapon on encounters that make meleeing the boss difficult.
Skill Variants
- can be used to skip certain oneshot attacks
- (instead of ) can be used for boon removal and cc, but a minor dps loss
Template Code
Specializations
- It would be a minor DPS loss to take Might for doing so. , and you would generate a decent amount of
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Dragon
Berserker
Berserker
Dragon
Dragon
Dragon
Berserker
x6
x18
Equipment Variants
- The Dragon stats pieces are a tiny dps increase, so you can run full Berserker stats if you prefer.
- is a tiny DPS loss.
Consumables
Food
- or ascended versions
Utility
Usage
The build is incredibly easy to play. You use all your weapon skills off-cooldown. Whenever you use
or , switch to and use , plus OR . Shrapnel Grenade will always be ready, skip Poison and Freeze grenade if they are on cooldown.
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 of these grenade skills alongside each time you enter .
- takes priority over .
- On a loop where you use , only use the next time you enter .
, and all trigger , so you want to spread them out.
- See below for more General Tips.
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 or (if available)
- Weapon Swap (or stow kit)
- Repeat
- 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
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 .
- Try to let your autoattacks finish.
- Use
- may be delayed is a breakbar if imminent.
, and off cooldown - you can set them on autocast if you won't need to save them for CC.
- If your mech dies, use to immediately get it back.
Ratings
Comments
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