Mechanist - Alacrity Support Condi DPS
The community gave this build a rating, making it second-tier: Good
Focused on: Condition damage and Support
Designed for: Raids and Fractals
Overview
A condition boon support build for Mechanist. Provides permanent Alacrity and high uptimes of Fury and 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
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
- If you find you need more Alacrity generation, you could replace or with .
- You can take instead of for a much simpler rotation, but at a DPS loss.
Template Code
Specializations
Trait Variants
- It would be a minor DPS gain to take Might for doing so. , but you would lose a decent amount of
Equipment
Celestial
Celestial
Celestial
Celestial
Viper
Celestial
Celestial
Celestial
Celestial
Celestial
Viper
Viper
Viper
x6
x18
- This setup has ~36% boon duration.
- You could go as low as ~31%, but this is not recommended.
- If the +408 toughness from celestial stats causes problems, you can replace your gear with ritualist stats pieces instead. This will leave you with only +45 toughness from the .
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:- The autoattack chain will apply Vulnerability
- Burning applies more
- ⇒ deals more damage, and applies more Vulnerability and Burning.
- deals (slightly) more CC.
- Burning. will hit the Focused target with , applying more damage and
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:
- Use immediately after .
- Use just before / .
- 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 and 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
Loop 2
Loop 3
- ⇒ ⇒ x2
Crowd Control
- : 200 defiance break - 232 to your Focused target
Mace Rotation
The rotation below does not use 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.
. See the
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
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:
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
- 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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