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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

Expansions required: End of Dragons builds

Difficulty:
Normal
This build was last updated on August 16, 2025 and is up to date for the June 24, 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.


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

  • If you find you need more Alacrity Alacrity generation, you could replace Superconducting Signet or Flamethrower with Barrier Signet, but this will be more of a DPS loss than just taking more boon duration.
  • You can take Shift Signet instead of Flamethrower for a much simpler rotation, but at a DPS loss.


Template Code

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Specializations


Trait Variants

  • It would be a minor DPS gain to take Mech Arms: Single-Edge Cutters, 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 Sigil of Superior Sigil of Geomancy. The sigil is cheaper than Sigil of Superior Sigil of Bursting and the damage is slightly better, 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 Conduit Surge (skill 2), then jump into Grenade Kit and use Shrapnel Grenade along with either Freeze Grenade or Poison Grenade if they are off cooldown.

The unique aspect of Spear is the Focused mechanic, which is applied by Conduit Surge 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 Vulnerability
  • Conduit Surge applies more Burning Burning
  • Lightning Rod Electric Artillery deals more damage, and applies more Vulnerability Vulnerability and Burning Burning.
  • Roiling Skies deals (slightly) more CC.
  • Devastator will hit the Focused target with Focused Devastation, applying more damage and Burning Burning.


Rotation fundamentals

Your three biggest damage contributions come from Lightning Rod Electric Artillery, Conduit Surge and Shrapnel Grenade. When you activate Lightning Rod a whirling AoE spins around you for four seconds, gaining a charge for each target hit. After this Electric Artillery will activate and do damage according to its charge. The cooldown for the skill begins once you activate Lightning Rod so using this skill is high priority, while you can afford to delay Electric Artillery if needed (it lasts until Lightning Rod is ready again).

Practically speaking, if you cast Lightning Rod and Conduit Surge together, the charging time on Electric Artillery means that it becomes available around the time that Conduit Surge comes off cooldown. And as you always want to be following up Conduit Surge with Shrapnel Grenade, your rotation should end up always casting these three skills together (alternating between Lightning Rod and Electric Artillery):

  1. Lightning Rod/Electric Artillery
  2. Conduit Surge
  3. Grenade Kit
  4. Shrapnel Grenade


Unfortunately none of your weapon skills line up neatly with Flame Blast, making it harder to track the cooldown of this key skill. However, the cooldown on Poison Grenade is the same as Stoke the Flames, so by using these two skills together you can add more structure to the rotation. It is practical to use Flame Blast at the same time as you can neatly fit two additional uses between each Stoke the Flames. As Devastator also has a 20-second cooldown, you can add this on afterwards to create the following:

  1. Poison Grenade
  2. Flamethrower
  3. Stoke the Flames
  4. Flame Blast
  5. Weapon Swap Weapon Swap
  6. Devastator


You can piece together the rotation by following the structures above, performing the spear combo and checking on the cooldown of poison grenade while there. Then when using poison grenade combo, check on the cooldowns of your flamethrower skills.


Played optimally, the cooldowns of Flame Blast and Conduit Surge will drift apart so there is no consistent loop (or rather, it is very long and easy to get lost in). The spear combo is the highest priority, while Freeze Grenade and Air Blast are low priority and can be skipped if other cooldowns are available.


Example Opener

  1. Lightning Rod
  2. Conduit Surge
  3. Grenade Kit
    1. Shrapnel Grenade
    2. Poison Grenade
  4. Flamethrower
    1. Stoke the Flames
    2. Flame Blast
    3. Weapon Swap Weapon Swap
  5. Devastator
  6. Electric Artillery
  7. Conduit Surge
  8. Grenade Kit
    1. Shrapnel Grenade
    2. Freeze Grenade
  9. Flamethrower
    1. Napalm
    2. Flame Blast
    3. Air Blast
    4. Weapon Swap Weapon Swap
  10. Lightning Rod
  11. Conduit Surge
  12. Grenade Kit
    1. Shrapnel Grenade
    2. Weapon Swap Weapon Swap

Video example

Video example (grenade kit only)


Crowd Control

  • Roiling Skies: 200 defiance break - 232 to your Focused target
  • Air Blast: 150 defiance break. DPS contribution is low so you can hold on to it.


Mace Rotation

Click to view Toggle

The rotation below does not use Bomb Kit. 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. Crisis Zone
  2. Barrier Burst
  3. Blowtorch
  4. Grenade Kit
  5. Shrapnel Grenade
  6. Poison Grenade
  7. Freeze Grenade
  8. Weapon Swap Weapon Swap (or stow kit)
  9. Energizing Slam
  10. Mace StrikeMace Smash (Mechanist)Barrier Blast
  11. Rocket Fist Prototype
  12. Grenade Kit
  13. Shrapnel Grenade
  14. Weapon Swap Weapon Swap (or stow kit)


Rest of the Rotation

After the opener, your basic loop is as follows:

  1. Autoattack and use Energizing Slam on Mace until either Blowtorch or Rocket Fist Prototype are available - make sure to finish your auto chains!
  2. Blowtorch or Rocket Fist Prototype - these should alternate between loops
  3. Grenade Kit
  4. Shrapnel Grenade and Poison Grenade (if available)
  5. Weapon Swap Weapon Swap (or stow kit)
  6. Repeat

If you're fast, you may occasionally swap to Grenade Kit and Shrapnel Grenade won't be immediately available. In this case, use Freeze Grenade 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 Mechanical Genius, 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 Crisis Zone to maintain Alacrity Alacrity, but it can be delayed slightly if the Aegis Aegis is needed.
  • Use Barrier Burst off cooldown. You can delay it by a second if it will coincide with Barrier Blast, as the internal cooldown of Mech Frame: Channeling Conduits would prevent the first tick from applying Alacrity Alacrity in this case.
  • If you are using Barrier Signet, use it instead of Barrier Burst in the opener, then use Barrier Burst one second after the final pulse of Barrier Signet. Make sure never to have these two skills overlap - this is to avoid the internal cooldown from Mech Frame: Channeling Conduits.
  • Try to keep an eye on your mech, as it is a major source of Alacrity Alacrity thanks to Mech Core: Barrier Engine. If it ends up more than 600 units from the stack, you can use Shift Signet (if you have it) 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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