Difference between revisions of "Mechanist - Condi DPS"
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| xpac = eod | | xpac = eod | ||
| meta = | | meta = | ||
+ | | difficulty = 2 | ||
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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. | 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. | ||
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| pet2 = | | pet2 = | ||
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===J-Drive Variants=== | ===J-Drive Variants=== | ||
If you use {{Trait|Mech Core: J-Drive}}, you can dramatically simplify the rotation without losing too much damage: | If you use {{Trait|Mech Core: J-Drive}}, you can dramatically simplify the rotation without losing too much damage: | ||
− | * {{Skill|Superconducting Signet}} can replace {{Skill|Bomb Kit}}. | + | * {{Skill|Superconducting Signet}} can replace {{Skill|Bomb Kit}} or {{skill|Grenade Kit}}, depending on personal preference. |
− | ** On bosses with high attack rates, | + | ** On bosses with high attack rates, {{skill|Bomb Kit}} will outperform {{skill|Grenade Kit}}. |
* {{Skill|Rectifier Signet}} also becomes stronger, but {{Skill|A.E.D.}} may still be preferred. | * {{Skill|Rectifier Signet}} also becomes stronger, but {{Skill|A.E.D.}} may still be preferred. | ||
− | + | * If you want to totally avoid kits, use a {{skill|Flame Turret}} along with {{trait|Big Boomer}} (as there will be few explosions). | |
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* {{Trait|Mech Core: J-Drive}} will make signets significantly stronger, allowing you to replace kits with them. | * {{Trait|Mech Core: J-Drive}} will make signets significantly stronger, allowing you to replace kits with them. | ||
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==Equipment== | ==Equipment== | ||
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| weight = Medium | | weight = Medium | ||
| stats = Viper | | stats = Viper | ||
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Trapper |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Pistol | | weapon1 = Pistol | ||
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| infusion1-qt = 18 | | infusion1-qt = 18 | ||
| infusion2-qt = | | infusion2-qt = | ||
+ | | relic = Relic of the Fractal | ||
| head = | | head = | ||
| shoulders = | | shoulders = | ||
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}} | }} | ||
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* On bosses with very high attack rates, you could use {{rune|Superior Rune of Perplexity}} and {{food|Fishy Rice Bowl}} (assumes you are running Bomb Kit). | * On bosses with very high attack rates, you could use {{rune|Superior Rune of Perplexity}} and {{food|Fishy Rice Bowl}} (assumes you are running Bomb Kit). | ||
+ | * The {{sigil|Superior Sigil of Bursting}} could be swapped for a {{sigil|Superior Sigil of Geomancy}}. The sigil is cheaper and the damage is basically identical, but it requires you to be in melee to benefit. | ||
+ | |||
+ | ===Non-SotO Relics=== | ||
+ | Unfortunately there aren't any good core damage relics for condi Mechanist, the best option being {{relic|Relic of the Aristocracy}}, which does not affect your mech. | ||
+ | * If running this, you would want to swap some pieces to {{tooltip|Sinister stats}} such that you reach ~67% base condition duration, with bleeding and burning duration capped. | ||
+ | * It may be recommended to pick an option that offers some utility instead. | ||
==Consumables== | ==Consumables== | ||
− | |||
'''Food''' | '''Food''' | ||
* {{food|Plate of Beef Rendang}} or ascended versions | * {{food|Plate of Beef Rendang}} or ascended versions | ||
+ | '''Utility''' | ||
+ | * {{utility|Toxic Focusing Crystal}} | ||
+ | ** {{utility|Master Tuning Crystal}} for a cheaper alternative | ||
+ | |||
+ | |||
+ | ==Usage== | ||
+ | ===Simpler Rotations=== | ||
+ | Mechanist's signets are very strong, which allows them to replace {{Skill|Bomb Kit}}/{{skill|Grenade Kit}} and {{Skill|Elite Mortar Kit}} if you use the {{trait|Mech Core: J-Drive}} trait. This also allows you to use {{Skill|Shift Signet}} without losing DPS. | ||
+ | |||
+ | See the [[Build:Mechanist_-_Condi_Boon_Support|Condi Boon Support]] page for this rotation, and use {{Skill|Superconducting Signet}} off cooldown - this should prevent you needing to use {{Skill|Freeze Grenade}} outside of the opener. | ||
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+ | [https://youtu.be/xEZdd7Dmzlw Video guide by Masel] | ||
+ | [https://youtu.be/tEbq2DyrElo Rotation example (J-Drive)] | ||
+ | |||
+ | [https://youtu.be/VBk2OS3U8FE Rotation example (J-Drive with Bomb Kit)] | ||
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===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 | + | Key skills: {{Skill|Blowtorch}} & {{Skill|Poison Dart Volley}} <br> |
− | Other skills: {{Skill|Static Shot | + | Other skills: {{Skill|Static Shot}} |
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− | + | 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: | |
− | |||
− | + | <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 | ||
+ | : {{skill|Static Shot}} & {{skill|Blowtorch}} {{to}} {{Skill|Grenade Kit}} {{to}} {{skill|Poison Dart Volley}} {{to}} {{Skill|Bomb Kit}} | ||
− | + | {{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}}. | |
− | + | After {{Skill|Bomb 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}} | |
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<big>'''Section 2'''</big> | <big>'''Section 2'''</big> | ||
− | + | Your key '''Pistol/Pistol''' should be coming off cooldown now so you can immediately go | |
− | + | : {{skill|Static Shot}} & {{skill|Blowtorch}} {{to}} {{Skill|Grenade Kit}} {{to}} '''Pistol/Pistol''' | |
− | {{Skill|Shrapnel Grenade}} | + | {{Skill|Shrapnel Grenade}} may not be available when you swap to {{Skill|Grenade Kit}}, so auto with {{Skill|Grenade}} until it's ready. |
− | + | After {{skill|Shrapnel Grenade}} autoattack on '''Pistol''' until just before {{Skill|Poison Dart Volley}}, then: | |
+ | : {{skill|Shrapnel Grenade}} {{to}} {{Skill|Poison Dart Volley}} {{to}} {{skill|Bomb Kit}} {{to}} '''Pistol/Pistol''' | ||
<big>'''Section 3'''</big> | <big>'''Section 3'''</big> | ||
− | The final section is much like '''Section | + | The final section is much like '''Section 2''', but the cooldowns align slightly differently. |
− | : | + | : {{skill|Static Shot}} & {{skill|Blowtorch}} {{to}} {{Skill|Grenade Kit}} {{to}} '''Pistol/Pistol''' |
− | {{Skill| | + | This time, when {{Skill|Poison Dart Volley}} is available do |
+ | : {{Skill|Poison Dart Volley}} {{to}} {{skill|Bomb Kit}} {{to}} '''Pistol/Pistol''' | ||
+ | Autoattack on '''Pistol''' until {{skill|Static Shot}} and {{skill|Blowtorch}} are on a ~6 second cooldown then quickly swap into {{skill|Grenade Kit}} and use {{skill|Shrapnel Grenade}}. 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. | ||
− | |||
+ | [https://youtu.be/hkCfmFnNiCo 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 {{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. | |
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===General Tips=== | ===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 {{trait|Mechanical Genius}}. | ||
+ | * 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. |
Latest revision as of 17:09, 7 April 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage
Designed for: Raids and Fractals
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
J-Drive Variants
If you use
, you can dramatically simplify the rotation without losing too much damage:- On bosses with high attack rates, will outperform .
can replace or , depending on personal preference.
- also becomes stronger, but may still be preferred.
- If you want to totally avoid kits, use a along with (as there will be few explosions).
Template Code
Specializations
- will make signets significantly stronger, allowing you to replace kits with them.
Equipment
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x18
- On bosses with very high attack rates, you could use and (assumes you are running Bomb Kit).
- The could be swapped for a . The sigil is cheaper and the damage is basically identical, but it requires you to be in melee to benefit.
Non-SotO Relics
Unfortunately there aren't any good core damage relics for condi Mechanist, the best option being
, which does not affect your mech.- If running this, you would want to swap some pieces to Sinister stats such that you reach ~67% base condition duration, with bleeding and burning duration capped.
- It may be recommended to pick an option that offers some utility instead.
Consumables
Food
- or ascended versions
Utility
-
- for a cheaper alternative
Usage
Simpler Rotations
Mechanist's signets are very strong, which allows them to replace
/ and if you use the trait. This also allows you to use without losing DPS.See the Condi Boon Support page for this rotation, and use off cooldown - this should prevent you needing to use outside of the opener.
Rotation example (J-Drive with Bomb Kit)
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: &
Other skills:
Grenade Kit
Key skill:
Other skills: &
Bomb Kit
Key skill:
Other skill:
You may notice that the cooldowns of the key skills (before 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
- ⇒ ⇒ ⇒ &
and have the same cooldown, so if we make sure to cast last on Pistol and first in then we can know that we only need to go into immediately after using .
After
, autoattack on Pistol until just before then do:- ⇒ ⇒
Section 2
Your key Pistol/Pistol should be coming off cooldown now so you can immediately go
- ⇒ ⇒ Pistol/Pistol &
may not be available when you swap to , so auto with until it's ready.
After
autoattack on Pistol until just before , then:- ⇒ ⇒ ⇒ Pistol/Pistol
Section 3
The final section is much like Section 2, but the cooldowns align slightly differently.
- ⇒ ⇒ Pistol/Pistol &
This time, when
is available do- ⇒ ⇒ Pistol/Pistol
Autoattack on Pistol until
and are on a ~6 second cooldown then quickly swap into and use . Return to Pistol/Pistol after using and start again from Section 1 when and 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 , go into
- has roughly half the cooldown of and , 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.
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 .
- Any of your other Pistol skills will interrupt
- You can swap to during the cast without interrupting the skill.
, so it's best to use it last.
- During the wind-up of , it can be interrupted with . Either make sure not to press too soon, or use first.
- Press all your mech skills off cooldown - you can save for CC if necessary.
- If using , 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
Comments
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