Mechanist - Alacrity Support Healer

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Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Healing and Support

Designed for: Raids and Fractals

Expansions required: End of Dragons builds

Difficulty:
TBD
This build was last updated on October 12, 2022 and is up to date for the February 27, 2024 patch.

Overview

Mechanist is a versatile and potent healer, capable of providing permanent Alacrity Alacrity, Fury Fury and 25 Might Might in addition to a variety of defensive boons and barrier.

The mech itself provides the majority of offensive boons, which leaves the mechanist able to handle ranged mechanics and makes it very reliable provided the mech's position is controlled. Unlike the DPS alacrity builds, it also does not require to maintain Alacrity Alacrity, leaving it free to be used to counter mechanics with Aegis Aegis and/or Stability Stability.

The greatest weakness of heal mechanist is that its self-healing is even lower than usual for a heal build, which means that it is more difficult than the common alternatives if used as a tank.


Skill Bar

Mace/Shield
Utility


Skill Variants

Maintaining Might Might should be possible without , so it can be swapped out in order to provide the boon from another turret, or any other utility skill.

  • in particular is useful both for buffing your mech and giving yourself a way to force the mech to a specific location.


Template Code

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Specializations


Trait Variants

  • If you aren't using any turrets, use .


Equipment

Head
Harrier
Shoulders
Harrier
Chest
Harrier
Hands
Harrier
Legs
Harrier
Feet
Harrier
Backpiece
Harrier
Accessory
Magi
Accessory
Magi
Amulet
Harrier
Ring
Harrier
Ring
Harrier
Mace
Harrier
Shield
Harrier
Sigil
Sigil
Rune
x6
Infusion
x18


Consumables

Food

  • or alternatives

Utility


Usage

For much of your time, you want to be auto-attacking on mace, whilst using and off cooldown to maintain Regeneration Regeneration and Alacrity Alacrity, respectively. This should keep your group healthy for the most part but for optimal play you want to make use of the following:


Key Skills

Significant healing over time can be added from the following skills:

  • (Med Kit) - Provides a large amount of Regeneration Regeneration as well as some other useful boons.
  • (Elixir Gun) - Pulses rapid healing over six seconds on a relatively short cooldown.
  • (Mortar Kit) - A water field and more healing over time.


and are the most important skills here. is nice, but it is also your only water field so on some encounters it may be worth holding on to for burst healing.


has the same cooldown as , and has about half the cooldown. This means you can use the cooldown of to track the cooldown of the other skills whilst not in their respective kits - Use both skills whenever you use , and hop into an extra time when is on a ~15s cooldown.


Protection

You can just about maintain permanent protection by using both shield skills and off cooldown. However these skills also offer significant utility, so feel free to delay them if they will be needed.


Burst Healing

You only really have one burst skill available, the appropriately named , but you can get some more by comboing available blast finishers with the water field from . These are:

  • - the flip skill of


As you may be using the first two skills in your rotation, might be the only blast finisher you have so it can be beneficial to plan accordingly if you know there is some big damage incoming. Be aware that launches you backwards, which can be very dangerous, but it can be cancelled by weapon swapping as soon as you see yourself move.


While not a burst heal per-se can provide a good amount of barrier to protect against and incoming hit. This skill can also be used to fill in any gaps in Alacrity Alacrity, or to block incoming projectiles for five seconds. Also bear in mind that the passive reduces all incoming damage by 10%, which may be more valuable than the active effect if you're tanking.


Finally, if a large amount of sustained healing is required you can remain in and spam and . Be aware that neither of these skills heal you, and you're no use to your team if you get downed!


Condition Cleanse

already provides some measure of condition cleanse. You also have:

  • (Med Kit)
  • (Elixir Gun)


If you need even more, then the light fields from or (Mortar Kit) can be comboed with a blast finisher.


Crowd Control

You don't have a huge amount of CC available, limited to:

  • - flip skill of
  • - flip skill of


As ideally you want to use shield skills to provide Protection Protection, on encounters that require a lot of CC you may wish to bring a utility skill such as or instead.


Ratings

This build has a rating of 5 stars based on 2 votes.
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5 stars
OfficerAndyGentleman gave this build 5 stars • November 2022
Heal mech is a very simple build to get started on as it can generate permanent alacrity around the mech without any input from the player (if Barrier Burst is set on auto). This enables the mechanist themself to handle mechanics and/or pay full attention to healing, and the boon duration is enough that Crisis Zone can be saved for handling mechanics with aegis and stability. Getting full use out of the build is a little harder than on druid, but the minimum effectiveness is higher too.
5 stars
Mordiko gave this build 5 stars • June 2022
Meta and for a very good reason. Easy boom uptime, incredibly good heals. Only downside is that you have to maneuver your Mech sometimes, which is easily done by a button press.

Comments

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