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.
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.
- Pistol is also the strongest option on encounters where you need ranged damage.
- If using Pistol, is stronger than
Skill Variants
- If you find you need more
Alacrity generation, you could replace with , but this will be more of a DPS loss than just taking more boon duration.
Template Code
Specializations
Trait Variants
- It would be a minor DPS gain to take , but you would lose a decent amount of
Might for doing so.
Equipment
Celestial
Celestial
Celestial
Celestial
Viper
Celestial
Celestial
Celestial
Celestial
Viper
Celestial
Viper
Viper
x6
x18
- This setup has ~36% boon duration.
- It's a pretty small DPS loss to run
Celestial stats or
Ritualist stats in every slot. - You could go as low as ~31%.
- It's a pretty small DPS loss to run
- If the +393 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 . - Either sigil could be swapped for a . The sigil is cheaper than 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.
- or ascended versions could be used if you want to avoid all toughness.
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 - applies more
Burning - ⇒ deals more damage, and applies more
Vulnerability and
Burning. - deals (slightly) more CC.
- will hit the Focused target with , applying more damage and
Burning.
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 ):
- /
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.
Example Opener
Video example (grenade kit only)
Crowd Control
- : 200 defiance break - 232 to your Focused target
Pistol Rotation
Pistol prefers to use over . The core principles are the same, but now you go into after each use of , using whichever of the following skills are available: , and .
For more efficiency, you can cast and together and use the cooldown of the latter to track the cooldown of the former.
If desired (and possible), you can pre-cast ⇒ ⇒ just before the encounter starts.
Example Opener
-
- (if not pre-cast)
- (if not pre-cast
Weapon Swap
Mace Rotation
The rotation below does not use . 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
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.
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 to maintain
Alacrity, but it can be delayed slightly if the
Aegis is needed. - Use 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
Alacrity in this case. - 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, you can use (if you have it) to force it to the correct location.
Ratings
Comments
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