Mechanist - Condi DPS
Overview
Condition mechanist is a strong and versatile DPS build that is both a strong and simple version of condi engineer. 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.
Skill Bar
Pistol Variants
Players who don't own Janthir Wilds cannot use spear, so Pistol/Pistol is the next best option. Pistols also have better ranged capabilities, which might be preferable on some encounters.
- Ideally, when running Pistol/Pistol you replace with .
Skill Variants
- The heal skill can be whatever you want, though some options stand out:
- is very potent with as it has higher passive healing, which isn't lost upon activating the signet.
- allows you to survive some one-shot attacks.
- does an AoE condi cleanse when it is placed, which can be situationally useful.
- The highest damage option is to replace with , though the additional complexity means this may not be better in real encounters.
- If you want to totally avoid kits, use . Be aware that removing removes your main way of triggering both and , which means and should perform better, though the difference will be minor.
Template Code
Specializations
Equipment
Viper
Sinister
Viper
Sinister
Viper
Viper
Sinister
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x18
- Either sigil could be swapped for a . The sigil is cheaper than and the damage is slightly better than , but it requires you to be in melee to benefit and variance in your kit swaps can reduce its DPS.
- The recommended setup is practically the same damage as full
Viper stats gear.
- In this case, would be the stronger utility.
Non-SotO Relics
There are two options for core relics. has the highest potential, but it isn't triggered reliably on every encounter. works everywhere, but requires modifying your gear as follows:
- 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 Spear Rotation
Mechanist's signets are very strong, which allows them to replace .
With this rotation all you need to do is use the following skills off cooldown:
- /
- - skip if there's any danger of your mech dying, so you can use it to resummon them instead.
- Your mech skills
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 and 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).
and have the same cooldown, so every time you use you can immediately jump into and use . These two skills form the backbone of your rotation.
You can swap out of either by pressing again or by weapon swapping. Using weapon swap will cancel animations when used, which could result in cancelling a grenade skill before its finished. Using a second time to leave the kit avoids this issue, but if you're only casting a single grenade skill (which is often the case) then the cooldown on kit swaps won't have ended when you need to leave. Ideally you should practise both methods.
Example Opener
For the rest of the rotation, try to finish your auto chains ( and take priority over finishing the chain), while using the following skills off cooldown:
- /
- Your mech skills
- - skip if there's any danger of your mech dying, so you can use it to resummon them instead.
You can look at the cooldown of and whenever you go into for . If the cooldown is under two seconds, you exit, do an auto chain, then go back into for them.
Your two main skills have an effective cooldown of just under five seconds (with
Quickness and
Alacrity). However, / has an effective cooldown of just over 10 seconds, and your other grenade skills and have a ~16s cooldown (with
Alacrity). This means that played optimally, these skills will end up shifting their position relative to each other over the course of the rotation.
You can simplify the rotation slightly if you slightly delay until after /. As you always want to be following up with , your rotation should end up always casting these three skills together (alternating between and ).
Additionally, if you find handling kits tricky (or just prefer a neater loop), you can use the following rotation, which is a relatively small DPS loss over the optimal one:
Burst Loop
Filler Loops
Repeat this loop three times, then return to the Burst Loop
- or (whichever is available)
- ⇒ ⇒ x2
This rotation slightly delays using to make the rotation loop properly. It also does not list mech skills or , which should be used off cooldown but have no cast time. You could set the mech skills to autocast, though this may be less effective than triggering them yourself.
Flamethrower Spear Rotation
Example Opener
- This rotation follows the same principals as the rotation above with the addition of Flamethrower skills. All are important damage contributors except for which can be saved for CC.
- As has the same cooldown as , it's helpful to follow up with a switch to each time you use it.
- Ideally should also be available every time, and you can get two additional uses in between each .
- As with Grenade Kit, it's helpful to look at cooldowns every time you're in so you have an idea of when to enter it next.
Pistol Rotation
Although Pistol offers much better ranged damage, it still wants to use , which requires you to be in melee. For a truly ranged build, you can use instead and use in the same way, though the damage is lower. In addition, has a lower cooldown than any pistol skill, so optimal use would require tracking it independently and using more often. Cast / together with and you can use the latter skill to track those at least.
Opener
For the rest of the rotation, autoattack and use mech and pistol skills off cooldown. After using , go into and use as well as and if they're available. You should also use off cooldown, but skip if there's any danger of your mech dying, so you can use it to resummon them instead.
In addition to and having the same cooldown, so do and , so for a bit of extra damage you can cast these skills together and use the cooldown of to track when is ready.
General Tips
- Make sure you're within 360 units of your mech before using F1-3 skills, or they will have a 20% longer cooldown thanks to .
- You can swap to Kits during the cast of skills without interrupting the skill.
- 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.
Crowd Control
- : 200 defiance break - 232 to your Focused target
- : 232 defiance break - used for damage in your rotation, but the damage is low so you could hold onto it for CC
- : 100 defiance break - the damage is high and the CC is low, so it's not usually worth holding on to for CC
- : Not a CC in itself, but it drops a lightning field that you could combo with for 100 defiance break.
Ratings
Comments
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