Dual Pistols / Spear Condition Mechanist[edit]
Dual Pistols Build Stats
| Criterion |
Value
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| Burst Damage |
~33,4k
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| Sustained Damage |
~36,1k
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| Effective Range (1200 = Maximum) |
869
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| Actions Per Minute (APM) |
28
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| Share of Forced Movement or Stealth Skills |
0%
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| Bar Swaps per Minute (BPM) |
0
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| # of Skills Used |
6
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| Damage Log Link |
Link
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| Damage Build Link |
Link
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- Condition
Mechanist with
Mech Core: J-Drive is a simple yet very strong build in all aspects of PvE gameplay. It has low actions-per-minute (APM) and high range, combined with fairly high burst for a condition build. These factors make it one of the best condition builds to go for as a beginner.
- The core "mech"anic (huehuehue) of Mechanist is the Jade Mech CJ-1, which functions similarly to Pets on Ranger. Many effects and benefits on mechanist occur around the mech, not the engineer, making positioning within a certain range of the mech important.
Playstyle & Skills[edit]
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| Spear |
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Rotation Concept[edit]
You can find my most recent spear rotation showcase here.
You can find my most recent dual pistol rotation showcase here.
Mech Core: J-Drive makes your Signets retain their passives while they are on cooldown. This might seem lackluster at first, but is very strong, especially considering the passive effects they have (e.g. 12% condition damage on
Superconducting Signet!)
- There are two variants you can play: Dual Pistols is ranged and does less damage, while the other with Spear is melee (even though you can always camp
Grenade Kit for range. They both follow the same concept, so it is easy to adapt to both of them. Since you cannot weapon swap on
Mechanist, you have to decide prior to engaging combat which one you want to use.
Rotation Flow (Spear)[edit]
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Notes
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| General Stuff |
- If you want to skip using kits altogether, you can replace the kit listed below with
Flame Turret. This will make the build even more straightforward, but costs ~2-3k dps.
- In either variant, use
Superconducting Signet and Overclock Signet on cooldown.
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Shift Signet is an awesome mobility tool that also cleanses conditions and breaks stuns. Use it to your advantage and to position yourself and the mech!
- You can always set the first two mech skills to auto attack mode, so that your mech uses them on cooldown. I do not recommend doing that with
Sky Circus to keep the capability to deal Defiance bar damage on demand, as the CC output of the build is low otherwise.
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| General Rotation (Spear) |
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| CC Skills for Breakbar Damage |
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Rotation Flow (Pistols)[edit]
| Section |
Notes
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| General Stuff |
- If you want to skip using kits altogether, you can replace the kit listed below with
Flame Turret. This will make the build even more straightforward, but costs ~2-3k dps.
- In either variant, use
Superconducting Signet and Overclock Signet on cooldown.
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Shift Signet is an awesome mobility tool that also cleanses conditions and breaks stuns. Use it to your advantage and to position yourself and the mech!
- You can always set the first two mech skills to auto attack mode, so that your mech uses them on cooldown. I do not recommend doing that with
Sky Circus to keep the capability to deal Defiance bar damage on demand, as the CC output of the build is low otherwise.
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| General Rotation (Dual Pistols) |
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| CC Skills for Breakbar Damage |
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DPS - Condition Mechanist (Masel) - Rotation Flow
| Section |
Skills
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| General Rotation |
                                                 
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Utility Skills[edit]
Utility Skills
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Notes
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Rectifier Signet |
Strong pasive and active heal. Heals both you and the mech!
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Shift Signet |
Very versatile skill. It will copy all boons you gain to your mech, which is especially oweful in instanced content and meta events where you receive a lot of boons from other players. It is also a Stun break, a Teleport and removes conditions. The teleport is awesome to do mechanics in instanced content!
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Superconducting Signet |
Very strong active and pasive damage source. The AoE from this is created around the mech, so try to use it when it is in melee range.
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Grenade Kit |
Strong source of damage + Explosions that trigger Shrapnel.
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Overclock Signet |
Strong damage skill. Be careful to not cancel the other Mech Skills with this! Since your Mech does not take damage in instanced content, it should not be required to save it for the resummon.
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Gear & Traits[edit]
Important Stats (descending in Importance):
- 100%
Bleeding Duration (~72% from Gear + 33% from
Serrated Steel)
- 100%
Burning Duration (~72% from Gear + 33% from
Incendiary Powder)
- Maximize Condition Damage
Since the vast majority of damage comes from
Bleeding and
Burning, it is important to reach 100% condition duration on them.
Traits
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- For a budget variant, simply replace all armor pieces of Viper's with rare/exotic Ritualist's. For the backpack, you can use a Crafter's backpack of the highest tier and select either Celestial or Rabid.
- Ascended gear is always ideal, but exotic gear is fine for everything aside from higher-tier fractals.
Explosives[edit]
Firearms[edit]
Mechanist[edit]
Open World Build[edit]
You can find my most recent open world build showcase here.
Link to the OW build in the editor (gear pieces can be replaced with Celestial for more survivability
Increasing Survivability[edit]
For OW, it can make sense to make a build more forgiving, so that you can sustain on your own.
- Mechanist is a fairly sturdy choice by default, as your mech is a great punchbag that will attract aggro of many enemies.
- In terms of gear, you can swap pieces of Viper's out for Ritualist's or Celestial 1-to-1. If you decide to do so, choose the larger pieces first (weapons, chest and amulet alone provide 40% of the stats coming from gear).
- Mechanist does benefit greatly from using Celestial gear (moreso than many other builds), since it includes strong
Healing Power coefficients on the Barrier skills and
Healing Turret, but has fairly low passive healing. Celestial is the only prefix that gives
Condition Damage,
Expertise,
Concentration and
Healing Power, making it a great choice here.
- The build will work just fine with Ritualist's as well, which you can also use to make it a very good provider of group
Alacrity in instanced content. Just find the spot between the three gear options that makes it comfortable for you.
- To improve your gameplay, give Mech Controls a read to understand how the controls of the mech (and ranger pets) work.
- It can happen that your mech dies, which strongly decreases your damage and survivability in open world. I recommend saving
Overclock Signet for cases where that happens!
- On this build, we'll make use of spear for open world as the primary weapon. While it is melee, it has some really nice synergies with a bunch of engineer traits as well as strong mobility, making it an excellent tool for open world.
- Both
Devastator and
Conduit Surge are mobility skills.
Conduit Surge refreshes whenever you kill your focused target, allowing you to quickly move from mob to mob (giving it a
Deadeye-vibe).
- The auto attack chain on spear applies both
Bleeding and
Vulnerability on every hit.
- The
Bleeding makes up for a very nice synergy with
Sanguine Array, as it will apply
Might on every auto attack.
- Covering 25
Vulnerability and a fairly low number of explosions on spear makes
Explosives somewhat redundant, since the only major damage gain in it comes from
Shrapnel. Since we're not using any kit,
Shrapnel isn't really required.
- That is why we'll swap out
Explosives for
Alchemy:
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- The reasoning behind the other trait changes is explained in the next section on boon coverage.
- Using
Sanguine Array and
Compounding Chemicals together creates very strong self-healing, especially when hitting multiple targets, since
Sanguine Array doesn't have a cooldown.
- Your easy sources of
Bleeding are
Sharpshooter and the spear auto attacks.
- This build covers almost all boons in the game, making
Chain Reactivity very strong on it for defense.
Boon Coverage[edit]
Dealing with Incoming Conditions and Control effects[edit]