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
管流激增 (skill 2), then jump into
手雷包 and use
破片手雷 along with
冰冻手雷 or
毒气手雷 if they are off cooldown.
The unique aspect of Spear is the Focused mechanic, which is applied by
管流激增 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
易伤
管流激增 applies more
燃烧
闪电矛杖 ⇒
电气炮轰 deals more damage, and applies more
易伤 and
燃烧.
连绵起伏 deals (slightly) more CC.
毁天灭地 will hit the Focused target with
聚焦毁天灭地, applying more damage and
燃烧.
Rotation fundamentals
Your three biggest damage contributions come from
闪电矛杖 ⇒
电气炮轰,
管流激增 and
破片手雷. When you activate
闪电矛杖 a whirling AoE spins around you for four seconds, gaining a charge for each target hit. After this
电气炮轰 will activate and do damage according to its charge. The cooldown for the skill begins once you activate
闪电矛杖 so using this skill is high priority, while you can afford to delay
电气炮轰 if needed (it lasts until
闪电矛杖 is ready again).
管流激增 and
破片手雷 have the same cooldown, so every time you use
管流激增 you can immediately jump into
手雷包 and use
破片手雷. These two skills form the backbone of your rotation.
You can swap out of
手雷包 either by pressing
手雷包 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
手雷包 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.
Simplified Rotation
Example Opener
-
进化
烈焰炮台 (if using)
- , and during the cast
-
-
-
-
-
- , and stow Grenade Kit during the cast
-
-
-
-
-
-
- Weapon Swap to exit Grenade Kit
-
-
- (if using)
-
-
-
-
-
- Weapon Swap to exit Grenade Kit
For the simplified rotation (without ), follow the guidance above while using protocols, utility skills and off cooldown, though they are lower priority than weapon skills.
Flamethrower Rotation
Example Opener
-
-
-
-
-
-
-
-
-
- , and stow Flamethrower during the cast
-
-
-
-
-
-
-
-
-
- , and stow Flamethrower during the cast
-
-
-
-
- , and during the cast
- , and during the cast
-
- , and stow Flamethrower during the cast
-
-
-
-
- Weapon Swap
Rest of the Rotation
The backbone of the rotation is to use / as close to off cooldown as possible, then jump into , use , and either or if they are off cooldown.
It can help to "link" together skills with the same cooldown to make tracking your kits easier. This creates a second combo when you use :
-
-
-
- , and stow Flamethrower during the cast
- (optional - played optimally, Devastator is lower priority than other skills, but you can keep them linked to give more structure to the rotation)
- Use off cooldown.
- You usually want to switch to after . Try to look at your cooldowns each time you enter - if none of your cooldowns are below five seconds, skip it after the next .
- It can help to use skills such as , and as you swap into - this gives you a short moment during the animation to check whether any cooldowns are available, and exit if not.
- Use at most two skills each time you enter the kit. is the lowest priority and can be skipped if you wish to save it for CC.
- Use and off cooldown.
- Thanks to , there is some freedom with when you use , ideally you can combine it with or without delaying your core combo. Make sure not to let it reach two charges.
- is low priority, so you can skip it if you know there are important cooldowns available.
Crowd Control
- (with
- (Spear)
- (Flamethrower)
-