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 either
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).
Practically speaking, if you cast
闪电矛杖 and
管流激增 together, the charging time on
电气炮轰 means that it becomes available around the time that
管流激增 comes off cooldown. And as you always want to be following up
管流激增 with
破片手雷, your rotation should end up always casting these three skills together (alternating between
闪电矛杖 and
电气炮轰):
闪电矛杖/
电气炮轰
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管流激增
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手雷包
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破片手雷
Unfortunately none of your weapon skills line up neatly with
烈焰爆弹, making it harder to track the cooldown of this key skill. However, the cooldown on
毒气手雷 is the same as
爆燃烈焰, so by using these two skills together you can add more structure to the rotation. It is practical to use
烈焰爆弹 at the same time as you can neatly fit two additional uses between each
爆燃烈焰. As
毁天灭地 also has a 20-second cooldown, you can add this on afterwards to create the following:
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- Weapon Swap
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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. Then when using poison grenade combo, check on the cooldowns of your flamethrower skills.
Played optimally, the cooldowns of and will drift apart so there is no consistent loop (or rather, it is very long and easy to get lost in). The spear combo is the highest priority, while and are low priority and can be skipped if other cooldowns are available.
Example Opener
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Crowd Control
- : 200 defiance break - 232 to your Focused target
- : 150 defiance break. DPS contribution is low so you can hold on to it.
Mace Rotation
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 , but it can be delayed slightly if the 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 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 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.