Simpler Spear Rotation
Mechanist's signets are very strong, which allows them to replace
手雷包.
With this rotation all you need to do is use the following skills off cooldown:
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管流激增
闪电矛杖/
电气炮轰
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毁天灭地
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超导纹章
超频纹章 - 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
管流激增 (skill 2), then jump into
手雷包 and use
破片手雷 along with
冰冻手雷 and
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 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
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- Weapon Swap
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- ⇒ ⇒ Weapon Swap
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:
- /
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- 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 and ). However, / has an effective cooldown of just over 10 seconds, and your other grenade skills and have a ~16s cooldown (with ). 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
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- Weapon Swap
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Filler Loops
Repeat this loop three times, then return to the Burst Loop
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- Weapon Swap
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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.
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
- : Not a CC in itself, but it drops a lightning field that you could combo with for 100 defiance break.
Spear Jade Dynamo Rotation
Example Opener
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- Weapon Swap
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- Weapon Swap
- The Jade Dynamo Rotation follows the same principals as the J-Drive 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.
Simpler Pistol Rotations
Pistol Jade Dynamo rotation