Catalyst - Boon Support Healer

This is a test build. You may comment and rate it.

Focused on: HealingSupport and Utility

Designed for: Raids

Expansions required: End of Dragons buildsSecrets of the Obscure builds

Difficulty:
TBD

Overview

This variant of Catalyst can provide Quickness Quickness, Fury Fury, 25 stacks of Might Might, Protection Protection, Resolution Resolution, Swiftness Swiftness and Regeneration Regeneration to their subgroup. It can also provide a small amount of Vigor Vigor and Resistance Resistance.


Pros


Cons

  • Not Firebrand - Support Healer.
  • cannot be moved, so boons will suffer if the group is spread and/or the boss moves too often.
  • Does not provide on-demand Stability Stability or Aegis Aegis.
  • Have to use . If you hate Conjures, this may not be the build for you.


Skill Bar

Dagger/Warhorn
Utility


Weapon Variants

Staff is the only real option for players that don't own Secrets of the Obscure.


Skill Variants

Utility Skills

  • Skills with high hit-rate are needed to generate energy quickly to sustain boons. The template uses and to generate hits for energy.
  • may be a decent skill to buff your subgroup, however you may find it difficult to generate energy without . However, this is incredibly limited in use and probably isn't worth it most of the time.


Template Code

[&DQYROiUWQz8nDwAAvgEAAAUBAACPAAAAJgAAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

  • Arcane is taken mainly for and , the other traits on the line do not matter as much.
  • For tanking, you can take for some extra survivability. Your aura sustain is through .


Equipment

Head
Harrier
Shoulders
Harrier
Chest
Harrier
Hands
Harrier
Legs
Harrier
Feet
Harrier
Backpiece
Harrier
Accessory
Harrier
Accessory
Harrier
Amulet
Harrier
Ring
Harrier
Ring
Harrier
Dagger
Harrier
Warhorn
Harrier
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
  • If you are especially confident, a few Magi's pieces can be swapped in. You have a lot of breathing room on this build, anywhere from around 80% to 100% Boon Duration is quite playable. The boon duration is quite flexible due to .


Tanking

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Dagger
Minstrel
Warhorn
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
  • If you swap in Minstrel's to tank, Boon Duration may be lacking, take however much you need to feel comfortable. For bosses with more movement, higher Boon Duration is recommended.
  • If blocks are required, you can switch for or .


Food & Utility

Standard Healer Food works well.

  • - standard ascended choice.
  • - budget/standard non-ascended choice.
  • - standard utility choice.
  • - last resort/budget utility choice if you lack Boon Duration.


Usage

Boons

The majority of your boons come from in various attunements.

On your first rotation, you will want to use in Fire, Air, and Earth. In the second rotation, use it in Fire, Air, and Water (you will still want to attune to Earth to trigger Protection Protection from ). By rotating sphere usage between Water and Earth, you can maintain relatively high uptimes on Protection Protection and Resolution Resolution. As Protection Protection is generally more useful, if you are struggling with uptime, use more in Earth.

You will lack Might Might slightly on your first rotation. This can be mitigated slightly by blasting with . Might Might will be sufficient starting on your second rotation of .

  • Due to the cooldown on is actually 13 seconds in each attunement (without Alacrity), not 15s. With Alacrity, the cooldown is 10.5s.
  • Don't forget supplemental Regeneration Regeneration from and Swiftness Swiftness from


Energy Generation

Important: You cannot generate energy through hits while any sphere is active! 2 Energy can be generated per attunement swap through even if one is active, however. This means that to cast 3 instances of , we need to generate energy through hits quickly. This can be done using on the , , or other fast skills, such as , , , etc.


Healing

As a Staff Elementalist build, you have a lot of healing through weapon skills in . Consistent healing comes from and while you are using Frost Bow. Burst Healing comes through and blasting the water field from with and .

Healing Utility is mainly . Don't hesitate to use this if needed, it has quite a short cooldown.

Your Elite Skill, allows you to summon an Ice Elemental that can use . This is another huge, short cooldown heal that can be used to burst your subgroup back up to full.

You can also dodge to trigger in Water

Spend time in when you are not using in other attunements for uptime.


Rotation example


Ratings

This build has a rating of 4 stars based on 1 votes.
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4 stars
Centimane gave this build 4 stars • June 2022
Can provide lots of boons - but best hope your team plays at their best every time you leave water attunement. Almost all of catalysts healing comes from water attunement. If you need reactive healing while out of water, the only good choice is water signet (crashing wave isn't a reliable reactive heal because it needs to be targeted at an enemy, only heals around them, and is subject to slow pet AI response times). Really the only reason to play it is if you need your boon-healer well off the stack - heal catalyst can provide all of its boons and healing from a long range. Kiting on Sabetha, or dhuum, or tanking monsters on Q1 or tanking QtP are the only reason for its fourth star.

Comments

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