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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 builds

Difficulty:
Easy
This build was last updated on October 16, 2024.

Overview

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


Pros


Cons

  • Not Firebrand - Support Healer.
  • Deploy Jade Sphere (Air) 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 Conjure Frost Bow. If you hate Conjures, this may not be the build for you.


Skill Bar

Staff
Utility


Weapon Variants

Players that own Secrets of the Obscure can use Warhorn paired with either Scepter for range or Dagger for extra healing. This build overprovides boons so it's really a matter of personal preference. Staff is the only weapon that provides access to Stability Stability, however.


Skill Variants

Utility Skills

  • Signet of Water is a ranged heal and partial revive, on a fairly short cooldown.
  • Conjure Frost Bow can be used to generate hits for energy, and also provides CC and some sustained healing from the autoattack.
  • Arcane Wave offers CC, and an extra blast finisher to trigger Relic of Karakosa.
  • Glyph of Renewal is an instant revive, with slightly different benefits depending on the attunement it's cast in.


Template Code

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Specializations

  • The traits in the first columns of Arcane and Water are pretty inconsequential, so pick whatever sounds best.
  • For tanking, you can take Hardened Auras for some extra survivability. Your aura sustain is through Elemental Epitome.


Equipment

Head
Harrier
Shoulders
Harrier
Chest
Harrier
Hands
Harrier
Legs
Minstrel
Feet
Harrier
Backpiece
Minstrel
Accessory
Harrier
Accessory
Harrier
Amulet
Harrier
Ring
Harrier
Ring
Harrier
Staff
Harrier
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
  • This setup has some toughness from Minstrel stats Minstrel stats pieces. They can be swapped to Harrier stats Harrier stats or Magi stats Magi stats if you do not wish to tank, but be aware that Elemental Empowerment will give you up to 10% extra toughness regardless.
  • If you're tanking, you can switch as many Harrier stats Harrier stats pieces to Giver stats Giver stats as you desire.
  • The Sigil of Superior Sigil of Water is a minor heal, so you could replace it with something like a Sigil of Superior Sigil of Paralyzation.
  • Players without Secrets of the Obscure can use Relic of the Monk - the difference between the two isn't that large.


Food & Utility

Food

  • - standard ascended choice.
    • - budget/standard non-ascended choice.


Utility

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


Usage

Boons

The majority of your boons come from your Jade Sphere in various attunements.


The basic concept is to cycle through all four attunements, dropping the Jade Sphere in each one, along with any skills that provide boons:


Your opener is influenced by the desire to get Might Might up to 25 stacks quickly:

  1. Precast Ice Spike - this will blast after a short delay so if you're quick you can place a fire field before it does so
  2. Fire Attunement
  3. Lava Font and Deploy Jade Sphere (Fire)
  4. Earth Attunement
  5. Eruption - if you're quick, your fire field will still be active when this blasts.
  6. Arcane Brilliance and Arcane Wave (if using) for more blasts. You can also use Magnetic Aura Transmute Earth if you won't need the Stability Stability before it's available again.


After this, use Deploy Jade Sphere (Earth) and go into Air Attunement followed by Water Attunement, using the Jade Sphere and any other useful skill in each. It is beneficial to go into Water Attunement last as this opener will have built up a large buffer of boons (most boons have a duration limit of 30s, which most will be at) and you can therefore camp this attunement for healing until you need to build them up again.

This makes the rotation very flexible, and as long as you perform a loop through the attunements every ~25s you should have no issues maintaining boons. You may wish to give some extra thought to Earth Attunement though, as it contains both Aegis Aegis and Stability Stability which are very effective at mitigating dangerous attack and so it may be useful to leave it available in order to switch to it reactively. Bear in mind that Earth Attunement and Deploy Jade Sphere (Earth) also provide your Protection Protection, so it is still recommended to swap to this attunement every 30s at least.


Energy Generation

2 Energy can be generated per attunement swap through Energized Elements, and the rest comes from hitting enemies.

If energy is low for whatever reason, multi-hit skills such as those on the Conjure Frost Bow or other fast skills such as Lava Font, Flame Burst, etc. can be used to build it back up quickly.


Healing

As a Staff Elementalist build, you have a lot of healing through weapon skills in Water Attunement. Consistent healing comes from Water Blast and Water Arrow while you are using Frost Bow. Burst Healing comes through Geyser and blasting the water field from Healing Rain with Arcane Brilliance and Ice Spike.

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

Your Elite Skill, Glyph of Elementals allows you to summon an Ice Elemental that can use Crashing Waves. 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 Evasive Arcana in Water Cleansing Wave


If using Relic of Karakosa, all your blast finishers are heals (assuming they combo):

  • Arcane Brilliance and Arcane Wave
  • On Staff: Ice Spike and Eruption
  • On Dagger: Frozen Burst and Convergence
  • On Scepter: Dragon's Tooth and Phoenix
  • On Warhorn: Sand Squall


Crowd Control

  • Deep Freeze (Conjure Frost Bow): 300-400 defiance break
  • Arcane Wave: 100 defiance break
  • Crashing Waves (Water Elemental): 150 defiance break
  • Static Field (Staff): 200 defiance break
  • Tidal Surge (Warhorn): 150 defiance break
  • Cyclone (Warhorn): 150 defiance break
  • Shocking Aura/Transmute Lightning (Dagger): 100 defiance break
  • Deploy Jade Sphere (Air): Not a CC in itself, but it drops a lightning field that can be comboed with leap finishers for 100 defiance break.


Rotation example


Ratings

This build has a rating of 4 stars based on 1 votes.
Log in or register to rate this build.
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.

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