Catalyst - LR Catalyst Roamer

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

Focused on: ControlMobility and Direct damage

Designed for: WvW Roaming

Overview

A Catalyst power build for WvW roaming with high CC and Burst Damage.


Skill Bar

Dagger/Dagger
Utility


Template Code

[&DQYfKSUaOD10AHQAHAEAAJAAAAA1FwAAEhcAAAAAAAAAAAAAAAAAAAAAAAA=]
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Specializations

Variants

  • can be effective against targets with low amounts of stun breaks/stability at the cost of less consistent fury uptime and crit damage.

Variants

  • more sustain but once again sacrifices fury uptime and damage consistency.

Variants

  • Instead of arcane. Much better against condition builds, more damage overall, loses out on some vigor and protection.



Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Dagger
Marauder
Dagger
Marauder
Sigil
Sigil
Dagger
Marauder
Sigil
Rune
x6
Infusion
x18


Equipment Changes

Stats

  • Similar to lightning rod weaver, full berserker gear can be viable with enough practice.


Runes

  • - Higher burst potential, lower consistency, and loses out on the boon duration.


Usage

Elite specialization basics

  • Catalyst gives access to the jade sphere, a ground targeted aoe that serves as a combo field and pulses boons based on the element activated in.
    • The jade sphere costs 10 catalyst energy to use. 1 energy is generated with each hit on an enemy (and 2 by swapping attunements if you are running ), but energy cannot be generated while a jade sphere is active. You can have a maximum of 30 energy at once.
      • Multiple jade spheres can be active at once if enough energy is built up beforehand by activating a jade sphere, swapping attunements, and activating another jade sphere.
  • The jade sphere can be cast during other casts or even while cc'ed allowing for instant combos or to grant Protection Protection or Resolution Resolution to defend against bursts.


General

  • Your augment skills gain additional effects if used inside the jade sphere of their respective element, or in the case of when used in any element's jade sphere.
  • Due to the minor trait you gain an aura based on your current attunement every time you activate a combo on a 10 second cooldown. This is generally best used on shocking or magnetic aura depending on the situation.
    • Y̶o̶u̶ ̶c̶a̶n̶ ̶g̶e̶t̶ ̶t̶w̶o̶ ̶a̶u̶r̶a̶s̶ ̶f̶r̶o̶m̶ ̶o̶n̶e̶ ̶c̶a̶s̶t̶ ̶w̶i̶t̶h̶ ̶t̶h̶i̶s̶ ̶t̶r̶a̶i̶t̶ ̶b̶y̶ ̶a̶c̶t̶i̶v̶a̶t̶i̶n̶g̶ ̶ , , or i̶n̶ ̶a̶ ̶c̶o̶m̶b̶o̶ ̶f̶i̶e̶l̶d̶ ̶a̶n̶d̶ ̶t̶h̶e̶n̶ ̶s̶w̶a̶p̶p̶i̶n̶g̶ ̶a̶t̶t̶u̶n̶e̶m̶e̶n̶t̶s̶ ̶d̶u̶r̶i̶n̶g̶ ̶t̶h̶e̶ ̶c̶a̶s̶t̶.̶ This has been fixed, you now only get the aura from the attunement you are in when the finisher goes off.
  • Use out of combat weapon swapping to build up bloodlust on one dagger, and then switch to your cleansing set once your stacks are maxed out.
  • As with any glassy ele spec, be careful when choosing which attunement to swap to, swapping to an attunement with most of it's skills on cooldown will often mean death, especially when running the berserker variant.
  • Try to get good value out of your jade sphere, it can be hard to build up energy against skilled opponents, and wasting it can have a large impact on both your sustain and damage.

Damage

  • This build, just like lightning rod weaver, focuses on chaining together large amounts of cc to deal damage with and following up with hard hitting burst skills in .
  • Aura's give a stacking damage buff through the trait .
  • is both your strongest offensive and defensive tool, allowing you to force stun breaks, counter incoming melee range bursts, or setup cc chains to finish off an opponent.
    • Setup cc chains by forcing your opponent to use their stun break with , and then chasing with .
  • can grant insane value when used well, allowing you to extend cc chains in by doubling up on shocking aura and updraft, or grant more burst damage when used in .
  • Due to the delay on the cc effect, should primarily be used as a follow up to another cc or to respond to an incoming melee burst that animation locks (think or ).
  • is another useful tool for both offense and defense, giving you extra hits on your attacks for a short time while also inflicting chill, making it harder for your opponent to escape/respond to your incoming burst.
    • Using in your water sphere gives it 3 extra seconds on it's duration, potentially allowing more procs and therefore more damage/chill.


  • will rarely be useful against a skilled opponent, but it can be used to follow up on or if your opponent is low on CDs, or to blast your earth sphere for weakness and a magnetic aura. (Note: The aura for comboing with is given at the beginning of the cast rather than at the end).


  • The fire jade sphere can be used to increase finishing power through the might it grants, or to give access to a fire field with no cast time if you have the extra energy and don't have time to cast .

Example Combo

  1. Water Jade Sphere & simultaneously
  2. or inside your jade sphere for the aura.
  3. & Air Jade Sphere simultaneously
  4. From here you can spam lightning whip with quickness, activate to spam more cc, switch to and use & , or even switch to to continue the cc chain with & .


Sustain

  • Most of your condition clear will come from and your cleansing sigil.
    • Don't underestimate the value of using in your water sphere, the decreased cooldown can have a massive impact on your sustain. You should aim to always have a water sphere up before casting.
      • It can be a good idea to preemptively cast if you see an incoming burst.
  • Your other condition clears are dodging in water to remove 1 condition with if running arcane, or to remove 3 and (which removes 1 when gaining an aura and 2 when transmuting) if running fire, as well as to remove 3.
    • The water sphere grants Resolution Resolution which can help survive a condition burst if you can't clear everything.
  • You have access to plenty of Protection Protection through , , and the earth sphere.
  • 3 of the 4 auras you have access to can help defensively. reduces incoming damage by 10% and inflicts chill, stuns melee range attackers, and can reflect projectiles.
  • The water field on the water sphere gives you access to healing with your finishers; , , , and dodging in earth if running arcane.
  • The jade sphere can be cast while you are cc'ed, allowing you to cast in your sphere to stunbreak and grant the reduced cooldown.
    • Note that also increases your endurance regen by a whopping 100% for 5 seconds and gives superspeed.
  • Much of your defense comes from counter pressuring and forcing your opponent to play defensively.


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