Catalyst - Power DPS

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Direct damage

Designed for: Raids and Fractals

Expansions required: End of Dragons buildsSecrets of the Obscure builds

Difficulty:
Hard
This build was last updated on December 25, 2023 and is up to date for the February 27, 2024 patch.

Overview

Power Catalyst is a complex and fast-paced build that provides strong melee damage as well as some Might Might, Fury Fury, Resolution Resolution and Protection Protection for your group.

As a power DPS, you rely heavily on your hammer and its unique Circular Projectile mechanic that sits on the 3rd skill in each attunement. Successful play involves maintaining these projectiles both for their damage and the buffs they provide and if they are mismanaged it can be difficult to recover. Catalyst also brings its Jade Sphere that drops stationary damage and boon fields that your utility skills interact with for bonus effectiveness. These two unique mechanics mean that Catalyst greatly prefers fights against low-movement bosses.

The combination of and more durable than other elementalist specialisations, but be aware that you can gain up to 200 bonus toughness, so make sure your tank has more.


Skill Bar

Sword/Warhorn
Utility


Non-SotO Weapons

Hammer is the best weapon for players that don't own Secrets of the Obscure.


Skill Variants

Utility

  • will provide slightly more burst damage than - particularly valuable in fractals.
  • could replace as a burst option on large hitboxes.


Elite

  • is the best option when using Hammer.
  • deals comparable damage to when using the Earth Elemental, as its active ability applies Immobilize Immobilize and is sufficient to keep you at 10 stacks of via .


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Specializations

  • You should bring if Fury Fury uptime is bad.


Specialization Variants

Replacing Fire with Arcane provides you with extra boon duration and a cooldown reduction of attunements and the jade sphere. This means you could technically provide Quickness Quickness without adjusting your gear, though it would require a different rotation.

  • When providing Quickness Quickness, you will also need to use and .


Fire can be replaced by Water for a burstier opening, suited to shorter-phased fights such as fractals. With , you also share auras fairly frequently, which can be particularly helpful for Condi Berserkers.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Sword
Berserker
Warhorn
Berserker
Sigil
Sigil
Hammer
Berserker
Sigil
Sigil
Rune
x6
Infusion
x16
Infusion
x2
Relic
  • is a tiny DPS loss.


Consumables

Food

  • or ascended versions


Utility


Usage

If using , spam it as much as you can while in , ideally while under the effects of .


Sword/Warhorn rotation

Opener in Air

  1. - This is a CC and combos with the field from your Jade Sphere, quickly providing stacks of Elemental Empowerment


Fire

  1. when ready
  2. (if available), followed by
    1. Otherwise, autoattack until Flame Uprising is available


Earth

  1. (if available)


Water
Tidal Surge is only available every three loops, so skip Water Attunement and go straight to Air if it is not ready.

  1. (if using)


Air

  1. Autoattack and use as it comes off cooldown
  2. (if using, only on loops where you don't enter Water)
  3. when energy starts to recharge (should be after two auto chains)
  4. when energy is nearly full
  5. Return to the start of the Fire Section


Video example


Hammer Rotation fundamentals

Catalyst's rotation can be varied quite a lot, so an outline is provided rather than a strict skill usage. The fundamental goal is to cycle through all four elements, activating the Circular Projectile in each element before releasing them all with and starting the loop again.


Jade Sphere use

During the loop, you also want to deploy your Jade Sphere once in each element. You do not regain the energy needed to cast them while one is active, so it's best to cast them in "pairs" as you switch attunements. This creates some gaps in the loop where energy can recharge, and as the most powerful autoattacks are found in Fire and Earth, these attunements are the best choice to stay in. The sphere does the same amount base damage in each element, but thanks to the damage buffs you gain while in Fire and Air, these attunements are higher priority. also generates stacks of , and and will last longer if used while standing in and .


Glyph of Storms use

should be used either in Fire or Air attunement. Optimal use will depend on phase timings as well as hitbox size - Fire favouring small hitboxes and Air favouring large. Given the damage and cooldown, Fire should be the more efficient option, but the rotation lines up somewhat awkwardly compared to using it in Air, so consider the following:

  • A rule of thumb for elementalist is that your last in each phase should be used in Air, so try to keep an idea of how long you have left when deciding where to use it.
  • As the more powerful option, if you can line Air up with your target gaining Exposed Exposed this will be greatly beneficial - particularly useful in fractals.
  • If your rotation is not particularly tight, you may be better off just casting at the earliest possible opportunity, whether you are in Fire or Air.


Fiery Greatsword use

With the trick (see the Earth section below), Earth has the fewest cooldowns to use, and so is the best time to . Summon after using and (if available) and use then drop the weapon and continue your rotation. The next time you reach Earth, pick the second Greatsword up and repeat.


Fire

In Fire you want to use:


Water

In Water you want to use:

  • - use if available, but don't delay your attunement swap for it


Air

In Air you want to use:

  • .


Earth

In Earth you want to use:

  • - as is a powerful autoattack, it is a good idea to delay this until your attunement swap is available, then use and immediately swap (this will not interrupt the cast)


Hammer Rotation example

While you have opportunities to adjust the element order as needed, in most cases you want your first two attunements to be Fire and Air, followed by Water and lastly Earth. Your choice of starting attunement is largely up to you, but it might be best to base it upon which you wish to open with.


Opener in Fire

  1. (optional)


Air

  1. once you pass 20 energy (2/3rds of the energy bar) and swap to Water Attunement Water Attunement


Water

  1. - if available
  2. - swap to Earth Attunement Earth Attunement once the cast begins


Earth

  1. (if available)
  2. - drop Fiery Greastword immediately after the cast
  3. until you are at full energy and is nearly off cooldown
  4. - swap to Fire Attunement Fire Attunement once the cast begins


Fire

  1. Return to the start of the Air Section

Keep looping between the four elements, following the advice in the Rotation fundamentals section and adjusting as necessary.


Video example


Video example (using earth elemental)


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
OfficerAndyGentleman gave this build 5 stars • May 2023
Very good sustained target and cleave damage, and provides some incidental boons. Weaver is easier and higher damage in most situations, but Catalyst is still an excellent option.

Comments

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