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: Strike damage

Designed for: Raids and Fractals

Expansions required: End of Dragons builds

This build was last updated on October 02, 2022 and is up to date for the August 23, 2022 game patch.

Overview

A power DPS build for Catalyst.


Skill Bar

Hammer
Utility


Skill Variants

  • will provide more burst damage than .
  • will be more damage than on large hitboxes.
  • is a minor DPS loss if you prefer to avoid conjured weapons, or you think you won't get use out of the second one.


Template Code

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Specializations


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 and may not be reliable in real encounters.

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


Air can be replaced by Water for a burstier opening, suited to shorter-phased fights such as fractals.

  • You should also run in Fire to build up stacks of Elemental Empowerment faster.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Dragon
Feet
Berserker
Backpiece
Dragon
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Hammer
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
  • Dragon stats Dragon stats gear is an inconsequential amount of extra damage, but gives you some free vitality.


Consumables

Food

  • or ascended versions


Utility


Usage

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


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 the cast of Hurricane of Pain begins and swap to Water Attunement Water Attunement


Water

  1. - 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


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