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 and Support

Designed for: Raids and Fractals

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

  • This build can technically provide permanent Quickness Quickness by taking and adjusting your rotation to ensure you cast the air jade sphere off cooldown. This will not be reliable on real encounters however, so an example setup for more boon duration is below.


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 provide Quickness Quickness without adjusting your gear, though it will be less reliable and lower damage than just taking some Diviner stats Diviner stats gear.


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
Dragon
Ring
Berserker
Ring
Dragon
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.


Boon duration variant

The following variant offers ~37% boon duration, which is enough to maintain Quickness Quickness with minimal changes to your rotation

Head
Assassin
Shoulders
Berserker
Chest
Diviner
Hands
Berserker
Legs
Diviner
Feet
Berserker
Backpiece
Berserker
Accessory
Diviner
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Hammer
Diviner
Sigil
Sigil
Rune
x6
Infusion
x18


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 in Fire, Air and Water. You do not regain the energy needed to cast them while they are active, so Earth is used to regain that energy. 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 .

If you are not using , you could deploy your Jade Sphere in Earth instead of Water if the Protection Protection would be more valuable than Resolution Resolution.


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. If you are providing Quickness Quickness, you should always start in Air to start generating boons as quickly as possible.


Opener in Air

  1. - swap to Fire Attunement Fire Attunement once the cast begins


Fire


Water


Earth

  1. - drop Fiery Greastword immediately after the cast
  2. until Air Attunement is available
  3. - swap to Air Attunement Air Attunement once the cast begins


Air

  1. as soon as it becomes available again
  2. as soon as you hit maximum energy
  3. Fire Attunement Fire Attunement when available
  4. Return to the start of the Fire Section

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


Video example (different rotation)


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