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Catalyst - Quickness Support 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 and Support

Designed for: Raids

Expansions required: End of Dragons builds

Difficulty:
Hard
This build was last updated on March 19, 2025 and is up to date for the February 11, 2025 patch.

Overview

A quickness-providing catalyst build. In addition to offering strong DPS, it provides 16-25 Might Might, permanent Fury Fury, 85-100% Resolution Resolution, 85-100% Protection Protection and 70-85% Vigor Vigor. It will also occasionally provide Swiftness Swiftness when it blasts its lightning field. The Arcane version of the Hammer build provides permament uptimes of all these boons.

The use of

removes one of the major weaknesses of Catalyst, allowing the build to be very flexible with weapon and rotation choice. It can be played identically to the DPS build, and the frequent application of Quickness Quickness makes it fairly reliable.

While it can provide Aegis Aegis from

, you must plan ahead to ensure that will be available when you need it.


Skill Bar

Scepter/Dagger
Utility


Weapon Variants

There are multiple weapons that could work. Sword and Scepter deal similar damage and provide similar boon uptimes, but Scepter has the advantage of range as well as being the slightly higher DPS option.

Either of these builds could replace the offhand Dagger with a Warhorn for higher boon uptimes, though it is a significant DPS loss.

Hammer can also be taken, using either the Fire or Arcane traitlines. Arcane is particularly notable as it has the best boon generation of all options and does as much damage as Fire. Fire has the worst boon generation of all the options so isn't recommended.


As Scepter/Dagger deals significantly more damage than Hammer (along with having better ranged capabilities and a simpler rotation), it is chosen as the default. But you can run whatever you prefer.

If you play Scepter/Warhorn and add

and , you deal very similar damage to the Hammer build while also providing similar boon generation.


Be aware that Hammer builds need different gear (see below).


Skill Variants


Template Code

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Specializations

  • should be used with the Hammer build and Arcane specialization below.


Specialization Variants

Hammer should run the Arcane traitline instead of Fire for better boon generation.

  • could add a small amount of damage if you can block three attacks with the shield.


Equipment

Due to the lack of crit chance from

, builds that don't use hammer should run the following:

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Scepter
Berserker
Dagger
Berserker
Sigil
Sigil
Warhorn
Berserker
Sigil
Rune
x6
Infusion
x13
Infusion
x5
Relic
  • is a tiny DPS loss.
  • If you don't have stat infusions, use an Assassin stats Assassin stats backpiece.


Hammer 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
Hammer
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Consumables

Food:

  • or ascended versions


Utility:


Usage

Rotation fundamentals

Jade Sphere use
During the loop, you want to deploy your Jade Sphere once in each element. Each one provides Quickness Quickness and one other boon upon activation, then pulses additional boons for the duration. Unlike the DPS build, you can gain the energy while one is active, so there is some flexibility with when you use them.

generates stacks of , and and will last longer if used while standing in and respectively, so these spheres are best to use as early as possible.


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 can line 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.
  • You may be better off just casting at the earliest possible opportunity, whether you are in Fire or Air.


Scepter/Dagger Rotation

The Scepter/Dagger loop is shorter than the cooldown of

, so this skill will drift in your rotation. Try to use it when your is active, though you don't have to be in .

Although there are three different Air sections detailed, they all boil down to using

once, and if they're available and otherwise autoattacking until you can swap to the next attunement.


You can precast

in .

Start in

. Summon just before the encounter starts.

Throughout the rotation, cast

and off cooldown.


Opener

  1. , and during the cast


Air 1


Earth

  1. - use as soon as you can (it has no cast time)
  2. (if available)


Air 2

  1. Autoattack, and swap to as soon as you can - you want to swap to Air during the cast of the last skill in Earth to minimise the time spent autoattacking.


Water

  1. - stay in Water long enough for a second cast if you have two charges


Air 3


Fire

  1. Return to start of Air 1 section


Video example


Hammmer 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 is also used in each element for boons. Downtime can be minimised by using the skills with the longest cast times last in each attunement and immediately swapping.


Fiery Greatsword use
Summon after swapping to

and use , then drop the weapon and continue your rotation. The next time you reach , pick the second Greatsword up and repeat. Cast (make sure your is already down) as soon as you can, and it will buff the ticking damage.


Fire
In Fire you want to use:


Water
In Water you want to use:


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)
  • - this refreshes the duration on your Circular Projectiles, so activate it as late as you can to extend the time you have to use Grand Finale


Arcane Adjustments
If running Arcane, the cooldowns of your attunements and Jade Spheres are reduced. This means that you arrive back in your starting attunement before your Circular Projectile is available. Rather than wait, it is better to do another quick loop through all the available attunements. Performed quickly enough, you can get back to your starting attunement before

expires. As you can get a whole extra set of Jade Spheres off, this substantially increases your boon generation (though the full loop itself takes ~35% longer), albeit with a notable difficulty increase.

During this shorter loop, only your 2-skills will be off cooldown (

, , and ). However as the full loop is longer, you can use once every full loop, making it optimal to "shift" to the shorter loop instead. See below for an example.


Rotation example

While you have opportunities to adjust the element order as needed, you want your first two attunements to be Fire and Air (for

and the potent Circular Projectile buffs), 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.

Be aware that many of the longer skills will interrupt each other rather than queue, so be careful to let such skills finish.


Opener in Fire

  1. (optional)


Air

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


Water

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


Earth

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


Fire

  1. (if available, or pick up a previously placed one)
    1. - drop Fiery Greastword immediately after the cast
  2. 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.


Arcane Loop
If running Arcane, replace the Fire section above with the one below. Speed is crucial, so you want to be swapping attunements during skill casts.

  1. (if available, or pick up a previously placed one)
    1. - drop Fiery Greastword immediately after the cast
  2. until Fire Attunement is available
  3. Return to the start of the Air Section


Video example


Sword/Dagger Rotation

Video example


Sword/Warhorn Rotation

Click to view Toggle

The quickness rotation is almost identical to the DPS one, with the exception that you use

every loop. You can add , or into the relevant attunements if you want more boon generation.

Opener in Air


Fire

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


Earth

  1. (if available)


Water

  1. if available, otherwise autoattack until Air Attunement is ready


Air

  1. Autoattack and use , and as they come off cooldown
  2. Return to the start of the Fire Section


Video example (with Claw relic)


Scepter/Warhorn Rotation

Click to View Toggle

You can add

, or into the relevant attunements if you want more boon generation.


Opener in Fire


Air

  1. Autoattack and use , and as they come off cooldown
  2. If is available, use it immediately after , then cast it again


Water

  1. (if available)
  2. (if available)
  3. Repeat Air section as above, but switch to at the end


Earth

  1. Use and whichever of , and are available
  2. Repeat Air section as above, but switch to at the end


Fire
The Scepter/Warhorn loop is shorter than the cooldown of

, so this skill will drift in your rotation. Try to use it when your is active, though you don't have to be in .

  1. Use , , and (if available)
  2. after using
  3. Return to start of the Air section and repeat the loop


Video example


Ratings

This build has a rating of 4 stars based on 4 votes.
Log in or register to rate this build.
5 stars
Velkix gave this build 5 stars • December 2023
Arcane precision doesn't provide much value, but this build is pretty solid. People can pick S/D and tweak some traits to solo open-world bosses. Bountiful Power is a perfect match for Catalyst and the best for daily usage. You can provide 20+ mights, perm quickness, decent protection, vigor, and minor regen. I personally prefer S/D because hammer has a fixed rotation, and you may lose Sphere energy due to some circumstances. Update: Fire/Air is better and easier. Pick cele/divin trinkets except rings. You get 100% cirt chance and 25-35% boon duration. Enough for stikes.
3 stars
Wolfsen gave this build 3 stars • November 2023
A kinda mediocre build due to energy management not fitting well with a support role.
3 stars
OfficerAndyGentleman gave this build 3 stars • August 2023
On paper, a very strong option that provides a range of useful boons and deals great DPS. Unfortunately, the nature of its rotation makes it rather inflexible in its quickness provision and it struggles noticeably on bosses that move a lot.
5 stars
MechaOG gave this build 5 stars • August 2022
This build can easily keep up perma quickness while managing to do a very decent dps. The cleave is amazing as is with Catalyst in general, so in fractals, you can mow down mobs. It works amazingly in most fractals, so I will only be rating it based on the fractals where it can work (Looking at you sunqua peak). It is easy to maintain quickness on it, so even if you mess up your rotations and get little less dps, you can still keep quickness up. One of the biggest thing with catalyst is, understanding combos. You put down many combo fields and have many finishers. Learning what each does, will allow a player to use the most out of this build. Can it go toe to toe with other quickness builds? I'd say, yes for the most part. You will have to spend sometime to learn it, but once you manage to understand it, you will be able to challenge the meta.

Comments

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