Catalyst - Quickness Support Power DPS
Overview
A quickness-providing catalyst build. In addition to offering strong DPS, it provides 16-25 Might, permanent
Fury, 85-100%
Resolution, 85-100%
Protection and 70-85%
Vigor. It will also occasionally provide
Swiftness when it blasts its lightning field. The Arcane version of the Hammer build provides permament uptimes of all these boons.
The use of Quickness makes it fairly reliable.
While it can provide Aegis from , you must plan ahead to ensure that will be available when you need it.
Skill Bar
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
- Any heal skill can be used.
- or should replace when using Hammer.
- is the strongest option when using Hammer, but still works fine.
- can be taken if using Warhorn.
Template Code
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:Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x13
x5
- is a tiny DPS loss.
- If you don't have stat infusions, use an
Assassin stats backpiece.
Hammer Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x18
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 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 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
- , and during the cast
Air 1
Earth
- - use as soon as you can (it has no cast time)
- (if available)
Air 2
- 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
- - stay in Water long enough for a second cast if you have two charges
Air 3
Fire
- Return to start of Air 1 section
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:
- - 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)
- - 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
- (optional)
Air
Water Attunement once the cast begins
- swap to
Water
- (if available)
Earth Attunement once the cast begins
- swap to
Earth
Fire Attunement once the cast begins
- swap to
Fire
- - drop Fiery Greastword immediately after the cast
(if available, or pick up a previously placed one)
- 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.
- - drop Fiery Greastword immediately after the cast
(if available, or pick up a previously placed one)
- until Fire Attunement is available
- Return to the start of the Air Section
Sword/Dagger Rotation
Sword/Warhorn Rotation

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
- when ready
- Otherwise, autoattack until Flame Uprising is available
(if available), followed by
Earth
- (if available)
Water
- if available, otherwise autoattack until Air Attunement is ready
Air
- Autoattack and use , and as they come off cooldown
- Return to the start of the Fire Section
Scepter/Warhorn Rotation

You can add
, or into the relevant attunements if you want more boon generation.
Opener in Fire
Air
- Autoattack and use , and as they come off cooldown
- If is available, use it immediately after , then cast it again
Water
- (if available)
- (if available)
- Repeat Air section as above, but switch to at the end
Earth
- Use ⇒ , and are available and whichever of
- 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 .
- Use , , and (if available)
- after using
- Return to start of the Air section and repeat the loop
Ratings




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