Catalyst - Spear Backline
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage, Utility and Crowd control
Designed for: WvW Zerg
Difficulty:
Hard
This build was last updated on August 19, 2025 and is up to date for the August 19, 2025 patch.
Overview
A backline zerg WvW DPS build for Elementalist providing damage, CC and field support. Requires a precise usage of skills and positioning to survive.
Skill Bar
Spear
Spear
Utility
Variants
- Weapons
- Staff see Build:Catalyst_-_Staff_Backline
- Utilities
- If you want more damage drop
- Will require gear adjustment to stay below crit cap
for one of the following utilities
Template Code
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Specializations
- Variants
- if can be maintained
- if you can keep 10 stacks of without
Equipment
Head
Marauder
Marauder
Shoulders
Dragon
Dragon
Chest
Dragon
Dragon
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Dragon
Dragon
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Spear
Marauder
Marauder
Sigil
Sigil
Spear
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Relics
- Sigils
Consumables
-
- personal option
Usage
General
- As soon as you get 25 stacks of and get out of combat, swap back to the Spear without a stacking sigil
- You are much stronger with full stacks of
- Make sure to use a combo finisher in every attunement to proc
- If you start the cast of a skill with a finisher then swap attunements before it finishes casting you'll get the in the new attunement instead of the one you started the cast in
- Make sure to use a combo finisher in every attunement to proc
- Your combo finisher skills are:
- Spear has Etching skills as the skill 5 in each attunement.
- You must stay inside the field the etching creates for three skill casts to charge the powerful flip skills.
- These casts do not need to be weapon skills, your Jade Sphere, heal, utilities and elite also count
- You do not need to stay inside the field to cast the flip skill once it is fully charged
- You must stay inside the field the etching creates for three skill casts to charge the powerful flip skills.
Priorities
- High
- Burst damage
- Moderate
- Sustained damage
- CC
- Low
Surviving
- This build has low passive defense
- This build has moderate mobility skill access
- Avoid using for mobility unless necessary to survive
- This build has low active defenses
Active defense priority 

- Dodge
Detailed Explanations
Burst damage
- In ⇒ ⇒ ⇒ ⇒ ⇒
- Make sure to only use when you can safely stay inside it for the three casts needed to fully charge the skill
- can be cast before and after the combo to add damage
combo - Use
- Since
- Make sure to use last so its effect buffs
and will be on cooldown you'll need to replace them with and to charge
- Don't force yourself to use every time you're in . If you can't get a good off, save the cooldown for the next time
in once all your weapon skills are on cooldown when its available
- Since
- The center radius of deals an extra 25% damage, so aim carefully and try to hit 5 target in the center every time
- Using on instead of is more burst damage, but a significant loss in sustained damage. If your group is ranged spiking or you're not able to consistently get good casts off it is worth doing
Sustained damage
- Your attunement priority for damage is:
- is an incredible damage skill and should be cast at least twice every time you go into
- Typically you want to use as soon as you enter , but if it isn't a good time to spike hold the skill while poking with
- Since this build is already at 100% crit chance, use as one of the casts for and don't worry about its crit buff
- should be used to charge , but make sure you prioritize keeping enough energy for
should be charged whenever possible to enable
- Use
- Use to charge the Etching
- should be used to charge , but only at full energy so you can make sure to have enough for and
as soon as you enter to enable as soon as possible
- Like , deals 25% extra damage in the center radius, so aim carefully
- While is a projectile and will often fail to deal damage it's still worth using to proc
- Use
- To CC with on a group spike
- To reposition with
- Using
- should be used immediately before swapping into or to lower the cooldown of the respective Etching skill
- If is available, save for otherwise use it for
to reduce the cooldown of or
- If you've entered
- Beam skills like much more consistently hit their target cap if an enemy at the back of the group is targeted
- Be careful about consuming the buff with
for one of the primary reasons, is usually worth casting
has limited damage, so avoid entering it except for specific reasons:
- should be used in so it can be combined with damage modifiers such as and
CC
- Only the center radius of and apply CC, so aim carefully
- Use your CC when:
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
- Your group calls a spike:
Ratings
Comments
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