Difference between revisions of "Catalyst - Boontalyst"
(Created page with "{{Build | profession = elementalist | specialization = catalyst | designed for = wvw gvg | focus = control, support, condition cleanse | rating = test | xpac = eod }} ==Overv...") |
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| designed for = wvw gvg | | designed for = wvw gvg | ||
| focus = control, support, condition cleanse | | focus = control, support, condition cleanse | ||
− | | rating = | + | | rating = |
| xpac = eod | | xpac = eod | ||
}} | }} | ||
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===Skill Variants=== | ===Skill Variants=== | ||
;Utilities | ;Utilities | ||
− | + | * You can switch either {{skill|Conjure Earth Shield}} or {{skill|Signet of Earth}} for an 'stunbreak' skill if needed. | |
+ | * You can switch {{skill|Signet of Earth}} for {{skill|Conjure Lightning Hammer}} to give it to an DPS player | ||
;Elite | ;Elite | ||
Line 90: | Line 91: | ||
* {{skill|Air Attunement}} | * {{skill|Air Attunement}} | ||
** {{skill|Shocking Aura}} {{to}} {{skill|Transmute Lightning}} | ** {{skill|Shocking Aura}} {{to}} {{skill|Transmute Lightning}} | ||
− | ** {{skill|Arcane Brilliance}} as combo finisher on top of a combo field, like {{skill| | + | ** {{skill|Arcane Brilliance}} as combo finisher on top of a combo field, like {{skill|Deploy Jade Sphere}}, to proc {{Trait|Elemental Epitome}} |
** {{skill|Transmute Lightning}} | ** {{skill|Transmute Lightning}} | ||
− | ** You can fit the rest of the kit between each transmute aura usage, {{skill| | + | ** You can fit the rest of the kit between each transmute aura usage, {{skill|Swirling Winds}} to destroy projectiles like {{skill|Deathly Claws}}, {{skill|Gale}} for single target lockdown and {{skill|Air Sphere}} for pulsing {{tooltip|Quickness}} and {{tooltip|Fury}}. |
* {{skill|Water Attunement}} | * {{skill|Water Attunement}} | ||
** {{skill|Comet}} on the the enemy target for the CC, damage to build up Energy | ** {{skill|Comet}} on the the enemy target for the CC, damage to build up Energy | ||
− | ** {{skill|Frozen Burst}} as combo finisher on top of a combo field, like {{skill| | + | ** {{skill|Frozen Burst}} as combo finisher on top of a combo field, like {{skill|Water Sphere}}, to proc {{Trait|Elemental Epitome}} and share {{tooltip|Frost Aura}} |
* {{skill|Earth Attunement}} | * {{skill|Earth Attunement}} | ||
− | ** {{skill| | + | ** {{skill|Earth Sphere}} for massive {{tooltip|Resistance}} and pulsing {{tooltip|Protection}} |
− | ** {{skill|Earthen Rush}} or {{skill|Magnetic Wave}} as combo finisher on top of a combo field, like {{skill| | + | ** {{skill|Earthen Rush}} or {{skill|Magnetic Wave}} as combo finisher on top of a combo field, like {{skill|Earth Sphere}}, to proc {{Trait|Elemental Epitome}} |
* The order is not important to the rotation, roughly prioritize in this order, but change based on needs: | * The order is not important to the rotation, roughly prioritize in this order, but change based on needs: | ||
**# {{Skill|Water Attunement}} - healing and cleanse | **# {{Skill|Water Attunement}} - healing and cleanse | ||
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**# {{Skill|Earth Attunement}} - personal survivability, AoE CC, AoE {{Skill|Glyph of Renewal}} | **# {{Skill|Earth Attunement}} - personal survivability, AoE CC, AoE {{Skill|Glyph of Renewal}} | ||
− | {{ | + | {{Collapse start|Skill Rotation}} |
− | | | ||
− | |||
− | |||
* Start the fight in {{Skill|Air Attunement}} | * Start the fight in {{Skill|Air Attunement}} | ||
# {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}} | # {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}} | ||
Line 116: | Line 114: | ||
# Use skills 2 through 5 as needed | # Use skills 2 through 5 as needed | ||
# Prioririze spending your Energy with {{Skill|Deploy Jade Sphere (Earth)}} and {{Skill|Deploy Jade Sphere (air)}} | # Prioririze spending your Energy with {{Skill|Deploy Jade Sphere (Earth)}} and {{Skill|Deploy Jade Sphere (air)}} | ||
− | }} | + | {{Collapse end}} |
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** Be careful about attuning into {{Skill|Earth Attunement}}, since you'll lose access to {{Skill|Obsidian Flesh}} after leaving it | ** Be careful about attuning into {{Skill|Earth Attunement}}, since you'll lose access to {{Skill|Obsidian Flesh}} after leaving it | ||
− | {{ | + | {{Collapse start|Active defense priority}} |
− | | | ||
− | |||
− | |||
* {{Skill|Magnetic Wave}} - for {{Tooltip|Immobilize}} | * {{Skill|Magnetic Wave}} - for {{Tooltip|Immobilize}} | ||
* '''Dodge''' | * '''Dodge''' | ||
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* {{Skill|Earthen Rush}} | * {{Skill|Earthen Rush}} | ||
* {{Skill|Obsidian Flesh}} | * {{Skill|Obsidian Flesh}} | ||
− | }} | + | {{Collapse end}} |
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* Most of your condition clear is tied up in attunements by {{Trait|Smothering Auras}}, so conserve | * Most of your condition clear is tied up in attunements by {{Trait|Smothering Auras}}, so conserve | ||
− | {{ | + | {{Collapse start|Condition clear priority}} |
− | | | ||
− | |||
− | |||
* {{Skill|Fire Attunement}} - {{Trait|Sunspot}} + {{Trait|Smothering Auras}} | * {{Skill|Fire Attunement}} - {{Trait|Sunspot}} + {{Trait|Smothering Auras}} | ||
** {{Skill|Transmute Fire}} - {{Trait|Smothering Auras}} | ** {{Skill|Transmute Fire}} - {{Trait|Smothering Auras}} | ||
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* {{Skill|Earth Attunement}} | * {{Skill|Earth Attunement}} | ||
* Using a combo finisher skill within any field will grant an aura. | * Using a combo finisher skill within any field will grant an aura. | ||
− | }} | + | {{Collapse end}} |
Line 188: | Line 180: | ||
* The {{Tooltip|Immobilize}} from {{Skill|Signet of Earth}} hits from 1,200 range. | * The {{Tooltip|Immobilize}} from {{Skill|Signet of Earth}} hits from 1,200 range. | ||
− | {{ | + | {{Collapse start|CC priority}} |
− | | | ||
− | |||
− | |||
* {{Skill|Magnetic Shield}} | * {{Skill|Magnetic Shield}} | ||
* {{Skill|Earth Attunement}} | * {{Skill|Earth Attunement}} | ||
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* {{Skill|Water Attunement}} | * {{Skill|Water Attunement}} | ||
** {{Skill|Comet}} | ** {{Skill|Comet}} | ||
− | }} | + | {{Collapse end}} |
+ | |||
====Settings==== | ====Settings==== |
Latest revision as of 12:32, 28 March 2023
This build is unrated.
Focused on: Control, Support and Condition cleanse
Designed for: WvW GvG
Difficulty:
TBD
Overview
Boontalyst provides massive outgoing condition cleanse with strong boon, aura support and utility.
Skill Bar
Dagger/Focus
Dagger/Focus
Utility
Skill Variants
- Utilities
- You can switch either or for an 'stunbreak' skill if needed.
- You can switch for to give it to an DPS player
- Elite
- The Catalyst can use its skills, specially to quickly generate Energy as it hits 10 targets and as it behaves as a combo finisher.
is taken for the sole purpose of granting the 2nd ground FGS to an DPS player to pick it up and benefit from its damage skills
- for the extra CC and downstate disruption.
Specializations
Template Code
Missing template code
Equipment
Head
Celestial
Celestial
Shoulders
Celestial
Celestial
Chest
Celestial
Celestial
Hands
Celestial
Celestial
Legs
Celestial
Celestial
Feet
Celestial
Celestial
Backpiece
Celestial
Celestial
Accessory
Celestial
Celestial
Accessory
Celestial
Celestial
Amulet
Celestial
Celestial
Ring
Celestial
Celestial
Ring
Celestial
Celestial
Dagger
Celestial
Celestial
Focus
Celestial
Celestial
Sigil
Sigil
Dagger
Celestial
Celestial
Focus
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
- Rune Variants
- viable replacement
Consumables
Usage
General
- As soon as you get 25 stacks of and get out of combat, swap back to the set without it
- Unlike most builds in WvW, Dagger/Focus boontalyst can be played with a skill rotation for each attunement
- Breaking the rotation to survive is fine, breaking it to try and access more healing or condition clear is usually suboptimal
- Go in Fire Aura for allies through . to proc and share the
- Might for the cleanse and
- Use the rest of the kit (2,3,4) in the meantime while you wait for to be available. Specially on top of the enemies to generate Energy.
- and leave
- Make sure you're close to your group when leaving to proc , it has a short range
- on the the enemy target for the CC, damage to build up Energy
- Frost Aura as combo finisher on top of a combo field, like , to proc and share
- Resistance and pulsing Protection for massive
- or as combo finisher on top of a combo field, like , to proc
- The order is not important to the rotation, roughly prioritize in this order, but change based on needs:
- - healing and cleanse
- - anti-melee CC, projectile hate, single target CC, single target
- - personal survivability, AoE CC, AoE
Skill Rotation
- Start the fight in
- ⇒
- / /
- Use skills 2 through 5 as needed
- Prioririze spending your Energy with and
Overall Priorities
- High
- Condition clear
- Aura/boon share
- Moderate
- CC
Surviving
- This build has moderate passive defense
- This build has moderate mobility skill access
- This builds has low active defenses
- Be careful about attuning into , since you'll lose access to after leaving it
Active defense priority
- Immobilize - for
- Dodge
Detailed Explanations
Glyph of Renewal
- Focus on reviving allies who are far away with , don't waste the skill on players that can be hand rezzed.
- Use
- If you can't be in a good position, don't cast in
in on single players and on multiple players
- Under General Options / Combat/Movement turn on Allow Skill Retargetting and set Ground Targetting to Instant Cast, this will make cast at the location your cursor is at the end of the cast, instead of where you initially targetted
Condition clear
- Most of your condition clear is tied up in attunements by , so conserve
Condition clear priority
- -
- -
- +
- Using a combo finisher skill within any field will grant an aura.
CC
- 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:
- is one of your strongest CCs, but be careful using it since leaving locks you out of
- Make sure to check the targets boon bar for Stability
is great for picking off players left behind their groups and following up on other CC
- Press Magnetic Aura share right before ddopping the conjure. for the
while inside for the CC
- The Immobilize from hits from 1,200 range.
CC priority
Settings
- Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
- Also under General Options / User Interface turn on Thick party health bars
- Thick squad health bars can be used too as a matter of personal preference, but is not recommended for large numbers
- Under Squad Options uncheck View as a grid. This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.
Ratings
Comments
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