Difference between revisions of "Catalyst - Power Catalyst"
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==Overview== | ==Overview== | ||
− | + | High-burst Elementalist build with a high skill floor but powerful solo DPS. | |
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==Template Code== | ==Template Code== | ||
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code = [&DQYfHSkfQz4XARcB+Br4Gu4a7hrxGlAB9xr3GgAAAAAAAAAAAAAAAAAAAAA=] | code = [&DQYfHSkfQz4XARcB+Br4Gu4a7hrxGlAB9xr3GgAAAAAAAAAAAAAAAAAAAAA=] | ||
}} | }} | ||
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==Skill Bar== | ==Skill Bar== | ||
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===Skill Variants=== | ===Skill Variants=== | ||
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* {{Skill|Arcane Brilliance}} - blast finisher heal | * {{Skill|Arcane Brilliance}} - blast finisher heal | ||
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* {{Skill|Glyph of Storms}} - more area damage | * {{Skill|Glyph of Storms}} - more area damage | ||
* {{Skill|Cleansing Fire}} - condition cleanse | * {{Skill|Cleansing Fire}} - condition cleanse | ||
* {{Skill|Lightning Flash}} - more mobility | * {{Skill|Lightning Flash}} - more mobility | ||
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* {{Skill|Conjure Fiery Greatsword}} - extra mobility | * {{Skill|Conjure Fiery Greatsword}} - extra mobility | ||
− | + | * {{Skill|Glyph of Elementals}} - summon a powerful friend; use in {{Skill|Earth Attunement}} or {{Skill|Water Attunement}} for a tanky pet | |
==Specializations== | ==Specializations== | ||
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| sigil3 = Superior Sigil of Force | | sigil3 = Superior Sigil of Force | ||
| sigil4 = Superior Sigil of Frenzy | | sigil4 = Superior Sigil of Frenzy | ||
− | | relic = Relic of | + | | relic = Relic of the Thief |
}} | }} | ||
* {{Rune|Superior Rune of the Dragonhunter}} and {{Rune|Superior Rune of the Scholar}} are interchangeable. | * {{Rune|Superior Rune of the Dragonhunter}} and {{Rune|Superior Rune of the Scholar}} are interchangeable. | ||
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* For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use {{Tooltip|Knight}} trinkets. | * For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use {{Tooltip|Knight}} trinkets. | ||
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==Usage== | ==Usage== | ||
− | ===Damage | + | ===Damage=== |
− | * | + | * Catalyst strongly encourages swapping attunements rapidly. |
− | * | + | * Use your Jade Sphere at least once per attunement without fail. |
− | * | + | * Use {{Skill|Shattering Ice}} and {{Skill|Relentless Fire}} off cooldown. |
− | + | * All attunements follow a similar priority pattern of 2 > 5 > 3 > 4. There is sometimes some variation and nuance, but keeping this general loop makes the build easier to play. Skip 4 in {{Skill|Air Attunement}} and {{Skill|Earth Attunement}} unless using them for utility/cc/defense. | |
− | * | + | * Many Attunement loops work. A few examples include: Air-Fire-Earth-Water, Earth-Fire-Air-Water, and Water-Fire-Air-Earth. Generally, Fire should be earlier in the loop to make use of its powerful buffs. |
− | + | ||
− | * | + | ===Defense=== |
+ | * Generate {{Tooltip|Protection}} via {{Skill|Glyph of Elemental Harmony}} (Earth), {{Skill|Deploy Jade Sphere}} (Earth) | ||
+ | * {{Skill|Deploy Jade Sphere}} (Earth) blocks attacks. | ||
+ | * {{Skill|Rocky Loop}} grants you damage reduction. | ||
+ | * {{Skill|Immutable Stone}} grants Barrier and an Aura (usually Magnetic Aura, which Reflects Projectiles). | ||
+ | * {{Skill|Cleansing Typhoon}} cleanses conditions. | ||
+ | * {{Skill|Icy Coil}} grants condition damage reduction. | ||
+ | * {{Trait|Elemental Epitome}} grants Magnetic or Frost Aura | ||
+ | * {{Trait|Elemental Empowerment}} passively increases toughness and vitality | ||
+ | * {{Skill|Crashing Font}} heals you, as does comboing water fields like {{Skill|Deploy Jade Sphere}} (Water) | ||
− | === | + | ===CC=== |
− | * {{Skill| | + | * {{Skill|Shock Blast}} |
− | * {{Skill| | + | * {{Skill|Wind Storm}} |
Revision as of 02:13, 2 April 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage
Designed for: Open World and Open World General
Difficulty:
Normal
This build was last updated on April 02, 2024 and is up to date for the October 8, 2024 patch.
Overview
High-burst Elementalist build with a high skill floor but powerful solo DPS.
Template Code
[&DQYfHSkfQz4XARcB+Br4Gu4a7hrxGlAB9xr3GgAAAAAAAAAAAAAAAAAAAAA=]
Skill Bar
Hammer
Staff
Utility
Weapon Variants
Skill Variants
- - blast finisher heal
- - more area damage
- - condition cleanse
- - more mobility
- - extra mobility
- - summon a powerful friend; use in or for a tanky pet
Specializations
Equipment
Ascended gear is not required.
Head
Berserker
Berserker
Shoulders
Berserker
Berserker
Chest
Berserker
Berserker
Hands
Berserker
Berserker
Legs
Berserker
Berserker
Feet
Berserker
Berserker
Backpiece
Berserker
Berserker
Accessory
Berserker
Berserker
Accessory
Berserker
Berserker
Amulet
Berserker
Berserker
Ring
Berserker
Berserker
Ring
Berserker
Berserker
Hammer
Berserker
Berserker
Sigil
Sigil
Staff
Berserker
Berserker
Sigil
Sigil
Rune
x6
x6
Relic
- and are interchangeable.
- For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use Knight trinkets.
Consumables
Budget consumables are acceptable for use in open world.
DPS
- Prioritize Steak Ascended food.
- /
- /
Defense
Farming
- Prioritize Steak Ascended food.
- /
- (and variants)
Usage
Damage
- Catalyst strongly encourages swapping attunements rapidly.
- Use your Jade Sphere at least once per attunement without fail.
- Use and off cooldown.
- All attunements follow a similar priority pattern of 2 > 5 > 3 > 4. There is sometimes some variation and nuance, but keeping this general loop makes the build easier to play. Skip 4 in and unless using them for utility/cc/defense.
- Many Attunement loops work. A few examples include: Air-Fire-Earth-Water, Earth-Fire-Air-Water, and Water-Fire-Air-Earth. Generally, Fire should be earlier in the loop to make use of its powerful buffs.
Defense
- Generate Protection via (Earth), (Earth)
- (Earth) blocks attacks.
- grants you damage reduction.
- grants Barrier and an Aura (usually Magnetic Aura, which Reflects Projectiles).
- cleanses conditions.
- grants condition damage reduction.
- grants Magnetic or Frost Aura
- passively increases toughness and vitality
- heals you, as does comboing water fields like (Water)
CC
Ratings
A lot more fun now that we have spear and can generate energy while a sphere is deployed and quickness base duration is increased. The only problem is how static the build is, since you want to stay inside the effects of your spheres and your spear's Etchings.
Having tested the build for some time now, I can summarize it in 1 word... Reliable. It does take getting used to it a little, but once you get a hang of it, you hit like a freight train. The cleave on this build (and on the catalyst in general), is spectacular. Survivability can be an issue sometimes, but if you mix in pieces of marauder and dragon, you can easily get by without issues. You can mix them to make sure your critical cap is not reached. Remember, that you are aiming for a 90% crit chance with Fury. Hammer 3 on air gives you 10% for 15 sec. Elemental Empowerment (you have 3 while in combat at the minimum), gives you a nice top-up. If you can reliably have hammer 3 in air up almost all the time, then you won't have to worry and can even lower crit chance a bit more. 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. All in all, it is fun build to play and can easily go toe to toe with other classes.
Comments
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