Difference between revisions of "Catalyst - Power DPS"
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{{Build | {{Build | ||
| profession = Elementalist | | profession = Elementalist | ||
| specialization = Catalyst | | specialization = Catalyst | ||
| designed for = Raid, Fractal | | designed for = Raid, Fractal | ||
− | | rating = | + | | rating = Great |
− | | focus = | + | | focus = Direct Damage |
− | | meta = | + | | xpac = eod, soto |
+ | | meta = yes | ||
+ | | difficulty = 3 | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | + | Power Catalyst is a complex and fast-paced build that provides strong melee damage as well as some {{tooltip|Might}}, {{tooltip|Fury}}, {{tooltip|Resolution}} and {{tooltip|Protection}} for your group. | |
+ | |||
+ | Catalyst brings its '''Jade Sphere''' that drops stationary damage and boon fields that your utility skills interact with for bonus effectiveness. This two unique mechanic means that Catalyst greatly prefers fights against low-movement bosses. | ||
+ | |||
+ | The hammer build also relies heavily on its unique Circular Projectile mechanic that sits on the 3rd skill in each attunement. Successful play involves maintaining these projectiles both for their damage and the buffs they provide and if they are mismanaged it can be difficult to recover. | ||
+ | |||
+ | The combination of {{trait|Elemental Empowerment}} and {{skill|Rocky Loop}} more durable than other elementalist specialisations, but be aware that you can gain up to 200 bonus toughness, so make sure your tank has more. | ||
Line 17: | Line 24: | ||
| profession = Elementalist | | profession = Elementalist | ||
| specialization = Catalyst | | specialization = Catalyst | ||
− | | weapon1 = | + | | weapon1 = Sword |
− | | weapon2 = | + | | weapon2 = Warhorn |
| weapon3 = | | weapon3 = | ||
| weapon4 = | | weapon4 = | ||
Line 25: | Line 32: | ||
| utility2 = Shattering Ice | | utility2 = Shattering Ice | ||
| utility3 = Glyph of Storms | | utility3 = Glyph of Storms | ||
− | | elite = | + | | elite = Elemental Celerity |
}} | }} | ||
+ | |||
+ | |||
+ | ===Non-SotO Weapons=== | ||
+ | '''Hammer''' is the best weapon for players that don't own Secrets of the Obscure. | ||
+ | |||
===Skill Variants=== | ===Skill Variants=== | ||
− | |||
+ | '''Utility''' | ||
+ | * {{Skill|Arcane Blast}} will provide slightly more burst damage than {{Skill|Shattering Ice}} - particularly valuable in fractals. | ||
+ | * {{Skill|Conjure Lightning Hammer}} could replace {{Skill|Arcane Blast}} as a burst option on large hitboxes. | ||
+ | |||
+ | |||
+ | '''Elite''' | ||
+ | * {{skill|Conjure Fiery Greatsword}} is the best option when using '''Hammer'''. | ||
+ | * {{Skill|Glyph of Elementals}} deals comparable damage to {{skill|Conjure Fiery Greatsword}} when using the Earth Elemental, as its active ability applies {{tooltip|Immobilize}} and is sufficient to keep you at 10 stacks of {{trait|Elemental Empowerment}} via {{trait|Vicious Empowerment}}. | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYfHSkfQyYXARcB+Br4Gu4a7hq+AVAB9xr3GgAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
− | |||
==Specializations== | ==Specializations== | ||
{{Specialization|Fire|top|bot|top|}} | {{Specialization|Fire|top|bot|top|}} | ||
− | {{Specialization|Air|bot| | + | {{Specialization|Air|bot|bot|top|}} |
{{Specialization|Catalyst|mid|top|mid|}} | {{Specialization|Catalyst|mid|top|mid|}} | ||
− | * | + | * You should bring {{trait|Raging Storm}} if {{tooltip|Fury}} uptime is bad. |
− | |||
===Specialization Variants=== | ===Specialization Variants=== | ||
− | ''' | + | Replacing '''Fire''' with '''Arcane''' provides you with extra boon duration and a cooldown reduction of attunements and the jade sphere. This means you could technically provide {{tooltip|Quickness}} without adjusting your gear, though it would require a different rotation. |
− | {{Specialization| | + | {{Specialization|Arcane|top|top|bot| |
variant = y}} | variant = y}} | ||
− | |||
+ | * When providing {{tooltip|Quickness}}, you will also need to use {{Trait|Spectacular Sphere}} and {{Trait|Sphere Specialist}}. | ||
+ | |||
+ | |||
+ | '''Fire''' can be replaced by '''Water''' for a burstier opening, suited to shorter-phased fights such as fractals. With {{trait|Powerful Aura}}, you also share auras fairly frequently, which can be particularly helpful for Condi Berserkers. | ||
+ | {{Specialization|Water|mid|bot|mid| | ||
+ | variant = y}} | ||
Line 61: | Line 83: | ||
| weight = Light | | weight = Light | ||
| stats = Berserker | | stats = Berserker | ||
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Dragonhunter |
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = Hammer | + | | weapon1 = Sword |
+ | | weapon2 = Warhorn | ||
+ | | weapon3 = Hammer | ||
| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
| sigil2 = Superior Sigil of Impact | | sigil2 = Superior Sigil of Impact | ||
+ | | sigil3 = Superior Sigil of Force | ||
+ | | sigil4 = Superior Sigil of Impact | ||
| infusion1 = Mighty +9 Agony Infusion | | infusion1 = Mighty +9 Agony Infusion | ||
− | | infusion1-qt = | + | | infusion1-qt = 16 |
+ | | infusion2 = Precise +9 Agony Infusion | ||
+ | | infusion2-qt = 2 | ||
+ | | relic = Relic of Fireworks | ||
| head = | | head = | ||
| shoulders = | | shoulders = | ||
| chest = | | chest = | ||
| hands = | | hands = | ||
− | | legs = | + | | legs = |
| feet = | | feet = | ||
− | | backpiece = | + | | backpiece = |
| accessory1 = | | accessory1 = | ||
| accessory2 = | | accessory2 = | ||
| amulet = | | amulet = | ||
− | | ring1 = | + | | ring1 = |
− | | ring2 = | + | | ring2 = |
}} | }} | ||
− | {{ | + | * {{rune|Superior Rune of the Scholar}} is a tiny DPS loss. |
==Consumables== | ==Consumables== | ||
− | '''Food | + | '''Food''' |
* {{food|Bowl of Sweet and Spicy Butternut Squash Soup}} or ascended versions | * {{food|Bowl of Sweet and Spicy Butternut Squash Soup}} or ascended versions | ||
− | '''Utility | + | '''Utility''' |
* {{utility|Superior Sharpening Stone}} | * {{utility|Superior Sharpening Stone}} | ||
+ | |||
+ | |||
+ | ==Usage== | ||
+ | If using {{skill|Arcane Blast}}, spam it as much as you can while in {{skill|Fire Attunement}}, ideally while under the effects of {{skill|Relentless Fire}}. | ||
+ | |||
+ | ===Sword/Warhorn rotation=== | ||
+ | |||
+ | '''Opener in Air''' | ||
+ | # {{skill|Glyph of Storms}} | ||
+ | # {{skill|Lightning Orb}} | ||
+ | # {{Skill|Deploy Jade Sphere (Air)}} | ||
+ | # {{skill|Polaric Leap}} - This is a CC and combos with the field from your Jade Sphere, quickly providing stacks of Elemental Empowerment | ||
+ | # {{skill|Quantum Strike}} | ||
+ | # {{Skill|Fire Attunement}} | ||
+ | |||
+ | |||
+ | '''Fire''' | ||
+ | # {{Skill|Deploy Jade Sphere (Fire)}} | ||
+ | # {{Skill|Relentless Fire}} | ||
+ | # {{skill|Flame Uprising}} | ||
+ | # {{skill|Cauterizing Strike}} | ||
+ | # {{skill|Wildfire}} when ready | ||
+ | # {{skill|Elemental Celerity}} (if available), followed by | ||
+ | ## {{skill|Wildfire}} | ||
+ | ## {{skill|Cauterizing Strike}} | ||
+ | ## Otherwise, autoattack until '''Flame Uprising''' is available | ||
+ | # {{skill|Flame Uprising}} | ||
+ | # {{Skill|Earth Attunement}} | ||
+ | |||
+ | |||
+ | '''Earth''' | ||
+ | # {{skill|Dust Storm}} (if available) | ||
+ | # {{skill|Earthen Vortex}} | ||
+ | # {{skill|Rust Frenzy}} | ||
+ | # {{Skill|Deploy Jade Sphere (Earth)}} | ||
+ | # {{Skill|Water Attunement}} | ||
+ | |||
+ | |||
+ | '''Water'''<br> | ||
+ | '''Tidal Surge''' is only available every three loops, so skip '''Water Attunement''' and go straight to Air if it is not ready. | ||
+ | # {{Skill|Deploy Jade Sphere (Water)}} | ||
+ | # {{skill|Tidal Surge}} | ||
+ | # {{skill|Shattering Ice}} (if using) | ||
+ | # {{Skill|Air Attunement}} | ||
+ | |||
+ | |||
+ | '''Air''' | ||
+ | # Autoattack and use {{skill|Polaric Leap}} as it comes off cooldown | ||
+ | # {{skill|Shattering Ice}} (if using, only on loops where you don't enter '''Water''') | ||
+ | # {{skill|Quantum Strike}} when energy starts to recharge (should be after two auto chains) | ||
+ | # {{skill|Lightning Orb}} when energy is nearly full | ||
+ | # {{skill|Cyclone}} | ||
+ | # {{Skill|Deploy Jade Sphere (Air)}} | ||
+ | # Return to the start of the '''Fire''' Section | ||
+ | |||
+ | [https://youtu.be/P5B7S1U3qu8 Video example] | ||
+ | |||
+ | |||
+ | ===Hammer Rotation 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 {{Skill|Grand Finale}} and starting the loop again. | ||
+ | |||
+ | |||
+ | '''Jade Sphere use''' | ||
+ | |||
+ | During the loop, you also want to deploy your Jade Sphere once in each element. You do not regain the energy needed to cast them while one is active, so it's best to cast them in "pairs" as you switch attunements. This creates some gaps in the loop where energy can recharge, and as the most powerful autoattacks are found in '''Fire''' and '''Earth''', these attunements are the best choice to stay in. The sphere does the same amount base damage in each element, but thanks to the damage buffs you gain while in '''Fire''' and '''Air''', these attunements are higher priority. {{Skill|Deploy Jade Sphere (Fire)}} also generates stacks of {{trait|Persisting Flames}}, and {{Skill|Relentless Fire}} and {{Skill|Shattering Ice}} will last longer if used while standing in {{Skill|Deploy Jade Sphere (Fire)}} and {{Skill|Deploy Jade Sphere (Water)}}. | ||
+ | |||
+ | |||
+ | '''Glyph of Storms use''' | ||
+ | |||
+ | {{Skill|Glyph of Storms}} 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 lines up somewhat awkwardly compared to using it in Air, so consider the following: | ||
+ | * A rule of thumb for elementalist is that your last {{Skill|Glyph of Storms}} 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 {{tooltip|Exposed}} this will be greatly beneficial - particularly useful in fractals. | ||
+ | * If your rotation is not particularly tight, you may be better off just casting {{Skill|Glyph of Storms}} at the earliest possible opportunity, whether you are in Fire or Air. | ||
+ | |||
+ | |||
+ | '''Fiery Greatsword use''' | ||
+ | |||
+ | With the {{Skill|Whirling Stones}} trick (see the '''Earth''' section below), '''Earth''' has the fewest cooldowns to use, and so is the best time to {{Skill|Conjure Fiery Greatsword}}. Summon after using {{Skill|Rocky Loop}} and {{Skill|Ground Pound}} (if available) and use {{Skill|Fiery Rush}} → {{Skill|Firestorm}} then drop the weapon and continue your rotation. The next time you reach '''Earth''', pick the second Greatsword up and repeat. | ||
+ | |||
+ | |||
+ | <big>'''Fire'''</big> | ||
+ | |||
+ | In '''Fire''' you want to use: | ||
+ | * {{Skill|Deploy Jade Sphere (Fire)}} | ||
+ | * {{Skill|Surging Flames}} | ||
+ | * {{Skill|Flame Wheel}} | ||
+ | * {{Skill|Triple Sear}} | ||
+ | * {{Skill|Molten End}} | ||
+ | * {{Skill|Relentless Fire}} | ||
+ | |||
+ | |||
+ | <big>'''Water'''</big> | ||
+ | |||
+ | In '''Water''' you want to use: | ||
+ | * {{Skill|Deploy Jade Sphere (Water)}} | ||
+ | * {{Skill|Rain of Blows}} | ||
+ | * {{Skill|Icy Coil}} | ||
+ | * {{Skill|Crashing Font}} | ||
+ | * {{Skill|Cleansing Typhoon}} - use if available, but don't delay your attunement swap for it | ||
+ | * {{Skill|Shattering Ice}} | ||
+ | |||
+ | |||
+ | <big>'''Air'''</big> | ||
+ | |||
+ | In '''Air''' you want to use: | ||
+ | * {{Skill|Deploy Jade Sphere (Air)}} | ||
+ | * {{Skill|Hurricane of Pain}} | ||
+ | * {{Skill|Crescent Wind}} | ||
+ | * {{Skill|Shock Blast}}. | ||
+ | |||
+ | |||
+ | <big>'''Earth'''</big> | ||
+ | |||
+ | In '''Earth''' you want to use: | ||
+ | * {{Skill|Deploy Jade Sphere (Earth)}} | ||
+ | * {{Skill|Whirling Stones}} - as {{Skill|Stonestrike}} is a powerful autoattack, it is a good idea to delay this until your attunement swap is available, then use {{Skill|Whirling Stones}} and immediately swap (this will not interrupt the cast) | ||
+ | * {{Skill|Rocky Loop}} | ||
+ | * {{Skill|Ground Pound}} | ||
+ | |||
+ | |||
+ | ===Hammer Rotation example=== | ||
+ | |||
+ | While you have opportunities to adjust the element order as needed, in most cases you want your first two attunements to be '''Fire''' and '''Air''', 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 {{Skill|Glyph of Storms}} you wish to open with. | ||
+ | |||
+ | |||
+ | '''Opener in Fire''' | ||
+ | # {{Skill|Glyph of Storms}} (optional) | ||
+ | # {{Skill|Deploy Jade Sphere (Fire)}} | ||
+ | # {{Skill|Flame Wheel}} | ||
+ | # {{Skill|Relentless Fire}} | ||
+ | # {{Skill|Molten End}} | ||
+ | # {{Skill|Triple Sear}} | ||
+ | # {{Skill|Surging Flames}} | ||
+ | # {{Skill|Air Attunement}} | ||
+ | |||
+ | |||
+ | '''Air''' | ||
+ | # {{Skill|Crescent Wind}} | ||
+ | # {{Skill|Shock Blast}} | ||
+ | # {{Skill|Hurricane of Pain}} | ||
+ | # {{Skill|Deploy Jade Sphere (Air)}} once you pass 20 energy (2/3rds of the energy bar) and swap to {{tooltip|Water Attunement}} | ||
+ | |||
+ | |||
+ | '''Water''' | ||
+ | # {{Skill|Icy Coil}} | ||
+ | # {{Skill|Deploy Jade Sphere (Water)}} | ||
+ | # {{Skill|Shattering Ice}} | ||
+ | # {{Skill|Cleansing Typhoon}} | ||
+ | # {{Skill|Crashing Font}} - if available | ||
+ | # {{Skill|Rain of Blows}} - swap to {{tooltip|Earth Attunement}} once the cast begins | ||
+ | # {{Skill|Earth Attunement}} | ||
+ | |||
+ | |||
+ | '''Earth''' | ||
+ | # {{Skill|Rocky Loop}} | ||
+ | # {{Skill|Ground Pound}} | ||
+ | # {{Skill|Conjure Fiery Greatsword}} (if available) | ||
+ | # {{Skill|Firestorm}} - drop Fiery Greastword immediately after the cast | ||
+ | # {{Skill|Stonestrike}} until you are at full energy and {{skill|Relentless Fire}} is nearly off cooldown | ||
+ | # {{Skill|Deploy Jade Sphere (Earth)}} | ||
+ | # {{Skill|Whirling Stones}} - swap to {{tooltip|Fire Attunement}} once the cast begins | ||
+ | |||
+ | |||
+ | '''Fire''' | ||
+ | # {{Skill|Deploy Jade Sphere (Fire)}} | ||
+ | # {{Skill|Relentless Fire}} | ||
+ | # {{skill|Grand Finale}} | ||
+ | # {{Skill|Molten End}} | ||
+ | # {{Skill|Triple Sear}} | ||
+ | # {{Skill|Flame Wheel}} | ||
+ | # {{Skill|Surging Flames}} | ||
+ | # {{Skill|Air Attunement}} | ||
+ | # 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. | ||
+ | |||
+ | |||
+ | [https://youtu.be/hbsiAZ6PcII Video example] | ||
+ | |||
+ | [https://youtu.be/gmARoVMVUUI Video example (using earth elemental)] |
Latest revision as of 22:53, 24 April 2024
Overview
Power Catalyst is a complex and fast-paced build that provides strong melee damage as well as some Might, Fury, Resolution and Protection for your group.
Catalyst brings its Jade Sphere that drops stationary damage and boon fields that your utility skills interact with for bonus effectiveness. This two unique mechanic means that Catalyst greatly prefers fights against low-movement bosses.
The hammer build also relies heavily on its unique Circular Projectile mechanic that sits on the 3rd skill in each attunement. Successful play involves maintaining these projectiles both for their damage and the buffs they provide and if they are mismanaged it can be difficult to recover.
The combination of
and more durable than other elementalist specialisations, but be aware that you can gain up to 200 bonus toughness, so make sure your tank has more.
Skill Bar
Non-SotO Weapons
Hammer is the best weapon for players that don't own Secrets of the Obscure.
Skill Variants
Utility
- will provide slightly more burst damage than - particularly valuable in fractals.
- could replace as a burst option on large hitboxes.
Elite
- is the best option when using Hammer.
- Immobilize and is sufficient to keep you at 10 stacks of via . deals comparable damage to when using the Earth Elemental, as its active ability applies
Template Code
Specializations
- You should bring Fury uptime is bad. if
Specialization Variants
Replacing Fire with Arcane provides you with extra boon duration and a cooldown reduction of attunements and the jade sphere. This means you could technically provide Quickness without adjusting your gear, though it would require a different rotation.
- When providing Quickness, you will also need to use and .
Fire can be replaced by Water for a burstier opening, suited to shorter-phased fights such as fractals. With , you also share auras fairly frequently, which can be particularly helpful for Condi Berserkers.
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x16
x2
- is a tiny DPS loss.
Consumables
Food
- or ascended versions
Utility
Usage
If using
, spam it as much as you can while in , ideally while under the effects of .Sword/Warhorn rotation
Opener in Air
- - This is a CC and combos with the field from your Jade Sphere, quickly providing stacks of Elemental Empowerment
Fire
- when ready
- Otherwise, autoattack until Flame Uprising is available
(if available), followed by
Earth
- (if available)
Water
Tidal Surge is only available every three loops, so skip Water Attunement and go straight to Air if it is not ready.
- (if using)
Air
- Autoattack and use as it comes off cooldown
- (if using, only on loops where you don't enter Water)
- when energy starts to recharge (should be after two auto chains)
- when energy is nearly full
- Return to the start of the Fire Section
Hammer Rotation 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 use
During the loop, you also want to deploy your Jade Sphere once in each element. You do not regain the energy needed to cast them while one is active, so it's best to cast them in "pairs" as you switch attunements. This creates some gaps in the loop where energy can recharge, and as the most powerful autoattacks are found in Fire and Earth, these attunements are the best choice to stay in. The sphere does the same amount base damage in each element, but thanks to the damage buffs you gain while in Fire and Air, these attunements are higher priority.
also generates stacks of , and and will last longer if used while standing in and .
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 lines 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.
- If your rotation is not particularly tight, you may be better off just casting at the earliest possible opportunity, whether you are in Fire or Air.
Fiery Greatsword use
With the
trick (see the Earth section below), Earth has the fewest cooldowns to use, and so is the best time to . Summon after using and (if available) and use → then drop the weapon and continue your rotation. The next time you reach Earth, pick the second Greatsword up and repeat.
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)
Hammer Rotation example
While you have opportunities to adjust the element order as needed, in most cases you want your first two attunements to be Fire and Air, 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.
Opener in Fire
- (optional)
Air
- Water Attunement once you pass 20 energy (2/3rds of the energy bar) and swap to
Water
- - if available
- Earth Attunement once the cast begins - swap to
Earth
- (if available)
- - drop Fiery Greastword immediately after the cast
- until you are at full energy and is nearly off cooldown
- Fire Attunement once the cast begins - swap to
Fire
- 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.
Ratings
Comments
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