Difference between revisions of "Catalyst - Staff Backline"
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{{Build | {{Build | ||
| profession = elementalist | | profession = elementalist | ||
Line 5: | Line 4: | ||
| designed for = wvw zerg | | designed for = wvw zerg | ||
| focus = strike damage, utility, crowd control | | focus = strike damage, utility, crowd control | ||
− | | rating = | + | | rating = good |
− | | xpac = | + | | xpac = hot, eod |
+ | | difficulty = 2 | ||
}} | }} | ||
Line 21: | Line 21: | ||
|weapon3 = Staff | |weapon3 = Staff | ||
|weapon4 = | |weapon4 = | ||
− | |healing = | + | |healing = Soothing Water |
|utility1 = Lightning Flash | |utility1 = Lightning Flash | ||
− | |utility2 = | + | |utility2 = Relentless Fire |
|utility3 = Glyph of Storms | |utility3 = Glyph of Storms | ||
− | |elite = | + | |elite = Elemental Celerity |
}} | }} | ||
+ | |||
+ | |||
+ | ===Variants=== | ||
+ | ;Heal | ||
+ | * {{Skill|Arcane Brilliance}} extra combo finisher, if needed for {{Trait|Elemental Empowerment}} | ||
Line 36: | Line 41: | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Fire| | + | {{Specialization|Fire|bot|bot|top}} |
{{Specialization|Air|bot|mid|top}} | {{Specialization|Air|bot|mid|top}} | ||
− | {{Specialization|Catalyst| | + | {{Specialization|Catalyst|mid|top|mid}} |
+ | ;Variants | ||
+ | * {{Trait|Energized Elements}} if {{Trait|Elemental Empowerment}} can be maintained | ||
+ | * {{Trait|Evasive Empowerment}} only if you can't reach 10 stacks of {{Trait|Elemental Empowerment}} | ||
Line 47: | Line 55: | ||
| rune = Superior Rune of the Scholar | | rune = Superior Rune of the Scholar | ||
| rune-qt = 6 | | rune-qt = 6 | ||
+ | | relic = Relic of Fireworks | ||
| weapon1 = Staff | | weapon1 = Staff | ||
| weapon2 = | | weapon2 = | ||
Line 53: | Line 62: | ||
| weapon3 = Staff | | weapon3 = Staff | ||
| weapon4 = | | weapon4 = | ||
− | | sigil3 = Superior Sigil of | + | | sigil3 = Superior Sigil of Bloodlust |
− | | sigil4 = Superior Sigil of | + | | sigil4 = Superior Sigil of Energy |
| infusion1 = Mighty WvW Infusion | | infusion1 = Mighty WvW Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
− | | | + | | amulet = Dragon |
+ | | ring1 = Dragon | ||
}} | }} | ||
+ | |||
+ | |||
+ | ===Equipment Variants=== | ||
+ | ;Relics | ||
+ | * {{Relic|Relic of Speed}} | ||
+ | * {{Relic|Relic of the Thief}} | ||
Line 67: | Line 83: | ||
− | ==Usage== | + | ==Usage== |
+ | ===General=== | ||
+ | * As soon as you get 25 stacks of {{Sigil|Superior Sigil of Bloodlust}} and get out of combat, swap back to the Staff without a stacking sigil | ||
+ | * You are much stronger with full stacks of {{Trait|Elemental Empowerment}} and {{Trait|Empowering Auras}} | ||
+ | ** Make sure to use {{Skill|Frozen Ground}} on yourself to help maintain stacks | ||
+ | * Staff Catalyst uses an attunement rotation for maximum burst damage | ||
+ | ** You are not locked into this rotation, while it is optimal for DPS, change the order based on your needs: | ||
+ | *** {{Skill|Water Attunement}} - healing and cleanse | ||
+ | *** {{Skill|Air Attunement}} - CC, {{Tooltip|Immobilize}} clear, single target damage | ||
+ | *** {{Skill|Earth Attunement}} - CC, projectile reflect | ||
+ | |||
+ | {{Collapse start|Attunement rotation}} | ||
+ | # {{Skill|Fire Attunement}} | ||
+ | # {{Skill|Earth Attunement}} | ||
+ | # {{Skill|Water Attunement}} | ||
+ | # {{Skill|Air Attunement}} | ||
+ | # Repeat from step 1 | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ===Priorities=== | ||
+ | ;High | ||
+ | * {{Skill|Meteor Shower}} | ||
+ | |||
+ | ;Moderate | ||
+ | * Sustained damage | ||
+ | * CC | ||
+ | |||
+ | ;Low | ||
+ | * Support | ||
+ | |||
+ | |||
+ | ====Surviving==== | ||
+ | * This build has low passive defense | ||
+ | * This build has moderate mobility skill access | ||
+ | ** An '''About Face''' keybind can be useful for {{Skill|Burning Retreat}} | ||
+ | ** Avoid using {{Skill|Lightning Flash}} for mobility unless nessecary to survive | ||
+ | * This build has moderate active defenses | ||
+ | ** Save {{Skill|Soothing Water}} for removing {{Tooltip|Immobilize}}, {{Tooltip|Chill}} or {{Tooltip|Weakness}} | ||
+ | |||
+ | {{Collapse start|Active defense priority}} | ||
+ | * {{Skill|Windborne Speed}} - for {{Tooltip|Immobilize}} | ||
+ | * {{Skill|Magnetic Aura}} - for projectiles | ||
+ | * '''Dodge''' | ||
+ | * {{Skill|Burning Retreat}} | ||
+ | * {{Skill|Lightning Flash}} | ||
+ | * {{Skill|Soothing Water}} | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ===Detailed Explanations=== | ||
+ | ====Meteor Shower==== | ||
+ | * Place {{Skill|Meteor Shower}} where the enemy group is moving to, not where they are when you begin the cast | ||
+ | * Activate {{Skill|Relentless Fire}} after casting {{Skill|Meteor Shower}} | ||
+ | * Use {{Skill|Elemental Celerity}} to reset the cooldown of {{Skill|Meteor Shower}} and {{Skill|Lava Font}} after your first cast | ||
+ | * There are two ways to move during the cast of {{Skill|Meteor Shower}}: | ||
+ | ** Cast {{Skill|Meteor Shower}} immediately after casting {{Skill|Burning Retreat}} and the {{Skill|Meteor Shower}} will be queued to cast at the target location after the rollback ends | ||
+ | ** Use {{Skill|Lightning Flash}} after you start casting it | ||
+ | |||
+ | |||
+ | ====Sustained damage==== | ||
+ | * When using ground AoEs like {{Skill|Lava Font}}, place them so that one edge is on the enemy group and the other edge is in the direction they are moving to | ||
+ | * Your '''2''' skills ({{Skill|Eruption}}/{{Skill|Ice Spike}})/{{Skill|Lightning Surge}}) have very long delays or cast times | ||
+ | ** Predict the enemies movement, as with {{Skill|Meteor Shower}} | ||
+ | ** If you rotate quickly enough from {{Skill|Earth Attunement}} {{to}} {{Skill|Water Attunement}} {{to}} {{Skill|Air Attunement}} you can have all three skills land at the same place and time for burst damage. Sync them up as much as possible | ||
+ | * Use {{Skill|Glyph of Storms}} in {{Skill|Fire Attunement}} if you expect the fight to last at least 25 seconds | ||
+ | ** Otherwise {{Skill|Air Attunement}} has more damage but with a much longer cooldown | ||
+ | |||
+ | {{Collapse start|Skill priority}} | ||
+ | * {{Skill|Meteor Shower}} | ||
+ | * {{Skill|Lava Font}} | ||
+ | * {{Skill|Glyph of Storms}} | ||
+ | * {{Skill|Lightning Surge}}/{{Skill|Eruption}}/{{Skill|Ice Spike}} | ||
+ | * '''Autoattacks''' | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ====CC==== | ||
+ | * Your three ground CCs are {{Skill|Static Field}}, {{Skill|Unsteady Ground}} and {{Skill|Frozen Ground}}, in order of strength | ||
+ | ** {{Skill|Frozen Ground}} should normally be saved to give yourself and allies {{Skill|Frost Aura}} instead of being used as a CC | ||
+ | * Drop your target when casting {{Skill|Shock Wave}} to make it easier to aim, don't cast it into projectile reflect | ||
+ | * You shouldn't interrupt your rotation to try and CC, instead just use whichever CC you have available for the attunements you're in | ||
+ | * Use your CC when: | ||
+ | ** Your group calls a spike: | ||
+ | *** Winds - {{Skill|Winds of Disenchantment}} | ||
+ | *** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}} | ||
+ | *** Shades - {{Skill|Desert Shroud}} | ||
+ | *** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}} | ||
+ | ** On top of enemy downs (while alive players are on top of them) | ||
+ | ** Enemy groups moving defensively while your group is pushing | ||
+ | |||
+ | |||
+ | ====Support==== | ||
+ | * Focus on using {{Skill|Windborne Speed}} when your group is pushing or disengaging from the enemy | ||
+ | * Cast {{Skill|Healing Rain}} on clashes, targeting the ground AoE so that one edge is on your group and the other edge is where they are moving to | ||
+ | * If a player in your party is going to die because of {{Tooltip|Immobilize}}, save them with {{Skill|Windborne Speed}} | ||
+ | * Cast {{Skill|Geyser}} where your team is regrouping | ||
+ | * Use {{Skill|Frozen Ground}} on your group before pushes to give {{Skill|Frost Aura}} | ||
+ | * Use your '''Jade Sphere''' in {{Skill|Air Attunement}}, on your group, for {{Tooltip|Quickness}} |
Latest revision as of 13:21, 12 May 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage, Utility and Crowd control
Designed for: WvW Zerg
Difficulty:
Normal
This build was last updated on May 12, 2024 and is up to date for the October 8, 2024 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
Staff
Staff
Utility
Variants
- Heal
- extra combo finisher, if needed for
Template Code
[&DQYfHikbQyd1AAAAkAAAAL4BAAD4GgAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
- if can be maintained
- only if you can't reach 10 stacks of
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Dragon
Dragon
Ring
Dragon
Dragon
Ring
Marauder
Marauder
Staff
Marauder
Marauder
Sigil
Sigil
Staff
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Relics
Consumables
-
- personal option
Usage
General
- As soon as you get 25 stacks of and get out of combat, swap back to the Staff without a stacking sigil
- You are much stronger with full stacks of
- Make sure to use on yourself to help maintain stacks
and
- Staff Catalyst uses an attunement rotation for maximum burst damage
- You are not locked into this rotation, while it is optimal for DPS, change the order based on your needs:
- - healing and cleanse
- Immobilize clear, single target damage - CC,
- - CC, projectile reflect
- You are not locked into this rotation, while it is optimal for DPS, change the order based on your needs:
Attunement rotation
- Repeat from step 1
Priorities
- High
- Moderate
- Sustained damage
- CC
- Low
- Support
Surviving
- This build has low passive defense
- This build has moderate mobility skill access
- An About Face keybind can be useful for
- Avoid using for mobility unless nessecary to survive
- This build has moderate active defenses
- Save Immobilize, Chill or Weakness for removing
Active defense priority
- Immobilize - for
- - for projectiles
- Dodge
Detailed Explanations
Meteor Shower
- Place where the enemy group is moving to, not where they are when you begin the cast
- Activate after casting
- Use to reset the cooldown of and after your first cast
- There are two ways to move during the cast of
- Cast immediately after casting and the will be queued to cast at the target location after the rollback ends
- Use after you start casting it
:
Sustained damage
- When using ground AoEs like , place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
- Your 2 skills (
- Predict the enemies movement, as with
- If you rotate quickly enough from ⇒ ⇒ you can have all three skills land at the same place and time for burst damage. Sync them up as much as possible
/ )/ ) have very long delays or cast times
- Use
- Otherwise has more damage but with a much longer cooldown
in if you expect the fight to last at least 25 seconds
Skill priority
- / /
- Autoattacks
CC
- Your three ground CCs are
- should normally be saved to give yourself and allies instead of being used as a CC
, and , in order of strength
- Drop your target when casting to make it easier to aim, don't cast it into projectile reflect
- You shouldn't interrupt your rotation to try and CC, instead just use whichever CC you have available for the attunements you're in
- 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:
Support
- Focus on using when your group is pushing or disengaging from the enemy
- Cast on clashes, targeting the ground AoE so that one edge is on your group and the other edge is where they are moving to
- If a player in your party is going to die because of Immobilize, save them with
- Cast where your team is regrouping
- Use on your group before pushes to give
- Use your Jade Sphere in Quickness , on your group, for
Ratings
If your goal is to AoE an enemy boonball at 1200 range, I can't think of any other builds that do it better. Burning Retreat and Lightning Flash compensate for Meteor's standing cast weakness quite well. It is shocking how often players will let you chain cast Meteor -> Lava Font -> Glyph of Storms -> Celerity -> Lava Font -> Meteor for extreme AoE output on a single point. Also supplies Staff's great CC along with Ice and Water fields for your team to blast. That said, this build cannot stand up to any kind of actual pressure, so play smart if you enjoy not folding like a napkin.
pretty good dps on this one, let's you hit many targets quickly. Can't get as much dps with staff weaver
I play this and variations of it and if you can handle the APM and know where to put your stuff it is pretty much the #1 stat padder build out there.
Solid build, has much more control over its attunement access and weapon skills than weaver, but maintaining elemental empowerment can be pretty challenging. With extra auras on staff now it can compete with weaver pretty well.
Comments
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