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Difference between revisions of "Catalyst - Support Catalyst (GvG)"

 
(11 intermediate revisions by 3 users not shown)
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| designed for = wvw gvg
 
| designed for = wvw gvg
 
| focus = control, support, condition cleanse
 
| focus = control, support, condition cleanse
| rating = great
+
| rating = archived
 
| xpac = hot, eod
 
| xpac = hot, eod
 +
| difficulty = 2
 
}}
 
}}
  
 
==Overview==
 
==Overview==
The main purpose of this build is to maximize the amount of auras and boons shared by the Elementalist.  
+
The main purpose of this build is to maximize the amount of auras and boons shared by the Elementalist. [[Build:Tempest_-_Aurashare_(GvG) | Tempest]] can also be used instead for the same role, see [[Guide:GvG_Support_Elementalist_Builds | here]] for a comparison
  
 
Compared to D/F Fire Tempest builds, it does not bring significant healing. Therefore it cannot be used as direct replacement but needs to be paired with a powerful healing spec in the party, such as a Vindicator.  
 
Compared to D/F Fire Tempest builds, it does not bring significant healing. Therefore it cannot be used as direct replacement but needs to be paired with a powerful healing spec in the party, such as a Vindicator.  
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===Skill Variants===
 
===Skill Variants===
 
;Utilities
 
;Utilities
* If you are never being targeted, you might not need {{skill|Armor of Earth}}, replace it by
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* If you are being targeted you will not consistently survive without a second stunbreak, so you need {{skill|Armor of Earth}}, or, alternatively, {{skill|Lightning Flash}}
** {{skill|Conjure Earth Shield}}  
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* If you don't get targeted you can get away with picking any of the following instead:
** {{skill|Signet of Earth}}
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** {{skill|Signet of Water}} - Catalyst lacks healing so this skill is quite nice. It also fits very nicely into the staff playstyle.
** {{skill|Conjure Lightning Hammer}}
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** {{skill|Signet of Earth}} - The single target immobilize from this skill is insanely good, but it is tricky to fit into the playstyle, as you don't typically target enemies a lot.
 +
** {{skill|Conjure Lightning Hammer}} - Provides very good CC and a knockback for downed enemies, as well as an extra leap finisher for {{trait|Elemental Epitome}}.
 +
** {{skill|Conjure Earth Shield}} - Provides a strong pull and an invulnability skill. It also provides an extra {{Tooltip|Magnetic Aura}} that can be transmuted with {{Skill|Transmute Earth}}.
  
  
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| rune = Superior Rune of Radiance
 
| rune = Superior Rune of Radiance
 
| rune-qt = 6
 
| rune-qt = 6
 +
| relic = Relic of Antitoxin
 
| weapon1 = Staff
 
| weapon1 = Staff
 
| weapon2 =  
 
| weapon2 =  
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}}
 
}}
  
;Build Variants
+
 
 +
===Build Variants===
 +
;Stats
 
* {{Tooltip|Nomad stats}} on the helmet. Your boon duration is capped by {{Trait|Elemental Empowerment}} most of the time  
 
* {{Tooltip|Nomad stats}} on the helmet. Your boon duration is capped by {{Trait|Elemental Empowerment}} most of the time  
  
;Rune Variants
+
;Runes
 
* {{Rune|Superior Rune of Durability}}  
 
* {{Rune|Superior Rune of Durability}}  
  
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*** This is easiest if you swap from {{Skill|Earth Attunement}} while casting {{Skill|Transmute Earth}}
 
*** This is easiest if you swap from {{Skill|Earth Attunement}} while casting {{Skill|Transmute Earth}}
  
{{Collapse start|Possible Skill Rotation}}
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{{Collapse start|Skill Usage and Rotation}}
* Start the fight in {{Skill|Earth Attunement}}
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*** Edit after balance patch 2023/06/27: After the latest patch, if you use {{Skill|Magnetic Aura}} {{to}} {{Skill|Transmute Earth}} to proc {{Trait|Elemental Epitome}}, you cannot {{Skill|Transmute Earth}} again, as the aura duration from {{Trait|Elemental Epitome}} got stealth nerfed. You now need to proc it instead with a delayed {{Skill|Ice Spike}} or hope to get a finisher from {{Skill|Stoning}} or {{Skill|Shock Wave}} instead. !
# {{Skill|Magnetic Aura}}  
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*The main goal of our gameplay loop is to provide a high boon uptime:
# {{Skill|Transmute Earth}} - this will proc {{Trait|Elemental Epitome}}
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** On {{Skill|Deploy Jade Sphere (Air)}} and {{Skill|Deploy Jade Sphere (Earth)}}
# {{Skill|Deploy Jade Sphere (Earth)}} - right after transmuting to cover the stability
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** On auras by utilising {{Trait|Elemental Epitome}}
# {{Skill|Eruption}}
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*** For this we need to complete finishers in Air and Earth and Water. Blasting in Fire is not required as we gain {{Tooltip|Fire Aura}} from {{Trait|Sunspot}}
# {{Skill|Transmute Earth}} {{to}} {{Skill|Air Attunement}} - this will proc {{Trait|Elemental Epitome}} in air
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*This means that we want to rotate through all attunemts at a quick pace, roughly once every 15 seconds.
# {{Skill|Deploy Jade Sphere (Air)}} - right after swapping to air
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*A good order to go through attunements is {{Skill|Earth Attunement}} {{to}} {{Skill|Air Attunement}} {{to}} {{Skill|Fire Attunement}} {{to}} {{Skill|Water Attunement}} {{to}} {{Skill|Earth Attunement}}.
# {{Skill|Lightning Surge}}  
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** Note that many skills on staff have a cooldown higher than 15 seconds, so that these skills will only be up every other time.
# {{Skill|Fire Attunement}}  
+
 
# {{Skill|Lava Font}}
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# In {{Skill|Earth Attunement}}
# {{Skill|Flame Burst}} - after the Jade Sphere runs out
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#* {{Skill|Unsteady Ground}} - use this to CC the enemy. Place on own backline to slow enemy pushes or on the enemy while pushing.
# {{Skill|Transmute Frost}}
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#* {{Skill|Magnetic Aura}} {{to}} {{Skill|Transmute Earth}} - this will proc {{Trait|Elemental Epitome}} and give us another {{Tooltip|Magnetic Aura}}
# {{Skill|Ice Spike}} - stay in water until this procs {{Trait|Elemental Epitome}} if {{Skill|Frozen Ground}} is not up
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#* {{Skill|Eruption}} - not strickly necessary but a delayed backup finsher for {{Trait|Elemental Epitome}} in {{Skill|Air Attunement}}
# {{Skill|Geyser}}
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# While {{Skill|Earth Attunement}} {{to}} {{Skill|Air Attunement}}
# Repeat
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#* {{Skill|Deploy Jade Sphere (Earth)}} - place on whoever needs the {{Tooltip|Resistance}} from the initial proc of {{Trait|Spectacular Sphere}} and such that your team will spend maximal time in it.
 +
#* {{Skill|Transmute Earth}} - starting this cast in Earth while swapping to Air will proc {{Trait|Elemental Epitome}} in Air for the {{Tooltip|Shocking Aura}}
 +
#* {{Skill|Deploy Jade Sphere (Air)}} - place on DPS players. Place it right after the Earth sphere, to minimize the time where you don't generate energy.
 +
# In {{Skill|Air Attunement}}
 +
#* {{Skill|Windborne Speed}} - extra cleanses and {{Tooltip|Superspeed}}
 +
#* {{Skill|Static Field}} - use this to CC the enemy. Place on own backline to slow enemy pushes or on the enemy while pushing.
 +
#* {{Skill|Gust}} - an extra knockback
 +
#* {{Skill|Lightning Surge}} - AoE blind
 +
# While {{Skill|Air Attunement}} {{to}} {{Skill|Fire Attunement}}
 +
#* When using a delayed blast finisher ({{Skill|Eruption}} or {{Skill|Ice Spike}}) to proc {{Trait|Elemental Epitome}} in Air for the {{Tooltip|Shocking Aura}}, make sure that the finisher goes off before swapping our of Air
 +
#* You might want to delay swapping out of Air a bit, if you want to have access to {{Skill|Glyph of Renewal}} in Air soon
 +
# In {{Skill|Fire Attunement}}  
 +
#* {{Skill|Lava Font}} - AoE for energy generation
 +
#* {{Skill|Flame Burst}} - AoE for energy generation and AoE blind. Note that there might still be a Sphere active at the start, so delay a bit for Energy.
 +
#* {{Skill|Burning Retreat}} - Repositioning
 +
# While {{Skill|Fire Attunement}} {{to}} {{Skill|Water Attunement}}
 +
#* Make sure you have more than 10 Energy before swapping out of Fire. If not, place another {{Skill|Lava Font}}.
 +
#* If you have more than 20 Energy before swapping, you can place {{Skill|Deploy Jade Sphere (Fire)}} or {{Skill|Deploy Jade Sphere (Water)}}
 +
# In {{Skill|Water Attunement}}
 +
#* {{Skill|Ice Spike}} - delayed blast for {{Trait|Elemental Epitome}}
 +
#* {{Skill|Geyser}} - for targeted healing
 +
#* {{Skill|Frozen Ground}} -  for {{Tooltip|Frost Aura}}
 +
#* {{Skill|Healing Rain}} - big AoE cleanse and healing. Place towards the direction your team is moving.
 +
# While {{Skill|Water Attunement}} {{to}} {{Skill|Earth Attunement}}
 +
#* We can time the blast on {{Skill|Ice Spike}} so that it procs {{Trait|Elemental Epitome}} in Earth. This is good since the staff skill {{Skill|Magnetic Aura}} will be on cooldown still
  
* Use the other skills as needed
+
*On the second loop:
* This will not loop cleanly, so some adaptations on the go are necessary
+
** {{Skill|Magnetic Aura}} on Staff will be on cooldown, so we need to proc {{Trait|Elemental Epitome}} for {{Tooltip|Magnetic Aura}} differently:
 +
*** Use a delayed {{Skill|Ice Spike}}
 +
*** Use {{Skill|Stoning}} or {{Skill|Shock Wave}} - These are projectiles and need to hit to count as a projectile finisher. Inconsistent because of projectile block.
 +
*** Use {{Skill|Arcane Brilliance}} - Backup finisher
 +
*** Use {{Skill|Eruption}} - Takes a long time to proc, so it's better to use a quicker method.
 +
** {{Skill|Frozen Ground}} will be on cooldown, so we want to proc {{Trait|Elemental Epitome}} in Water with {{Skill|Ice Spike}}
 +
** {{Skill|Healing Rain}} will be on cooldown, so our cleanses will be lower this round.
 
{{Collapse end}}
 
{{Collapse end}}
  
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** You can start casting a blast in one attunement then swap to a different attunement before the cast ends to proc {{Trait|Elemental Epitome}}
 
** You can start casting a blast in one attunement then swap to a different attunement before the cast ends to proc {{Trait|Elemental Epitome}}
 
*** It is easy to swap attunements during {{Skill|Ice Spike}}, {{Skill|Eruption}} and {{Skill|Transmute Earth}}
 
*** It is easy to swap attunements during {{Skill|Ice Spike}}, {{Skill|Eruption}} and {{Skill|Transmute Earth}}
 +
*** This also works with {{Skill|Stoning}} and {{Skill|Shock Wave}}, but these skills proc a projectile finisher only when they hit an enemy. {{Skill|Stoning}} does not track the enemy, so its impossible to hit. {{Skill|Shock Wave}} is a skill shot, but unreliable due to reflects.
 
** Prioritize getting auras from {{Skill|Air Attunement}} for {{Skill|Shocking Aura}} and from {{Skill|Earth Attunement}} for {{Skill|Transmute Earth}}
 
** Prioritize getting auras from {{Skill|Air Attunement}} for {{Skill|Shocking Aura}} and from {{Skill|Earth Attunement}} for {{Skill|Transmute Earth}}
 
* Use {{Skill|Frozen Ground}} on your group before or during pushes to give {{Skill|Frost Aura}}
 
* Use {{Skill|Frozen Ground}} on your group before or during pushes to give {{Skill|Frost Aura}}
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* {{Skill|Magnetic Aura}} {{to}} {{Skill|Transmute Earth}}
 
* {{Skill|Magnetic Aura}} {{to}} {{Skill|Transmute Earth}}
 
* {{Skill|Arcane Brilliance}}
 
* {{Skill|Arcane Brilliance}}
 +
* {{Skill|Shock Wave}} - projectile finisher on hit (unreliable with reflects)
 +
* {{Skill|Stoning}} - projectile finisher on hit (impossible to hit)
 
{{Collapse end}}
 
{{Collapse end}}
  

Latest revision as of 00:49, 28 August 2024

Under construction.webp Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.

Focused on: ControlSupport and Condition cleanse

Designed for: WvW GvG

Expansions required: Heart of Thorns buildsEnd of Dragons builds

Difficulty:
Normal

Overview

The main purpose of this build is to maximize the amount of auras and boons shared by the Elementalist. Tempest can also be used instead for the same role, see here for a comparison

Compared to D/F Fire Tempest builds, it does not bring significant healing. Therefore it cannot be used as direct replacement but needs to be paired with a powerful healing spec in the party, such as a Vindicator.

The advantage of Catalyst is that it brings more access to auras, similar cleanses, access to Quickness Quickness from

for a faster cast as well as access to ranged Resistance Resistance and Protection Protection from for powerful ranged support among other boons.


Skill Bar

Staff
Utility


Weapon Variants

Dagger/Dagger


Skill Variants

Utilities
  • If you are being targeted you will not consistently survive without a second stunbreak, so you need , or, alternatively,
  • If you don't get targeted you can get away with picking any of the following instead:


Specializations


Template Code

[]
Copy Template Code


Equipment

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Staff
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Build Variants

Stats
Runes


Consumables


Usage

General/Energy Management

  • To generate energy for Catalyst's Jade Sphere abilities make sure to hit enemies with skills that have a high number of hits:
  • You want to rotate through elements quickly to get as many boons as possible
Skill Usage and Rotation Toggle
  1. In
  2. While
  3. In
  4. While
  5. In
    • - AoE for energy generation
    • - AoE for energy generation and AoE blind. Note that there might still be a Sphere active at the start, so delay a bit for Energy.
    • - Repositioning
  6. While
  7. In
  8. While


Overall Priorities

High
Moderate
  • Boon share
  • CC
Low


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
  • This builds has low active defenses
Active defense priority Toggle


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.
    • If possible, use on yourself while casting for Quickness Quickness
    • This still speeds up the cast if you use the sphere after you started casting the glyph
  • Use in on single players and on multiple players
  • Under General Options / Combat/Movement turn on Allow Skill Retargeting and set Ground Targeting to Instant Cast, this will make cast at the location your cursor is at the end of the cast, instead of where you initially targeted


Aurashare/Condition clear

List of combo finishers Toggle
Condition clear priority Toggle


Boonshare


CC

CC priority Toggle


Healing

  • Catalyst healing is very limited, but significant enough to save people if comboed
  • Use to heal from range
  • You can blast the fields created by and for healing
Burst Healing Combo Toggle


Superspeed

  • Focus on using when your group is pushing or disengaging from the enemy


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 check View as a grid. This will allow you to keep track of your allies' health and be quicker in using . While this doesn't allow you to see conditions on allies, most of your cleanses are passively applied anyway.


Ratings

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Comments

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