Difference between revisions of "Catalyst - Support Catalyst (GvG)"
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| designed for = wvw gvg | | designed for = wvw gvg | ||
| focus = control, support, condition cleanse | | focus = control, support, condition cleanse | ||
− | | rating = | + | | rating = archived |
− | | xpac = 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. [[Build:Tempest_-_Aurashare_(GvG) | Tempest]] can also be used instead for the same role, see [[Guide:GvG_Support_Elementalist_Builds | here]] for a comparison | ||
− | Catalyst | + | 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 {{Tooltip|Quickness}} from {{Skill|Deploy Jade Sphere (Air)}} for a faster {{Skill|Glyph of Renewal}} cast as well as access to ranged {{Tooltip|Resistance}} and {{Tooltip|Protection}} from {{Skill|Deploy Jade Sphere (Earth)}} for powerful ranged support among other boons. | ||
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|profession = elementalist | |profession = elementalist | ||
|specialization = Catalyst | |specialization = Catalyst | ||
− | |weapon1 = | + | |weapon1 = Staff |
− | |weapon2 | + | |weapon2 = |
− | |||
− | |||
|healing = Arcane Brilliance | |healing = Arcane Brilliance | ||
|utility1 = Invigorating Air | |utility1 = Invigorating Air | ||
|utility2 = Glyph of Renewal | |utility2 = Glyph of Renewal | ||
− | |utility3 = | + | |utility3 = Armor of Earth |
|elite = Tornado | |elite = Tornado | ||
}} | }} | ||
+ | |||
+ | |||
+ | ===Weapon Variants=== | ||
+ | '''Dagger/Dagger''' | ||
===Skill Variants=== | ===Skill Variants=== | ||
;Utilities | ;Utilities | ||
− | * {{skill| | + | * 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}} |
− | + | * If you don't get targeted you can get away with picking any of the following instead: | |
− | + | ** {{skill|Signet of Water}} - Catalyst lacks healing so this skill is quite nice. It also fits very nicely into the staff playstyle. | |
− | * {{skill| | + | ** {{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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===Template Code=== | ===Template Code=== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = | + | code = [] |
}} | }} | ||
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| rune = Superior Rune of Radiance | | rune = Superior Rune of Radiance | ||
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | relic = Relic of Antitoxin |
− | | weapon2 = | + | | weapon1 = Staff |
+ | | weapon2 = | ||
| sigil1 = Superior Sigil of Concentration | | sigil1 = Superior Sigil of Concentration | ||
| sigil2 = Superior Sigil of Energy | | sigil2 = Superior Sigil of Energy | ||
− | |||
− | |||
− | |||
− | |||
| infusion1 = Concentration WvW Infusion | | infusion1 = Concentration WvW Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
}} | }} | ||
− | |||
− | |||
− | ; | + | ===Build Variants=== |
− | * {{ | + | ;Stats |
+ | * {{Tooltip|Nomad stats}} on the helmet. Your boon duration is capped by {{Trait|Elemental Empowerment}} most of the time | ||
+ | |||
+ | ;Runes | ||
+ | * {{Rune|Superior Rune of Durability}} | ||
===Consumables=== | ===Consumables=== | ||
* {{Food|Plate of Peppercorn-Spiced Poultry Aspic}} | * {{Food|Plate of Peppercorn-Spiced Poultry Aspic}} | ||
− | * {{Utility| | + | * {{Utility|Magnanimous Maintenance Oil}} |
==Usage== | ==Usage== | ||
− | ===General=== | + | ===General/Energy Management=== |
− | The main | + | * To generate energy for Catalyst's '''Jade Sphere''' abilities make sure to hit enemies with skills that have a high number of hits: |
− | + | ** {{Skill|Lava Font}} | |
− | + | ** {{Skill|Flame Burst}} | |
− | + | * You want to rotate through elements quickly to get as many boons as possible | |
+ | ** You can be quite flexible with your rotation, but make sure to always have a blast lined up to proc {{Trait|Elemental Epitome}} in {{Skill|Air Attunement}} | ||
+ | *** This is easiest if you swap from {{Skill|Earth Attunement}} while casting {{Skill|Transmute Earth}} | ||
+ | |||
+ | {{Collapse start|Skill Usage and Rotation}} | ||
+ | *** 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. ! | ||
+ | *The main goal of our gameplay loop is to provide a high boon uptime: | ||
+ | ** On {{Skill|Deploy Jade Sphere (Air)}} and {{Skill|Deploy Jade Sphere (Earth)}} | ||
+ | ** On auras by utilising {{Trait|Elemental Epitome}} | ||
+ | *** 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}} | ||
+ | *This means that we want to rotate through all attunemts at a quick pace, roughly once every 15 seconds. | ||
+ | *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}}. | ||
+ | ** Note that many skills on staff have a cooldown higher than 15 seconds, so that these skills will only be up every other time. | ||
+ | |||
+ | # In {{Skill|Earth Attunement}} | ||
+ | #* {{Skill|Unsteady Ground}} - use this to CC the enemy. Place on own backline to slow enemy pushes or on the enemy while pushing. | ||
+ | #* {{Skill|Magnetic Aura}} {{to}} {{Skill|Transmute Earth}} - this will proc {{Trait|Elemental Epitome}} and give us another {{Tooltip|Magnetic Aura}} | ||
+ | #* {{Skill|Eruption}} - not strickly necessary but a delayed backup finsher for {{Trait|Elemental Epitome}} in {{Skill|Air Attunement}} | ||
+ | # While {{Skill|Earth Attunement}} {{to}} {{Skill|Air Attunement}} | ||
+ | #* {{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 | ||
+ | |||
+ | *On the second loop: | ||
+ | ** {{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}} | ||
+ | |||
===Overall Priorities=== | ===Overall Priorities=== | ||
;High | ;High | ||
* {{Skill|Glyph of Renewal}} | * {{Skill|Glyph of Renewal}} | ||
− | * Condition clear | + | * Aurashare/Condition clear |
− | |||
;Moderate | ;Moderate | ||
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;Low | ;Low | ||
− | * | + | * Healing |
+ | * {{Tooltip|Superspeed}} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
====Surviving==== | ====Surviving==== | ||
* This build has moderate passive defense | * This build has moderate passive defense | ||
− | * This build has | + | * This build has moderate mobility skill access |
− | * This builds has | + | * This builds has low active defenses |
− | {{ | + | {{Collapse start|Active defense priority}} |
− | + | * {{Skill|Burning Retreat}} - this is your main mobility skill. If you use '''Hold down LMB, Lift RMB''' {{to}} '''About Face''' {{to}} {{Skill|Burning Retreat}} {{to}} '''Lift LMB, Hold down RMB''' during dodge {{to}} '''About Face''' this will move you in the direction you are facing | |
− | | | + | * {{Skill|Invigorating Air}} - for Stunbreaking |
− | | | + | * {{Skill|Armor of Earth}} - for Stunbreaking and {{Tooltip|Stability}} |
− | * {{Skill|Invigorating Air}} - | + | * {{Skill|Windborne Speed}} - for cleansing and {{Tooltip|Superspeed}} |
* '''Dodge''' | * '''Dodge''' | ||
− | + | {{Collapse end}} | |
− | |||
− | |||
− | }} | ||
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====Glyph of Renewal==== | ====Glyph of Renewal==== | ||
* Focus on reviving allies who are far away with {{Skill|Glyph of Renewal}}, don't waste the skill on players that can be hand rezzed. | * Focus on reviving allies who are far away with {{Skill|Glyph of Renewal}}, don't waste the skill on players that can be hand rezzed. | ||
− | * If possible, use {{Skill|Deploy Jade Sphere (Air)}} on yourself while casting for | + | ** If possible, use {{Skill|Deploy Jade Sphere (Air)}} on yourself while casting for {{Tooltip|Quickness}} |
− | ** This | + | ** This still speeds up the cast if you use the sphere after you started casting the glyph |
* Use {{Skill|Glyph of Renewal}} in {{Skill|Air Attunement}} on single players and {{Skill|Earth Attunement}} on multiple players | * Use {{Skill|Glyph of Renewal}} in {{Skill|Air Attunement}} on single players and {{Skill|Earth Attunement}} on multiple players | ||
** If you can't be in a good position, don't cast in {{Skill|Air Attunement}} | ** If you can't be in a good position, don't cast in {{Skill|Air Attunement}} | ||
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− | ====Condition clear | + | ====Aurashare/Condition clear==== |
* Most of your condition clear is reliant on {{Trait|Smothering Auras}} and comes passively while rotating through the attunements while blasting | * Most of your condition clear is reliant on {{Trait|Smothering Auras}} and comes passively while rotating through the attunements while blasting | ||
+ | * {{Skill|Healing Rain}} also cleanses many conditions - place this when your party is pushing forward | ||
* You can apply {{Tooltip|Resistance}} on a long range using {{Skill|Deploy Jade Sphere (Earth)}} due to {{Trait|Spectacular Sphere}} | * You can apply {{Tooltip|Resistance}} on a long range using {{Skill|Deploy Jade Sphere (Earth)}} due to {{Trait|Spectacular Sphere}} | ||
* Prioritize {{Skill|Water Attunement}} for burst condition clear, see the burst healing rotation below | * Prioritize {{Skill|Water Attunement}} for burst condition clear, see the burst healing rotation below | ||
* {{Trait|Elemental Epitome}} has a per-attunement cooldown of 10 seconds | * {{Trait|Elemental Epitome}} has a per-attunement cooldown of 10 seconds | ||
** 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}} | ||
− | ** Prioritize getting auras from {{Skill|Air Attunement}} for {{Skill|Shocking Aura}} | + | *** 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}} | ||
+ | * Use {{Skill|Frozen Ground}} on your group before or during pushes to give {{Skill|Frost Aura}} | ||
− | {{ | + | {{Collapse start|List of combo finishers}} |
− | + | * {{Skill|Ice Spike}} | |
− | | | + | * {{Skill|Eruption}} |
− | + | * {{Skill|Magnetic Aura}} {{to}} {{Skill|Transmute Earth}} | |
− | * {{Skill| | ||
− | * {{Skill| | ||
− | * {{Skill| | ||
− | |||
* {{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 start|Condition clear priority}} | ||
+ | * {{Skill|Water Attunement}} | ||
+ | ** {{Skill|Healing Rain}} | ||
+ | ** {{Skill|Frozen Ground}} - {{Skill|Frost Aura}} + {{Trait|Smothering Auras}} | ||
+ | * {{Skill|Fire Attunement}} - {{Trait|Sunspot}} + {{Trait|Smothering Auras}} | ||
+ | * {{Skill|Earth Attunement}} | ||
+ | ** {{Skill|Magnetic Aura}} - {{Trait|Smothering Auras}} | ||
+ | ** {{Skill|Transmute Earth}} - {{Trait|Smothering Auras}} | ||
+ | {{Collapse end}} | ||
====Boonshare==== | ====Boonshare==== | ||
* Prioritize {{Skill|Deploy Jade Sphere (Air)}} and {{Skill|Deploy Jade Sphere (Earth)}} | * Prioritize {{Skill|Deploy Jade Sphere (Air)}} and {{Skill|Deploy Jade Sphere (Earth)}} | ||
− | ** If you have spare energy use {{Skill|Deploy Jade Sphere (Water)}} and | + | ** If you have spare energy use {{Skill|Deploy Jade Sphere (Water)}} for {{Tooltip|Vigor}} or {{Skill|Deploy Jade Sphere (Fire)}} for {{Tooltip|Might}} |
+ | *** You don't gain energy from attacks while a Jade Sphere is deployed. Thus, you want to use {{Skill|Lava Font}} and {{Skill|Flame Burst}} after the spheres from earth and air have run out. Regardless, you passively gain three energy from {{Trait|Energized Elements}} | ||
* Make sure to land the Jade Sphere cast on top of allies for the boons from {{Trait|Spectacular Sphere}} | * Make sure to land the Jade Sphere cast on top of allies for the boons from {{Trait|Spectacular Sphere}} | ||
** {{Skill|Deploy Jade Sphere (Earth)}} can be used to save allies caught with {{Tooltip|Immobilize}} with the {{Tooltip|Resistance}} and {{Tooltip|Protection}} from {{Trait|Spectacular Sphere}} | ** {{Skill|Deploy Jade Sphere (Earth)}} can be used to save allies caught with {{Tooltip|Immobilize}} with the {{Tooltip|Resistance}} and {{Tooltip|Protection}} from {{Trait|Spectacular Sphere}} | ||
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** Optimally leave it somewhere your group is regrouping | ** Optimally leave it somewhere your group is regrouping | ||
* Make sure you are close to allies when swapping out of fire to give them {{Tooltip|Might}} with {{Trait|Pyromancer's Puissance}} | * Make sure you are close to allies when swapping out of fire to give them {{Tooltip|Might}} with {{Trait|Pyromancer's Puissance}} | ||
− | ** | + | ** Go into fire whenever there is time to trigger {{Trait|Pyromancer's Puissance}} as often as possible |
+ | * Try to fill any gaps in your guardian's {{Tooltip|Stability}} uptime with {{Skill|Magnetic Aura}} {{to}} {{Skill|Transmute Earth}}, especially when your group is pushing | ||
====CC==== | ====CC==== | ||
− | * | + | * 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 | ||
+ | |||
+ | {{Collapse start|CC priority}} | ||
+ | * {{Skill|Air Attunement}} | ||
+ | ** {{Skill|Static Field}} | ||
+ | * {{Skill|Earth Attunement}} | ||
+ | ** {{Skill|Unsteady Ground}} | ||
+ | * {{Skill|Tornado}} | ||
+ | * {{Skill|Conjure Earth Shield}} - Skill 4 | ||
+ | * {{Skill|Conjure Lightning Hammer}} - Skill 5 | ||
+ | {{Collapse end}} | ||
− | ==== | + | ====Healing==== |
− | * Catalyst healing is very limited | + | * Catalyst healing is very limited, but significant enough to save people if comboed |
− | {{ | + | * Use {{Skill|Geyser}} to heal from range |
− | | | + | * You can blast the fields created by {{Skill|Geyser}} and {{Skill|Healing Rain}} for healing |
− | | | + | |
− | + | {{Collapse start|Burst Healing Combo}} | |
− | + | # {{Skill|Water Attunement}} - {{Trait|Healing Ripple}} | |
− | + | # {{Skill|Ice Spike}} | |
− | + | # {{Skill|Geyser}} | |
− | + | # {{Skill|Healing Rain}} | |
− | + | # {{Skill|Ice Spike}} | |
− | + | # {{Skill|Earth Attunement}} | |
− | + | # {{Skill|Eruption}} - Water Field Blast | |
− | + | {{Collapse end}} | |
− | + | ||
− | * {{Skill| | + | |
− | + | ====Superspeed==== | |
+ | * Focus on using {{Skill|Windborne Speed}} when your group is pushing or disengaging from the enemy | ||
+ | |||
====Settings==== | ====Settings==== |
Latest revision as of 00:49, 28 August 2024
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: Control, Support and Condition cleanse
Designed for: WvW GvG
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 from for a faster cast as well as access to ranged Resistance and Protection from for powerful ranged support among other boons.
Skill Bar
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:
- - Catalyst lacks healing so this skill is quite nice. It also fits very nicely into the staff playstyle.
- - 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.
- - Provides very good CC and a knockback for downed enemies, as well as an extra leap finisher for .
- Magnetic Aura that can be transmuted with . - Provides a strong pull and an invulnability skill. It also provides an extra
Specializations
Template Code
Equipment
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
x6
x18
Build Variants
- Stats
- Nomad stats on the helmet. Your boon duration is capped by most of the time
- 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
- You can be quite flexible with your rotation, but make sure to always have a blast lined up to proc
- This is easiest if you swap from while casting
in
- You can be quite flexible with your rotation, but make sure to always have a blast lined up to proc
- Edit after balance patch 2023/06/27: After the latest patch, if you use ⇒ to proc , you cannot again, as the aura duration from got stealth nerfed. You now need to proc it instead with a delayed or hope to get a finisher from or instead. !
- The main goal of our gameplay loop is to provide a high boon uptime:
- On and
- On auras by utilising
- For this we need to complete finishers in Air and Earth and Water. Blasting in Fire is not required as we gain Fire Aura from
- This means that we want to rotate through all attunemts at a quick pace, roughly once every 15 seconds.
- A good order to go through attunements is ⇒ ⇒ ⇒ ⇒ .
- Note that many skills on staff have a cooldown higher than 15 seconds, so that these skills will only be up every other time.
- In
- - use this to CC the enemy. Place on own backline to slow enemy pushes or on the enemy while pushing.
- ⇒ - this will proc and give us another Magnetic Aura
- - not strickly necessary but a delayed backup finsher for in
- While ⇒
- Resistance from the initial proc of and such that your team will spend maximal time in it. - place on whoever needs the
- Shocking Aura - starting this cast in Earth while swapping to Air will proc in Air for the
- - place on DPS players. Place it right after the Earth sphere, to minimize the time where you don't generate energy.
- In
- Superspeed - extra cleanses and
- - use this to CC the enemy. Place on own backline to slow enemy pushes or on the enemy while pushing.
- - an extra knockback
- - AoE blind
- While ⇒
- When using a delayed blast finisher ( Shocking Aura, make sure that the finisher goes off before swapping our of Air or ) to proc in Air for the
- You might want to delay swapping out of Air a bit, if you want to have access to in Air soon
- 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
- While ⇒
- Make sure you have more than 10 Energy before swapping out of Fire. If not, place another .
- If you have more than 20 Energy before swapping, you can place or
- In
- - delayed blast for
- - for targeted healing
- Frost Aura - for
- - big AoE cleanse and healing. Place towards the direction your team is moving.
- While ⇒
- We can time the blast on so that it procs in Earth. This is good since the staff skill will be on cooldown still
- On the second loop:
- Magnetic Aura differently:
- Use a delayed
- Use or - These are projectiles and need to hit to count as a projectile finisher. Inconsistent because of projectile block.
- Use - Backup finisher
- Use - Takes a long time to proc, so it's better to use a quicker method.
on Staff will be on cooldown, so we need to proc for - will be on cooldown, so we want to proc in Water with
- will be on cooldown, so our cleanses will be lower this round.
- Magnetic Aura differently:
Overall Priorities
- High
- Aurashare/Condition clear
- Moderate
- Boon share
- CC
- Low
- Healing
- Superspeed
Surviving
- This build has moderate passive defense
- This build has moderate mobility skill access
- This builds has low active defenses
- ⇒ About Face ⇒ ⇒ Lift LMB, Hold down RMB during dodge ⇒ About Face this will move you in the direction you are facing - this is your main mobility skill. If you use Hold down LMB, Lift RMB
- - for Stunbreaking
- Stability - for Stunbreaking and
- Superspeed - for cleansing and
- Dodge
Detailed Explanations
Glyph of Renewal
- Focus on reviving allies who are far away with
- If possible, use Quickness on yourself while casting for
- This still speeds up the cast if you use the sphere after you started casting the glyph
, 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 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
- Most of your condition clear is reliant on and comes passively while rotating through the attunements while blasting
- also cleanses many conditions - place this when your party is pushing forward
- You can apply Resistance on a long range using due to
- Prioritize for burst condition clear, see the burst healing rotation below
- You can start casting a blast in one attunement then swap to a different attunement before the cast ends to proc
- It is easy to swap attunements during , and
- This also works with and , but these skills proc a projectile finisher only when they hit an enemy. does not track the enemy, so its impossible to hit. is a skill shot, but unreliable due to reflects.
- Prioritize getting auras from for and from for
has a per-attunement cooldown of 10 seconds
- You can start casting a blast in one attunement then swap to a different attunement before the cast ends to proc
- Use on your group before or during pushes to give
- ⇒
- - projectile finisher on hit (unreliable with reflects)
- - projectile finisher on hit (impossible to hit)
- - +
- - +
- -
- -
- Prioritize and
- Make sure to land the Jade Sphere cast on top of allies for the boons from
- Immobilize with the Resistance and Protection from can be used to save allies caught with
- Place your spheres so that one edge is on your allied group and the other edge is where your group is moving to
- Optimally leave it somewhere your group is regrouping
- Make sure you are close to allies when swapping out of fire to give them Might with
- Go into fire whenever there is time to trigger as often as possible
- Try to fill any gaps in your guardian's Stability uptime with ⇒ , especially when your group is pushing
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:
- - Skill 4
- - Skill 5
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
- -
- - Water Field Blast
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
Comments
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