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Difference between revisions of "Catalyst - Power DPS"

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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.  
 
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.  
  
As a power DPS, you rely heavily on your hammer and 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. Catalyst also brings its '''Jade Sphere''' that drops stationary damage and boon fields that your utility skills interact with for bonus effectiveness. These two unique mechanics mean that Catalyst greatly prefers fights against low-movement bosses.
+
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.
 
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.
  
 +
 +
''Note: Although Spear has the highest benchmark of the weapon options it is bugged on a number of encounters, and its visual effects are so aggressive that they obscure a huge area, making it a liability wherever there are mechanics.''
  
  
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| weapon3 =  
 
| weapon3 =  
 
| weapon4 =  
 
| weapon4 =  
| healing = Glyph of Elemental Harmony
+
| healing = Signet of Restoration
 
| utility1 = Relentless Fire
 
| utility1 = Relentless Fire
 
| utility2 = Shattering Ice
 
| utility2 = Shattering Ice
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===Non-SotO Weapons===
+
===Weapon Variants===
'''Hammer''' is the best weapon for players that don't own Secrets of the Obscure.
+
* '''Sword/Warhorn''' is the best weapon set for players with Secrets of the Obscure, but not Janthir Wilds.
 +
* '''Spear''' does the most DPS on paper, but comes with serious caveats (see '''Overview''').
 +
* '''Hammer''' is the best weapon for players that don't own Secrets of the Obscure or Janthir Wilds.
  
  
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'''Utility'''
 
'''Utility'''
* {{Skill|Arcane Blast}} will provide more burst damage than {{Skill|Shattering Ice}}.
+
* {{Skill|Arcane Blast}} will provide slightly more burst damage than {{Skill|Shattering Ice}} - particularly valuable in fractals.
* {{Skill|Conjure Lightning Hammer}} will be more damage than {{Skill|Shattering Ice}} on large hitboxes.
+
* {{Skill|Conjure Lightning Hammer}} could replace {{Skill|Arcane Blast}} as a burst option on large hitboxes.
 +
 
  
 
'''Elite'''
 
'''Elite'''
* {{skill|Conjure Fiery Greatsword}} is the best option when using '''Hammer'''.
+
* {{skill|Elemental Celerity}} is the best option when using '''Sword/Warhorn'''.
 +
* {{skill|Conjure Fiery Greatsword}} is the best option for '''Spear''' and '''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}}.
 
* {{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}}.
  
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==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYfHSkfQyYXARcB+Br4Gu4a7hq+AVABlwD3GgAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQYfHSkfQyZ0AHQA+Br4Gu4a7hq+AVABlwD3GgAAAAAAAAAAAAAAAAAAAAADCQFaAGcAAA==]
 
}}
 
}}
  
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* You should bring {{trait|Raging Storm}} if {{tooltip|Fury}} uptime is bad.
 
* You should bring {{trait|Raging Storm}} if {{tooltip|Fury}} uptime is bad.
 
 
===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|Arcane|top|top|bot|
 
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}}
 
  
  
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| weapon1 = Sword
 
| weapon1 = Sword
 
| weapon2 = Warhorn
 
| weapon2 = Warhorn
| weapon3 = Hammer
+
| weapon3 = Spear
 +
| weapon4 =
 
| sigil1 = Superior Sigil of Force
 
| sigil1 = Superior Sigil of Force
 
| sigil2 = Superior Sigil of Impact
 
| sigil2 = Superior Sigil of Impact
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| infusion1 = Mighty +9 Agony Infusion
 
| infusion1 = Mighty +9 Agony Infusion
 
| infusion1-qt = 16
 
| infusion1-qt = 16
| infusion1 = Precise +9 Agony Infusion
+
| infusion2 = Precise +9 Agony Infusion
| infusion1-qt = 2
+
| infusion2-qt = 2
 
| relic = Relic of Fireworks
 
| relic = Relic of Fireworks
 
| head =  
 
| head =  
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==Usage==
 
==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]
 +
  
 +
===Spear rotation===
 +
{{collapse start|Click to view}}
 +
Spear's unique mechanic is its ''Etchings''. The five-skill in each attunement places a large symbol on the ground. This can be immediately reactivated to launch an AoE attack, but a more powerful version can be charged up by using three skills while inside the symbol. As such, the general principle in each attunement will be to quickly activate the ''Etching'', followed by at least three skills, then the enhanced attack from the ''Etching''.
  
===Rotation fundamentals===
+
It is worth noting that while you need to remain in the ''Etching'' symbol to charge it up, the damage can be aimed up to 1200 units away.
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.  
+
 
 +
The '''Fire''' and '''Air''' traitlines provide cooldown reductions for those two attunements, so their ''Etchings'' will be available each loop, but the ''Etchings'' in '''Water''' and '''Earth''' will only be used every other loop.
 +
 
 +
 
 +
'''Glyph of Storms use'''<br>
 +
Use {{Skill|Glyph of Storms}} off cooldown when in '''Fire''' or '''Air''', but weapon skills should take priority. 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.
 +
 
 +
 
 +
Autoattacks will not be listed in general.
 +
 
 +
 
 +
'''Opener in Air'''
 +
# {{skill|Etching: Derecho}}
 +
# {{skill|Lightning Storm}}
 +
# {{skill|Twister}} - activates {{relic|Relic of Fireworks}}
 +
# {{skill|Fulgor}}
 +
# {{skill|Deploy Jade Sphere (Air)}} - completes the ''Etching''
 +
# {{skill|Derecho}} and {{skill|Fire Attunement}} during the cast
 +
 
 +
 
 +
'''Fire'''
 +
 
 +
It is very important that {{skill|Volcano}} is used immediately after {{skill|Seethe}} as the entire attack will benefit from the damage buff.
 +
# {{skill|Etching: Volcano}} and {{skill|Deploy Jade Sphere (Fire)}} during the cast
 +
# {{skill|Relentless Fire}}
 +
# {{skill|Blazing Barrage}}
 +
# {{skill|Meteor}} - On the first loop, you can delay this until after '''Volcano''' so that you have higher {{trait|Persisting Flames}} stacks.
 +
# {{Skill|Seethe}} {{to}} {{skill|Volcano}}
 +
# {{skill|Conjure Fiery Greatsword}} - On the second loop, pick up the second greatsword. Otherwise autoattack instead.
 +
## {{skill|Firestorm}}
 +
## {{tooltip|Weapon Swap}}
 +
# {{skill|Blazing Barrage}} and {{skill|Earth Attunement}} during the cast
 +
 
 +
 
 +
'''Earth'''
 +
 
 +
Where the ''Etching'' is not available, just use {{skill|Earthen Spear}} and {{skill|Fissure}} and swap attunements.
 +
# {{skill|Etching: Haboob}}
 +
# {{skill|Earthen Spear}}
 +
# {{skill|Fissure}}
 +
# {{skill|Stone Strike}} - a single autoattack will complete the ''Etching'' - if you're feeling squishy or need CC, you can use {{skill|Harden}} instead
 +
# {{skill|Haboob}} and {{skill|Water Attunement}} during the cast
 +
 
 +
 
 +
'''Water'''
 +
 
 +
Skip the ''Etching'' skills if they are not available
 +
# {{skill|Etching: Jokulhlaup}}
 +
# {{skill|Deploy Jade Sphere (Water)}}
 +
# {{skill|Ice Beam}}
 +
# {{skill|Undertow}}
 +
# {{skill|Shattering Ice}}
 +
# {{skill|Jokulhlaup}}
 +
# {{skill|Air Attunement}}
 +
 
 +
 
 +
'''Air'''
 +
# {{skill|Fulgor}}
 +
# {{skill|Twister}}
 +
# {{skill|Etching: Derecho}}
 +
# Autoattack until '''Fulgor''' is nearly off cooldown - if you were slow with activating the ''Etching'' you can use {{skill|Energize}} to get an extra skill cast in.
 +
# {{skill|Derecho}} and {{skill|Deploy Jade Sphere (Air)}} during the cast
 +
# {{skill|Fulgor}} and {{skill|Fire Attunement}} during the cast
 +
# Return to start of '''Fire''' section
 +
 
 +
 
 +
<big>'''Crowd Control'''</big>
 +
 
 +
Most of your CC is already used during the rotation and '''Fire''' is the only attunement without any, so you can generally just continue with your rotation when defiance bars appear:
 +
* {{skill|Twister}}: 300 defiance break - make sure to hit your target with the centre of the AoE
 +
* {{skill|Volcano}}: 300 defiance break for the complete version, 150 for the lesser version
 +
* {{skill|Undertow}}: 150 defiance break, plus some soft CC from {{tooltip|Slow}}
 +
* {{skill|Harden}}: 200 defiance break - replace the autoattack in '''Earth''' with this
 +
{{Collapse end}}
 +
 
 +
 
 +
===Hammer rotation===
 +
{{collapse start|Click to view}}
 +
The Hammer 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.  
  
  
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* {{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|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|Rocky Loop}}
* {{Skill|Ground Pound}} - use if available, but don't delay your attunement swap for it
+
* {{Skill|Ground Pound}}  
  
  
===Rotation example===
+
<big>'''Hammer Rotation example'''</big>
  
 
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.  
 
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.  
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'''Earth'''
 
'''Earth'''
 
# {{Skill|Rocky Loop}}
 
# {{Skill|Rocky Loop}}
# {{Skill|Ground Pound}} - if available
+
# {{Skill|Ground Pound}}  
 
# {{Skill|Conjure Fiery Greatsword}} (if available)
 
# {{Skill|Conjure Fiery Greatsword}} (if available)
 
# {{Skill|Firestorm}} - drop Fiery Greastword immediately after the cast
 
# {{Skill|Firestorm}} - drop Fiery Greastword immediately after the cast
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[https://youtu.be/DMbyAqHMH6Q Video example]
+
[https://youtu.be/hbsiAZ6PcII Video example]
 
 
  
 
[https://youtu.be/gmARoVMVUUI Video example (using earth elemental)]
 
[https://youtu.be/gmARoVMVUUI Video example (using earth elemental)]
 
+
{{collapse end}}
 
 
===Sword/Warhorn rotation===
 
[https://youtu.be/yPUmHiXvH7I Video example]
 

Latest revision as of 00:19, 31 August 2024

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Direct damage

Designed for: Raids and Fractals

Expansions required: End of Dragons buildsSecrets of the Obscure builds

Difficulty:
Hard
This build was last updated on August 31, 2024 and is up to date for the October 8, 2024 patch.

Overview

Power Catalyst is a complex and fast-paced build that provides strong melee damage as well as some Might Might, Fury Fury, Resolution Resolution and Protection 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 Elemental Empowerment and 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.


Note: Although Spear has the highest benchmark of the weapon options it is bugged on a number of encounters, and its visual effects are so aggressive that they obscure a huge area, making it a liability wherever there are mechanics.


Skill Bar

Sword/Warhorn
Utility


Weapon Variants

  • Sword/Warhorn is the best weapon set for players with Secrets of the Obscure, but not Janthir Wilds.
  • Spear does the most DPS on paper, but comes with serious caveats (see Overview).
  • Hammer is the best weapon for players that don't own Secrets of the Obscure or Janthir Wilds.


Skill Variants

Utility

  • Arcane Blast will provide slightly more burst damage than Shattering Ice - particularly valuable in fractals.
  • Conjure Lightning Hammer could replace Arcane Blast as a burst option on large hitboxes.


Elite

  • Elemental Celerity is the best option when using Sword/Warhorn.
  • Conjure Fiery Greatsword is the best option for Spear and Hammer.
  • Glyph of Elementals deals comparable damage to Conjure Fiery Greatsword when using the Earth Elemental, as its active ability applies Immobilize Immobilize and is sufficient to keep you at 10 stacks of Elemental Empowerment via Vicious Empowerment.


Template Code

[&DQYfHSkfQyZ0AHQA+Br4Gu4a7hq+AVABlwD3GgAAAAAAAAAAAAAAAAAAAAADCQFaAGcAAA==]
Copy Template Code


Specializations

  • You should bring Raging Storm if Fury Fury uptime is bad.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Sword
Berserker
Warhorn
Berserker
Sigil
Sigil
Spear
Berserker
Sigil
Sigil
Rune
x6
Infusion
x16
Infusion
x2
Relic
  • Rune of Superior Rune of the Scholar is a tiny DPS loss.


Consumables

Food

  • or ascended versions


Utility


Usage

If using Arcane Blast, spam it as much as you can while in Fire Attunement, ideally while under the effects of Relentless Fire.


Sword/Warhorn rotation

Opener in Air

  1. Glyph of Storms
  2. Lightning Orb
  3. Deploy Jade Sphere (Air)
  4. Polaric Leap - This is a CC and combos with the field from your Jade Sphere, quickly providing stacks of Elemental Empowerment
  5. Quantum Strike
  6. Fire Attunement


Fire

  1. Deploy Jade Sphere (Fire)
  2. Relentless Fire
  3. Flame Uprising
  4. Cauterizing Strike
  5. Wildfire when ready
  6. Elemental Celerity (if available), followed by
    1. Wildfire
    2. Cauterizing Strike
    3. Otherwise, autoattack until Flame Uprising is available
  7. Flame Uprising
  8. Earth Attunement


Earth

  1. Dust Storm (if available)
  2. Earthen Vortex
  3. Rust Frenzy
  4. Deploy Jade Sphere (Earth)
  5. Water Attunement


Water
Tidal Surge is only available every three loops, so skip Water Attunement and go straight to Air if it is not ready.

  1. Deploy Jade Sphere (Water)
  2. Tidal Surge
  3. Shattering Ice (if using)
  4. Air Attunement


Air

  1. Autoattack and use Polaric Leap as it comes off cooldown
  2. Shattering Ice (if using, only on loops where you don't enter Water)
  3. Quantum Strike when energy starts to recharge (should be after two auto chains)
  4. Lightning Orb when energy is nearly full
  5. Cyclone
  6. Deploy Jade Sphere (Air)
  7. Return to the start of the Fire Section

Video example


Spear rotation

Click to view Toggle

Spear's unique mechanic is its Etchings. The five-skill in each attunement places a large symbol on the ground. This can be immediately reactivated to launch an AoE attack, but a more powerful version can be charged up by using three skills while inside the symbol. As such, the general principle in each attunement will be to quickly activate the Etching, followed by at least three skills, then the enhanced attack from the Etching.

It is worth noting that while you need to remain in the Etching symbol to charge it up, the damage can be aimed up to 1200 units away.

The Fire and Air traitlines provide cooldown reductions for those two attunements, so their Etchings will be available each loop, but the Etchings in Water and Earth will only be used every other loop.


Glyph of Storms use
Use Glyph of Storms off cooldown when in Fire or Air, but weapon skills should take priority. A rule of thumb for elementalist is that your last 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 Exposed Exposed this will be greatly beneficial - particularly useful in fractals.


Autoattacks will not be listed in general.


Opener in Air

  1. Etching: Derecho
  2. Lightning Storm
  3. Twister - activates Relic of Fireworks
  4. Fulgor
  5. Deploy Jade Sphere (Air) - completes the Etching
  6. Derecho and Fire Attunement during the cast


Fire

It is very important that Volcano is used immediately after Seethe as the entire attack will benefit from the damage buff.

  1. Etching: Volcano and Deploy Jade Sphere (Fire) during the cast
  2. Relentless Fire
  3. Blazing Barrage
  4. Meteor - On the first loop, you can delay this until after Volcano so that you have higher Persisting Flames stacks.
  5. Seethe Volcano
  6. Conjure Fiery Greatsword - On the second loop, pick up the second greatsword. Otherwise autoattack instead.
    1. Firestorm
    2. Weapon Swap Weapon Swap
  7. Blazing Barrage and Earth Attunement during the cast


Earth

Where the Etching is not available, just use Earthen Spear and Fissure and swap attunements.

  1. Etching: Haboob
  2. Earthen Spear
  3. Fissure
  4. Stone Strike - a single autoattack will complete the Etching - if you're feeling squishy or need CC, you can use Harden instead
  5. Haboob and Water Attunement during the cast


Water

Skip the Etching skills if they are not available

  1. Etching: Jokulhlaup
  2. Deploy Jade Sphere (Water)
  3. Ice Beam
  4. Undertow
  5. Shattering Ice
  6. Jokulhlaup
  7. Air Attunement


Air

  1. Fulgor
  2. Twister
  3. Etching: Derecho
  4. Autoattack until Fulgor is nearly off cooldown - if you were slow with activating the Etching you can use Energize to get an extra skill cast in.
  5. Derecho and Deploy Jade Sphere (Air) during the cast
  6. Fulgor and Fire Attunement during the cast
  7. Return to start of Fire section


Crowd Control

Most of your CC is already used during the rotation and Fire is the only attunement without any, so you can generally just continue with your rotation when defiance bars appear:

  • Twister: 300 defiance break - make sure to hit your target with the centre of the AoE
  • Volcano: 300 defiance break for the complete version, 150 for the lesser version
  • Undertow: 150 defiance break, plus some soft CC from Slow Slow
  • Harden: 200 defiance break - replace the autoattack in Earth with this


Hammer rotation

Click to view Toggle

The Hammer 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 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. Deploy Jade Sphere (Fire) also generates stacks of Persisting Flames, and Relentless Fire and Shattering Ice will last longer if used while standing in Deploy Jade Sphere (Fire) and Deploy Jade Sphere (Water).


Glyph of Storms use

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 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 Exposed Exposed this will be greatly beneficial - particularly useful in fractals.
  • If your rotation is not particularly tight, you may be better off just casting Glyph of Storms at the earliest possible opportunity, whether you are in Fire or Air.


Fiery Greatsword use

With the Whirling Stones trick (see the Earth section below), Earth has the fewest cooldowns to use, and so is the best time to Conjure Fiery Greatsword. Summon after using Rocky Loop and Ground Pound (if available) and use Fiery RushFirestorm 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:

  • Deploy Jade Sphere (Fire)
  • Surging Flames
  • Flame Wheel
  • Triple Sear
  • Molten End
  • Relentless Fire


Water

In Water you want to use:

  • Deploy Jade Sphere (Water)
  • Rain of Blows
  • Icy Coil
  • Crashing Font
  • Cleansing Typhoon - use if available, but don't delay your attunement swap for it
  • Shattering Ice


Air

In Air you want to use:

  • Deploy Jade Sphere (Air)
  • Hurricane of Pain
  • Crescent Wind
  • Shock Blast.


Earth

In Earth you want to use:

  • Deploy Jade Sphere (Earth)
  • Whirling Stones - as Stonestrike is a powerful autoattack, it is a good idea to delay this until your attunement swap is available, then use Whirling Stones and immediately swap (this will not interrupt the cast)
  • Rocky Loop
  • 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 Glyph of Storms you wish to open with.


Opener in Fire

  1. Glyph of Storms (optional)
  2. Deploy Jade Sphere (Fire)
  3. Flame Wheel
  4. Relentless Fire
  5. Molten End
  6. Triple Sear
  7. Surging Flames
  8. Air Attunement


Air

  1. Crescent Wind
  2. Shock Blast
  3. Hurricane of Pain
  4. Deploy Jade Sphere (Air) once you pass 20 energy (2/3rds of the energy bar) and swap to Water Attunement Water Attunement


Water

  1. Icy Coil
  2. Deploy Jade Sphere (Water)
  3. Shattering Ice
  4. Cleansing Typhoon
  5. Crashing Font - if available
  6. Rain of Blows - swap to Earth Attunement Earth Attunement once the cast begins
  7. Earth Attunement


Earth

  1. Rocky Loop
  2. Ground Pound
  3. Conjure Fiery Greatsword (if available)
  4. Firestorm - drop Fiery Greastword immediately after the cast
  5. Stonestrike until you are at full energy and Relentless Fire is nearly off cooldown
  6. Deploy Jade Sphere (Earth)
  7. Whirling Stones - swap to Fire Attunement Fire Attunement once the cast begins


Fire

  1. Deploy Jade Sphere (Fire)
  2. Relentless Fire
  3. Grand Finale
  4. Molten End
  5. Triple Sear
  6. Flame Wheel
  7. Surging Flames
  8. Air Attunement
  9. 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.


Video example

Video example (using earth elemental)


Ratings

This build has a rating of 5 stars based on 1 votes.
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5 stars
OfficerAndyGentleman gave this build 5 stars • May 2023
Very good sustained target and cleave damage, and provides some incidental boons. Weaver is easier and higher damage in most situations, but Catalyst is still an excellent option.

Comments

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