Difference between revisions of "Catalyst - Power DPS"
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| rating = Great | | rating = Great | ||
| focus = Direct Damage | | focus = Direct Damage | ||
− | | xpac = eod | + | | xpac = eod, soto |
| meta = yes | | meta = yes | ||
+ | | difficulty = 3 | ||
}} | }} | ||
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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. | ||
− | + | 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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| profession = Elementalist | | profession = Elementalist | ||
| specialization = Catalyst | | specialization = Catalyst | ||
− | | weapon1 = | + | | weapon1 = Sword |
− | | weapon2 = | + | | weapon2 = Warhorn |
| weapon3 = | | weapon3 = | ||
| weapon4 = | | weapon4 = | ||
− | | healing = | + | | healing = Signet of Restoration |
| utility1 = Relentless Fire | | utility1 = Relentless Fire | ||
| utility2 = Shattering Ice | | utility2 = Shattering Ice | ||
| utility3 = Glyph of Storms | | utility3 = Glyph of Storms | ||
− | | elite = | + | | elite = Elemental Celerity |
}} | }} | ||
+ | |||
+ | |||
+ | ===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=== | ===Skill Variants=== | ||
− | * {{Skill|Arcane Blast}} will provide more burst damage than {{Skill|Shattering Ice}}. | + | |
− | * {{Skill|Conjure Lightning Hammer}} | + | '''Utility''' |
− | * {{Skill|Glyph of Elementals}} is | + | * {{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|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}}. | ||
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | 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. | ||
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− | |||
− | |||
− | |||
− | |||
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− | |||
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| 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 = | + | | weapon1 = Sword |
+ | | weapon2 = Warhorn | ||
+ | | weapon3 = Spear | ||
+ | | weapon4 = | ||
| 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 = | ||
Line 96: | Line 108: | ||
}} | }} | ||
− | * {{ | + | * {{rune|Superior Rune of the Scholar}} is a tiny DPS loss. |
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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''. | ||
+ | |||
+ | 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'''<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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In '''Earth''' you want to use: | In '''Earth''' you want to use: | ||
* {{Skill|Deploy Jade Sphere (Earth)}} | * {{Skill|Deploy Jade Sphere (Earth)}} | ||
− | * {{Skill|Whirling Stones}} - as {{Skill|Stonestrike}} is | + | * {{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}} | + | * {{Skill|Ground Pound}} |
− | + | <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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# {{Skill|Deploy Jade Sphere (Fire)}} | # {{Skill|Deploy Jade Sphere (Fire)}} | ||
# {{Skill|Flame Wheel}} | # {{Skill|Flame Wheel}} | ||
− | |||
# {{Skill|Relentless Fire}} | # {{Skill|Relentless Fire}} | ||
# {{Skill|Molten End}} | # {{Skill|Molten End}} | ||
# {{Skill|Triple Sear}} | # {{Skill|Triple Sear}} | ||
+ | # {{Skill|Surging Flames}} | ||
# {{Skill|Air Attunement}} | # {{Skill|Air Attunement}} | ||
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'''Earth''' | '''Earth''' | ||
# {{Skill|Rocky Loop}} | # {{Skill|Rocky Loop}} | ||
− | # {{Skill|Ground Pound}} | + | # {{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/ | + | [https://youtu.be/hbsiAZ6PcII Video example] |
+ | |||
+ | [https://youtu.be/gmARoVMVUUI Video example (using earth elemental)] | ||
+ | {{collapse end}} |
Latest revision as of 00:19, 31 August 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.
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
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
- 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 Sword/Warhorn.
- is the best option for Spear and 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
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
Spear rotation
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 off cooldown when in Fire or Air, but weapon skills should take priority. 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.
Autoattacks will not be listed in general.
Opener in Air
- - activates
- - completes the Etching
- and during the cast
Fire
It is very important that
is used immediately after as the entire attack will benefit from the damage buff.- and during the cast
- - On the first loop, you can delay this until after Volcano so that you have higher stacks.
- ⇒
- - On the second loop, pick up the second greatsword. Otherwise autoattack instead.
- and during the cast
Earth
Where the Etching is not available, just use
and and swap attunements.- - a single autoattack will complete the Etching - if you're feeling squishy or need CC, you can use instead
- and during the cast
Water
Skip the Etching skills if they are not available
Air
- Autoattack until Fulgor is nearly off cooldown - if you were slow with activating the Etching you can use to get an extra skill cast in.
- and during the cast
- and during the cast
- 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:
- : 300 defiance break - make sure to hit your target with the centre of the AoE
- : 300 defiance break for the complete version, 150 for the lesser version
- Slow : 150 defiance break, plus some soft CC from
- : 200 defiance break - replace the autoattack in Earth with this
Hammer rotation
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
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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