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Difference between revisions of "Catalyst - Quickness Support Power DPS"

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| focus = Direct Damage, Support
 
| focus = Direct Damage, Support
 
| meta =  
 
| meta =  
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| xpac = eod
 
| difficulty = 3
 
| difficulty = 3
 
}}
 
}}
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'''Hammer''' is chosen as the default here as it is the only weapon that still performs well when taking the '''Arcane''' traitline, which significantly improves the uptimes of boons provided. It adds an extra level of challenge however, and the build still performs well with the '''Fire''' traitline.
 
'''Hammer''' is chosen as the default here as it is the only weapon that still performs well when taking the '''Arcane''' traitline, which significantly improves the uptimes of boons provided. It adds an extra level of challenge however, and the build still performs well with the '''Fire''' traitline.
 +
 +
'''Scepter/Warhorn''' with {{trait|Fresh Air}} is in very close competition, offering higher DPS but slightly worse boon coverage (most notably it only has ~55% {{tooltip|Swiftness}} uptime where the '''Arcane''' build has 100%).
  
 
'''Scepter/Warhorn''' could be used if you need to be at range for a long period. '''Hammer''' is unusual in that the Fire and Air sections can be performed at 600 range, but Water and Earth are fully melee.
 
'''Scepter/Warhorn''' could be used if you need to be at range for a long period. '''Hammer''' is unusual in that the Fire and Air sections can be performed at 600 range, but Water and Earth are fully melee.
  
 
Both '''Warhorn''' builds have the option to sacrifice some DPS by adding {{skill|Heat Sync}}, {{skill|Cyclone}} and particularly {{skill|Sand Squall}} into the rotation, significantly improving boon coverage. However, the Arcane '''Hammer''' build can provide a similar improvement in boon generation without sacrificing DPS. {{skill|Heat Sync}} will let you provide full {{tooltip|Might}} (though this is likely unnecessary, especially if you're also using {{skill|Sand Squall}}), {{skill|Cyclone}} adds ~50% {{tooltip|Swiftness}}, and {{skill|Sand Squall}} will provide full {{tooltip|Protection}} as well as ~10% uptime of all boons.
 
Both '''Warhorn''' builds have the option to sacrifice some DPS by adding {{skill|Heat Sync}}, {{skill|Cyclone}} and particularly {{skill|Sand Squall}} into the rotation, significantly improving boon coverage. However, the Arcane '''Hammer''' build can provide a similar improvement in boon generation without sacrificing DPS. {{skill|Heat Sync}} will let you provide full {{tooltip|Might}} (though this is likely unnecessary, especially if you're also using {{skill|Sand Squall}}), {{skill|Cyclone}} adds ~50% {{tooltip|Swiftness}}, and {{skill|Sand Squall}} will provide full {{tooltip|Protection}} as well as ~10% uptime of all boons.
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 +
Be aware that non-'''Hammer''' builds need different gear (see below).
  
  
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* {{trait|Final Shielding}} could add a small amount of damage if you can block three attacks with the shield.
 
* {{trait|Final Shielding}} could add a small amount of damage if you can block three attacks with the shield.
 +
* {{trait|Fresh Air}} could be used with the '''Scepter/Warhorn''' build and '''Fire''' specialization below.
  
  
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* {{rune|Superior Rune of the Scholar}} is a tiny DPS loss.
 
* {{rune|Superior Rune of the Scholar}} is a tiny DPS loss.
 +
 +
 +
===Non-Hammer variants===
 +
Due to the lack of crit chance from {{skill|Crescent Wind}}, builds that don't use hammer should run the following:
 +
 +
{{PvE equipment
 +
| weight = Light
 +
| stats = Berserker
 +
| rune = Superior Rune of the Dragonhunter
 +
| rune-qt = 6
 +
| weapon1 = Scepter
 +
| weapon2 = Warhorn
 +
| weapon3 = Sword
 +
| sigil1 = Superior Sigil of Accuracy
 +
| sigil2 = Superior Sigil of Force
 +
| sigil3 = Superior Sigil of Accuracy
 +
| infusion1 = Mighty +9 Agony Infusion
 +
| infusion1-qt = 13
 +
| infusion2 = Precise +9 Agony Infusion
 +
| infusion2-qt = 5
 +
| relic = Relic of Fireworks
 +
| head = Assassin
 +
| shoulders = Assassin
 +
| chest =
 +
| hands =
 +
| legs =
 +
| feet =
 +
| backpiece =
 +
| accessory1 =
 +
| accessory2 =
 +
| amulet =
 +
| ring1 =
 +
| ring2 =
 +
}}
 +
 +
* {{rune|Superior Rune of the Scholar}} is a tiny DPS loss.
 +
* If you don't have stat infusions, use an {{tooltip|Assassin stats}} backpiece as well.
 +
* You can also replace {{skill|Shattering Ice}} with {{skill|Signet of Fire}}, run full {{tooltip|Berserker stats}} gear, and a {{sigil|Superior Sigil of Impact}} instead of a {{sigil|Superior Sigil of Accuracy}}.
 +
** This is a small DPS loss if running {{trait|Bolt to the Heart}}, and a small DPS gain if running {{trait|Fresh Air}}.
  
  
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# {{skill|Water Attunement}}
 
# {{skill|Water Attunement}}
 
# {{Skill|Deploy Jade Sphere (Water)}}
 
# {{Skill|Deploy Jade Sphere (Water)}}
# {{skill|Crashing Font}}
+
# {{skill|Crashing Font}} - it is optimal, but not essential to use this here instead of in the '''Water''' section above.
 
# {{skill|Rain of Blows}}
 
# {{skill|Rain of Blows}}
 
# {{skill|Earth Attunement}}
 
# {{skill|Earth Attunement}}

Latest revision as of 17:49, 17 October 2024

The community gave this build a rating, making it second-tier: Good

Focused on: Direct damage and Support

Designed for: Raids

Expansions required: End of Dragons builds

Difficulty:
Hard
This build was last updated on October 17, 2024 and is up to date for the October 8, 2024 patch.

Overview

A quickness-providing catalyst build. In addition to offering strong DPS, it provides 20-24 Might Might, permanent Fury Fury, 85-100% Resolution Resolution, 85-100% Protection Protection and 70-85% Vigor Vigor. It will also occasionally provide Swiftness Swiftness when it blasts its lightning field. The Arcane version of this build provides permament uptimes of all these boons.

The use of Sphere Specialist removes one of the major weaknesses of Catalyst, allowing the build to be very flexible with weapon and rotation choice. It can be played identically to the DPS build, and the frequent application of Quickness Quickness makes it fairly reliable.

While it can provide Aegis Aegis from Deploy Jade Sphere (Earth), you must plan ahead to ensure that Earth Attunement will be available when you need it.


Skill Bar

Hammer
Utility


Weapon Variants

Hammer, Sword/Warhorn and Scepter/Warhorn all offer very similar damage, so for the most part you can go with whichever you prefer, though use of Warhorn requires Secrets of the Obscure.

Hammer is chosen as the default here as it is the only weapon that still performs well when taking the Arcane traitline, which significantly improves the uptimes of boons provided. It adds an extra level of challenge however, and the build still performs well with the Fire traitline.

Scepter/Warhorn with Fresh Air is in very close competition, offering higher DPS but slightly worse boon coverage (most notably it only has ~55% Swiftness Swiftness uptime where the Arcane build has 100%).

Scepter/Warhorn could be used if you need to be at range for a long period. Hammer is unusual in that the Fire and Air sections can be performed at 600 range, but Water and Earth are fully melee.

Both Warhorn builds have the option to sacrifice some DPS by adding Heat Sync, Cyclone and particularly Sand Squall into the rotation, significantly improving boon coverage. However, the Arcane Hammer build can provide a similar improvement in boon generation without sacrificing DPS. Heat Sync will let you provide full Might Might (though this is likely unnecessary, especially if you're also using Sand Squall), Cyclone adds ~50% Swiftness Swiftness, and Sand Squall will provide full Protection Protection as well as ~10% uptime of all boons.

Be aware that non-Hammer builds need different gear (see below).


Skill Variants

  • Any heal skill can be used.
  • Arcane Blast will provide more burst damage than Shattering Ice.
  • Conjure Lightning Hammer will be more damage than Shattering Ice on large hitboxes.
  • Glyph of Elementals is a minor DPS loss if you prefer to avoid conjured weapons, or you think you won't get use out of the second one.
  • Use Elemental Celerity if using one of the Warhorn sets.


Template Code

[&DQYlNSkfQz4nDycP+Br4Gu4a7hq+AVABlwD3GgAAAAAAAAAAAAAAAAAAAAADVgBnADMAAA==]
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Specializations

  • Final Shielding could add a small amount of damage if you can block three attacks with the shield.
  • Fresh Air could be used with the Scepter/Warhorn build and Fire specialization below.


Specialization Variants

Both Warhorn builds should run the Fire traitline for maximum damage. You can also run this on Hammer if you prefer a simpler rotation.


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
Hammer
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
  • Rune of Superior Rune of the Scholar is a tiny DPS loss.


Non-Hammer variants

Due to the lack of crit chance from Crescent Wind, builds that don't use hammer should run the following:

Head
Assassin
Shoulders
Assassin
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Scepter
Berserker
Warhorn
Berserker
Sigil
Sigil
Sword
Berserker
Sigil
Rune
x6
Infusion
x13
Infusion
x5
Relic
  • Rune of Superior Rune of the Scholar is a tiny DPS loss.
  • If you don't have stat infusions, use an Assassin stats Assassin stats backpiece as well.
  • You can also replace Shattering Ice with Signet of Fire, run full Berserker stats Berserker stats gear, and a Sigil of Superior Sigil of Impact instead of a Sigil of Superior Sigil of Accuracy.
    • This is a small DPS loss if running Bolt to the Heart, and a small DPS gain if running Fresh Air.


Consumables

Food:

  • or ascended versions


Utility:


Usage

Rotation fundamentals

Jade Sphere use
During the loop, you want to deploy your Jade Sphere once in each element. Each one provides Quickness Quickness and one other boon upon activation, then pulses additional boons for the duration. Unlike the DPS build, you can gain the energy while one is active, so there is some flexibility with when you use them. Deploy Jade Sphere (Fire) 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) respectively, so these spheres are best to use as early as possible.


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 can line 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.
  • 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
Summon after swapping to Fire Attunement and use Firestorm, then drop the weapon and continue your rotation. The next time you reach Fire Attunement, pick the second Greatsword up and repeat. Cast Relentless Fire (make sure your Deploy Jade Sphere (Fire) is already down) as soon as you can, and it will buff the ticking damage.


Hammmer Fundamentals

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 Grand Finale and starting the loop again. Jade Sphere is also used in each element for boons. Downtime can be minimised by using the skills with the longest cast times last in each attunement and immediately swapping.


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


Arcane Adjustments
If running Arcane, the cooldowns of your attunements and Jade Spheres are reduced. This means that you arrive back in your starting attunement before your Circular Projectile is available. Rather than wait, it is better to do another quick loop through all the available attunements. Performed quickly enough, you can get back to your starting attunement before Grand Finale expires. As you can get a whole extra set of Jade Spheres off, this substantially increases your boon generation (though the full loop itself takes ~35% longer), albeit with a notable difficulty increase.

During this shorter loop, only your 2-skills will be off cooldown (Surging Flames, Rain of Blows, Hurricane of Pain and Whirling Stones). However as the full loop is longer, you can use Cleansing Typhoon once every full loop, making it optimal to "shift" Crashing Font to the shorter loop instead. See below for an example.


Rotation example

While you have opportunities to adjust the element order as needed, you want your first two attunements to be Fire and Air (for Glyph of Storms and the potent Circular Projectile buffs), 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.

Be aware that many of the longer skills will interrupt each other rather than queue, so be careful to let such skills finish.


Opener in Fire

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


Air

  1. Crescent Wind
  2. Deploy Jade Sphere (Air)
  3. Shock Blast
  4. Hurricane of Pain - swap to Water Attunement Water Attunement once the cast begins


Water

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


Earth

  1. Rocky Loop
  2. Deploy Jade Sphere (Earth)
  3. Ground Pound - it is optimal to delay this slightly to improve Relic of Fireworks and Elemental Empowerment uptime
  4. Stonestrike until Relentless Fire is nearly off cooldown
  5. Whirling Stones - swap to Fire Attunement Fire Attunement once the cast begins


Fire

  1. Deploy Jade Sphere (Fire)
  2. Conjure Fiery Greatsword (if available, or pick up a previously placed one)
    1. Firestorm - drop Fiery Greastword immediately after the cast
  3. Relentless Fire
  4. Grand Finale
  5. Molten End
  6. Triple Sear
  7. Flame Wheel
  8. Surging Flames
  9. Air Attunement
  10. 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.


Arcane Loop
If running Arcane, replace the Fire section above with the one below. Speed is crucial, so you want to be swapping attunements during skill casts.

  1. Surging Flames
  2. Deploy Jade Sphere (Fire)
  3. Conjure Fiery Greatsword (if available, or pick up a previously placed one)
    1. Firestorm - drop Fiery Greastword immediately after the cast
  4. Air Attunement
  5. Deploy Jade Sphere (Air)
  6. Hurricane of Pain
  7. Water Attunement
  8. Deploy Jade Sphere (Water)
  9. Crashing Font - it is optimal, but not essential to use this here instead of in the Water section above.
  10. Rain of Blows
  11. Earth Attunement
  12. Stonestrike until Fire Attunement is available
  13. Whirling Stones
  14. Fire Attunement
  15. Deploy Jade Sphere (Fire)
  16. Relentless Fire
  17. Grand Finale
  18. Molten End
  19. Triple Sear
  20. Flame Wheel
  21. Surging Flames
  22. Air Attunement
  23. Return to the start of the Air Section


Video example

Video example (DPS, using earth elemental)


Sword/Warhorn Rotation

Click to view Toggle

The quickness rotation is almost identical to the DPS one, with the exception that you use Water Attunement every loop. You can add Heat Sync, Cyclone or Sand Squall into the relevant attunements if you want more boon generation.

Opener in Air

  1. Glyph of Storms
  2. Deploy Jade Sphere (Air)
  3. Lightning Orb
  4. Polaric Leap
  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. Deploy Jade Sphere (Earth)
  3. Rust Frenzy
  4. Water Attunement


Water

  1. Deploy Jade Sphere (Water)
  2. Shattering Ice
  3. Tidal Surge if available, otherwise autoattack until Air Attunement is ready
  4. Air Attunement


Air

  1. Autoattack and use Polaric Leap, Quantum Strike and Deploy Jade Sphere (Air) as they come off cooldown
  2. Lightning Orb
  3. Fire Attunement
  4. Return to the start of the Fire Section


Video example


Scepter/Warhorn Rotation

Click to View Toggle

You can add Heat Sync, Cyclone or Sand Squall into the relevant attunements if you want more boon generation.

Opener in Air

  1. Glyph of Storms
  2. Deploy Jade Sphere (Air)
  3. Lightning Strike
  4. Lightning Orb
  5. Fire Attunement


Fire
The cooldown of Relentless Fire is longer than the loop, so just cast it whenever it comes off cooldown. You don't want to delay your attunement swap to use it though, so it won't be used every loop.

  1. Deploy Jade Sphere (Fire)
  2. Relentless Fire
  3. Dragon's Tooth
  4. Phoenix
  5. Wildfire (if available)
  6. Elemental Celerity (if available), followed by
    1. Wildfire
    2. Phoenix
    3. Otherwise, autoattack until Flame Uprising is available
  7. Dragon's Tooth
  8. Water Attunement


Water

  1. Deploy Jade Sphere (Water)
  2. Shattering Ice (if available)
  3. Shatterstone
  4. Water Trident
  5. Tidal Surge (if available)
  6. Earth Attunement


Earth

  1. Rock Barrier
  2. Deploy Jade Sphere (Earth)
  3. Dust Devil
  4. Hurl - this has no cast time so can be cast during other skills
  5. Dust Storm (if available)
  6. Air Attunement


Air

  1. Autoattack and use Lightning Strike, Lightning Orb and Deploy Jade Sphere (Air) as they come off cooldown
  2. Fire Attunement after the second time you use Lightning Strike
  3. Return to the start of the Fire Section


Ratings

This build has a rating of 4 stars based on 4 votes.
Log in or register to rate this build.
5 stars
Velkix gave this build 5 stars • December 2023
Arcane precision doesn't provide much value, but this build is pretty solid. People can pick S/D and tweak some traits to solo open-world bosses. Bountiful Power is a perfect match for Catalyst and the best for daily usage. You can provide 20+ mights, perm quickness, decent protection, vigor, and minor regen. I personally prefer S/D because hammer has a fixed rotation, and you may lose Sphere energy due to some circumstances. Update: Fire/Air is better and easier. Pick cele/divin trinkets except rings. You get 100% cirt chance and 25-35% boon duration. Enough for stikes.
3 stars
Wolfsen gave this build 3 stars • November 2023
A kinda mediocre build due to energy management not fitting well with a support role.
3 stars
OfficerAndyGentleman gave this build 3 stars • August 2023
On paper, a very strong option that provides a range of useful boons and deals great DPS. Unfortunately, the nature of its rotation makes it rather inflexible in its quickness provision and it struggles noticeably on bosses that move a lot.
5 stars
MechaOG gave this build 5 stars • August 2022
This build can easily keep up perma quickness while managing to do a very decent dps. The cleave is amazing as is with Catalyst in general, so in fractals, you can mow down mobs. It works amazingly in most fractals, so I will only be rating it based on the fractals where it can work (Looking at you sunqua peak). It is easy to maintain quickness on it, so even if you mess up your rotations and get little less dps, you can still keep quickness up. One of the biggest thing with catalyst is, understanding combos. You put down many combo fields and have many finishers. Learning what each does, will allow a player to use the most out of this build. Can it go toe to toe with other quickness builds? I'd say, yes for the most part. You will have to spend sometime to learn it, but once you manage to understand it, you will be able to challenge the meta.

Comments

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