Difference between revisions of "Catalyst - Quickness Support Power DPS"
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| specialization = Catalyst | | specialization = Catalyst | ||
| designed for = Raid | | designed for = Raid | ||
− | | rating = | + | | rating = Great |
| focus = Direct Damage, Support | | focus = Direct Damage, Support | ||
− | | meta = | + | | meta = y |
+ | | xpac = eod | ||
| difficulty = 3 | | difficulty = 3 | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | A quickness-providing catalyst build. In addition to offering strong DPS, it provides | + | A quickness-providing catalyst build. In addition to offering strong DPS, it provides 16-25 {{tooltip|Might}}, permanent {{tooltip|Fury}}, 85-100% {{tooltip|Resolution}}, 85-100% {{tooltip|Protection}} and 70-85% {{tooltip|Vigor}}. It will also occasionally provide {{tooltip|Swiftness}} when it blasts its lightning field. The '''Arcane''' version of the '''Hammer''' build provides permament uptimes of all these boons. |
− | The rotation | + | The use of {{trait|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 {{tooltip|Quickness}} makes it fairly reliable. |
− | While it can | + | While it can provide {{tooltip|Aegis}} from {{skill|Deploy Jade Sphere (Earth)}}, you must plan ahead to ensure that {{skill|Earth Attunement}} will be available when you need it. |
Line 22: | Line 23: | ||
| profession = Elementalist | | profession = Elementalist | ||
| specialization = Catalyst | | specialization = Catalyst | ||
− | | weapon1 = | + | | weapon1 = Scepter |
− | | weapon2 = | + | | weapon2 = Dagger |
| weapon3 = | | weapon3 = | ||
| weapon4 = | | weapon4 = | ||
− | | healing = | + | | healing = Arcane Brilliance |
| utility1 = Relentless Fire | | utility1 = Relentless Fire | ||
− | | utility2 = | + | | utility2 = Signet of Fire |
| utility3 = Glyph of Storms | | utility3 = Glyph of Storms | ||
− | | elite = | + | | elite = Glyph of Elementals |
}} | }} | ||
===Weapon Variants=== | ===Weapon Variants=== | ||
− | + | There are multiple weapons that could work. '''Sword''' and '''Scepter''' deal similar damage and provide similar boon uptimes, but '''Scepter''' has the advantage of range as well as being the slightly higher DPS option. | |
− | + | ||
− | + | Either of these builds could replace the offhand '''Dagger''' with a '''Warhorn''' for higher boon uptimes, though it is a significant DPS loss. | |
+ | |||
+ | '''Hammer''' can also be taken, using either the '''Fire''' or '''Arcane''' traitlines. Arcane is particularly notable as it has the best boon generation of all options and does as much damage as '''Fire'''. '''Fire''' has the worst boon generation of all the options so isn't recommended. | ||
+ | |||
+ | |||
+ | As '''Scepter/Dagger''' deals significantly more damage than '''Hammer''' (along with having better ranged capabilities and a simpler rotation), it is chosen as the default. But you can run whatever you prefer. | ||
+ | |||
+ | If you play '''Scepter/Warhorn''' and add {{skill|Heat Sync}} and {{skill|Sand Squall}}, you deal very similar damage to the '''Hammer''' build while also providing similar boon generation. | ||
+ | |||
+ | |||
+ | Be aware that '''Hammer''' builds need different gear (see below). | ||
===Skill Variants=== | ===Skill Variants=== | ||
− | * {{Skill|Arcane Blast}} | + | * Any heal skill can be used. |
− | + | * {{Skill|Arcane Blast}} or {{Skill|Shattering Ice}} should replace {{skill|Signet of Fire}} when using '''Hammer'''. | |
− | + | * {{Skill|Conjure Fiery Greatsword}} is the strongest option when using '''Hammer''', but {{skill|Glyph of Elementals}} still works fine. | |
− | * | + | * {{skill|Elemental Celerity}} can be taken if using '''Warhorn'''. |
Line 50: | Line 61: | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYfHSkvQz4nDycP+Br4GssAywC+AVABJgD3GgAAAAAAAAAAAAAAAAAAAAADWgAvADMAAA==] |
}} | }} | ||
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==Specializations== | ==Specializations== | ||
{{Specialization|Fire|top|bot|top|}} | {{Specialization|Fire|top|bot|top|}} | ||
− | {{Specialization|Air|bot|bot| | + | {{Specialization|Air|bot|bot|mid|}} |
{{Specialization|Catalyst|mid|bot|bot|}} | {{Specialization|Catalyst|mid|bot|bot|}} | ||
+ | |||
+ | * {{trait|Inferno}} makes your {{tooltip|Burning}} to scale off power damage. This is a slight DPS increase long-term, but reduces your burst damage. It could be useful on encounters that phase without going invulnerable (such as Dagda or Whisper of Jormag), or have specific interactions with conditions. | ||
+ | ** Note that using this trait requires gear changes to be optimal (see below). | ||
+ | * {{trait|Bolt to the Heart}} is very similar damage to {{trait|Fresh Air}} with a different rotation, you can play whichever you prefer. | ||
+ | ** {{trait|Bolt to the Heart}} should be used with the '''Hammer''' build and '''Arcane''' specialization below. | ||
+ | |||
+ | |||
+ | ===Specialization Variants=== | ||
+ | '''Hammer''' should run the '''Arcane''' traitline instead of '''Fire''' for better boon generation. | ||
+ | {{Specialization|Arcane|top|top|bot|variant=y}} | ||
+ | |||
+ | * {{trait|Final Shielding}} could add a small amount of damage if you can block three attacks with the shield. | ||
==Equipment== | ==Equipment== | ||
+ | Due to the lack of crit chance from {{skill|Crescent Wind}}, builds that don't use hammer should run the following: | ||
+ | |||
{{PvE equipment | {{PvE equipment | ||
| weight = Light | | weight = Light | ||
| stats = Berserker | | stats = Berserker | ||
| rune = Superior Rune of the Dragonhunter | | rune = Superior Rune of the Dragonhunter | ||
+ | | rune-qt = 6 | ||
+ | | weapon1 = Scepter | ||
+ | | weapon2 = Dagger | ||
+ | | weapon3 = | ||
+ | | weapon4 = Warhorn | ||
+ | | sigil1 = Superior Sigil of Force | ||
+ | | sigil2 = Superior Sigil of Impact | ||
+ | | sigil4 = Superior Sigil of Impact | ||
+ | | infusion1 = Mighty +9 Agony Infusion | ||
+ | | infusion1-qt = 13 | ||
+ | | infusion2 = Precise +9 Agony Infusion | ||
+ | | infusion2-qt = 5 | ||
+ | | relic = Relic of Bloodstone | ||
+ | | head = | ||
+ | | shoulders = | ||
+ | | chest = | ||
+ | | hands = | ||
+ | | legs = | ||
+ | | feet = | ||
+ | | backpiece = | ||
+ | | accessory1 = | ||
+ | | accessory2 = | ||
+ | | amulet = | ||
+ | | ring1 = | ||
+ | | ring2 = | ||
+ | }} | ||
+ | |||
+ | * Players without Janthir Wilds should use {{relic|Relic of Fireworks}}. The rotation is almost identical. | ||
+ | * {{rune|Superior Rune of the Scholar}} is a tiny DPS loss. | ||
+ | * If you don't have stat infusions, use an {{tooltip|Assassin stats}} backpiece. | ||
+ | |||
+ | |||
+ | ===Inferno Equipment=== | ||
+ | |||
+ | {{PvE equipment | ||
+ | | weight = Light | ||
+ | | stats = Berserker | ||
+ | | rune = Superior Rune of the Flame Legion | ||
+ | | rune-qt = 6 | ||
+ | | weapon1 = Scepter | ||
+ | | weapon2 = Dagger | ||
+ | | weapon3 = | ||
+ | | sigil1 = Superior Sigil of Force | ||
+ | | sigil2 = Superior Sigil of Smoldering | ||
+ | | infusion1 = Mighty +9 Agony Infusion | ||
+ | | infusion1-qt = 13 | ||
+ | | infusion2 = Precise +9 Agony Infusion | ||
+ | | infusion2-qt = 5 | ||
+ | | relic = Relic of Bloodstone | ||
+ | | head = | ||
+ | | shoulders = | ||
+ | | chest = | ||
+ | | hands = | ||
+ | | legs = | ||
+ | | feet = | ||
+ | | backpiece = | ||
+ | | accessory1 = | ||
+ | | accessory2 = | ||
+ | | amulet = | ||
+ | | ring1 = | ||
+ | | ring2 = | ||
+ | }} | ||
+ | |||
+ | |||
+ | ===Hammer Equipment=== | ||
+ | {{PvE equipment | ||
+ | | weight = Light | ||
+ | | stats = Berserker | ||
+ | | rune = Superior Rune of the Scholar | ||
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Hammer | | weapon1 = Hammer | ||
| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Impact |
| infusion1 = Mighty +9 Agony Infusion | | infusion1 = Mighty +9 Agony Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
Line 87: | Line 181: | ||
| ring2 = | | ring2 = | ||
}} | }} | ||
− | |||
− | |||
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==Usage== | ==Usage== | ||
− | |||
+ | ===Rotation fundamentals=== | ||
− | ===Rotation | + | '''Jade Sphere use'''<br> |
− | + | During the loop, you want to deploy your Jade Sphere once in each element. Each one provides {{tooltip|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. {{Skill|Deploy Jade Sphere (Fire)}} generates stacks of {{trait|Persisting Flames}}, and {{Skill|Relentless Fire}} and {{Skill|Shattering Ice}} will last longer if used while standing in {{Skill|Deploy Jade Sphere (Fire)}} and {{Skill|Deploy Jade Sphere (Water)}} respectively, so these spheres are best to use as early as possible. | |
+ | |||
+ | |||
+ | '''Glyph of Storms use'''<br> | ||
+ | {{Skill|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 {{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. | ||
+ | * You may be better off just casting {{Skill|Glyph of Storms}} at the earliest possible opportunity, whether you are in Fire or Air. | ||
+ | |||
+ | |||
+ | '''Inferno'''<br> | ||
+ | If using the {{trait|Inferno}} trait, the rotation is identical with those below with the following exceptions: | ||
+ | * Use {{skill|Signet of Fire}} actively when you're in {{skill|Air Attunement}} (replacing an autoattack). | ||
+ | * Only use {{Skill|Glyph of Storms}} in {{skill|Fire Attunement}}. | ||
+ | |||
+ | |||
+ | ===Scepter/Dagger Rotation=== | ||
+ | The '''Scepter/Dagger''' loop is shorter than the cooldown of {{skill|Relentless Fire}}, so this skill will drift in your rotation. Try to use it when your {{skill|Deploy Jade Sphere (Fire)}} is active, though you don't have to be in {{skill|Fire Attunement}}. | ||
+ | |||
+ | Although there are three different '''Air''' sections detailed, they all boil down to using {{skill|Lightning Strike}} once, {{skill|Ride the Lightning}} and {{skill|Deploy Jade Sphere (Air)}} if they're available and otherwise autoattacking until you can swap to the next attunement. | ||
+ | |||
+ | |||
+ | You can precast {{skill|Rock Barrier}} in {{skill|Earth Attunement}}. | ||
+ | |||
+ | Start in {{skill|Fire Attunement}}. Summon {{skill|Glyph of Elementals}} just before the encounter starts. | ||
+ | |||
+ | Throughout the rotation, cast {{skill|Lightning Strike}} and {{skill|Flame Barrage}} off cooldown. | ||
+ | |||
+ | |||
+ | When using {{relic|Relic of Bloodstone}}, you want to use four blast finishers each loop to trigger the explosion and damage buff. If you miss any of the four, then you should use {{skill|Arcane Brilliance}} instead. | ||
+ | |||
+ | |||
+ | <big>'''Opener'''</big> | ||
+ | # {{skill|Dragon's Tooth}} | ||
+ | # {{skill|Firestorm (Glyph of Storms)}} | ||
+ | # {{skill|Deploy Jade Sphere (Fire)}} - cast this during '''Firestorm''' as you want the fire field to be down before '''Dragon's Tooth''' hits | ||
+ | # {{skill|Relentless Fire}} | ||
+ | # {{skill|Fire Grab}} | ||
+ | # {{skill|Ring of Fire (elementalist)}} | ||
+ | # {{skill|Phoenix}}, and {{skill|Air Attunement}} during the cast | ||
+ | |||
+ | |||
+ | <big>'''Air 1'''</big> | ||
+ | # {{skill|Ride the Lightning}} | ||
+ | # {{skill|Deploy Jade Sphere (Air)}} | ||
+ | # {{skill|Earth Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Earth'''</big> | ||
+ | # {{skill|Earthquake}} | ||
+ | # {{skill|Rock Barrier}} - use {{skill|Hurl}} as soon as you can (it has no cast time) | ||
+ | # {{skill|Deploy Jade Sphere (Earth)}} | ||
+ | # {{skill|Dust Devil}} | ||
+ | # {{skill|Churning Earth}} (if available) | ||
+ | # {{skill|Air Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Air 2'''</big> | ||
+ | # Autoattack, and swap to {{skill|Water Attunement}} as soon as you can - you want to swap to '''Air''' during the cast of the last skill in '''Earth''' to minimise the time spent autoattacking. | ||
+ | |||
+ | |||
+ | <big>'''Water'''</big> | ||
+ | # {{skill|Water Trident}} | ||
+ | # {{skill|Deploy Jade Sphere (Water)}} | ||
+ | # {{skill|Shatterstone}} | ||
+ | # {{skill|Frost Aura}} - don't activate the flip skill | ||
+ | # {{skill|Water Trident}} - stay in '''Water''' long enough for a second cast if you have two charges | ||
+ | # {{skill|Air Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Air 3'''</big> | ||
+ | # {{skill|Ride the Lightning}} | ||
+ | # {{skill|Fire Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Fire'''</big> | ||
+ | # {{skill|Dragon's Tooth}} | ||
+ | # {{skill|Ring of Fire (elementalist)}} | ||
+ | # {{skill|Deploy Jade Sphere (Fire)}} | ||
+ | # Autoattack until the buff from {{relic|Relic of Bloodstone}} expires | ||
+ | # {{skill|Phoenix}} | ||
+ | # {{skill|Fire Grab}} | ||
+ | # {{skill|Dragon's Tooth}} | ||
+ | # {{skill|Air Attunement}} | ||
+ | # Return to start of '''Air 1''' section | ||
+ | |||
+ | |||
+ | [https://youtu.be/JEQ_9-nfKDs Video example] | ||
+ | [https://youtu.be/Lw7ty1j_MpM Video example (Inferno)] | ||
− | |||
− | + | ===Bolt to the Heart Rotation=== | |
+ | <big>'''Opener'''</big> | ||
+ | # {{skill|Dragon's Tooth}} | ||
+ | # {{skill|Firestorm (Glyph of Storms)}} | ||
+ | # {{skill|Deploy Jade Sphere (Fire)}} - cast this during '''Firestorm''' as you want the fire field to be down before '''Dragon's Tooth''' hits | ||
+ | # {{skill|Relentless Fire}} | ||
+ | # {{skill|Fire Grab}} | ||
+ | # {{skill|Ring of Fire (elementalist)}} | ||
+ | # {{skill|Phoenix}}, and {{skill|Earth Attunement}} during the cast | ||
− | |||
− | + | <big>'''Earth'''</big> | |
− | + | # {{skill|Earthquake}} | |
− | + | # {{skill|Rock Barrier}} - use {{skill|Hurl}} as soon as you can (it has no cast time) | |
− | + | # {{skill|Deploy Jade Sphere (Earth)}} | |
+ | # {{skill|Dust Devil}} | ||
+ | # {{skill|Churning Earth}} (if available) | ||
+ | # {{skill|Air Attunement}} | ||
− | ''' | + | <big>'''Air'''</big> |
+ | # {{skill|Ride the Lightning}} | ||
+ | # {{skill|Lightning Strike}} | ||
+ | # {{skill|Deploy Jade Sphere (Air)}} | ||
+ | # {{skill|Water Attunement}} | ||
− | + | ||
+ | <big>'''Water'''</big> | ||
+ | # {{skill|Water Trident}} | ||
+ | # {{skill|Deploy Jade Sphere (Water)}} | ||
+ | # {{skill|Shatterstone}} | ||
+ | # {{skill|Frost Aura}} - don't activate the flip skill | ||
+ | # Autoattack and use {{skill|Water Trident}} if it comes off cooldown | ||
+ | # {{skill|Shatterstone}} | ||
+ | # {{skill|Fire Attunement}} | ||
<big>'''Fire'''</big> | <big>'''Fire'''</big> | ||
+ | # {{skill|Dragon's Tooth}} | ||
+ | # {{skill|Ring of Fire (elementalist)}} | ||
+ | # {{skill|Deploy Jade Sphere (Fire)}} | ||
+ | # Autoattack until the buff from {{relic|Relic of Bloodstone}} expires | ||
+ | # {{skill|Phoenix}} | ||
+ | # {{skill|Fire Grab}} | ||
+ | # {{skill|Dragon's Tooth}} | ||
+ | # {{skill|Air Attunement}} | ||
+ | # Return to start of '''Earth''' section | ||
+ | |||
+ | |||
+ | [https://youtu.be/Q57itefXwzA Video example] | ||
+ | |||
+ | [https://youtu.be/JDgbufE6yLc Video example (Inferno)] | ||
+ | |||
+ | ===Hammmer Fundamentals=== | ||
+ | {{Collapse start|Click to view}} | ||
+ | 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. 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. | ||
+ | |||
+ | |||
+ | '''Fiery Greatsword use'''<br> | ||
+ | Summon after swapping to {{skill|Fire Attunement}} and use {{Skill|Firestorm}}, then drop the weapon and continue your rotation. The next time you reach {{skill|Fire Attunement}}, pick the second Greatsword up and repeat. Cast {{skill|Relentless Fire}} (make sure your {{Skill|Deploy Jade Sphere (Fire)}} is already down) as soon as you can, and it will buff the ticking damage. | ||
+ | |||
+ | |||
+ | <big>'''Fire'''</big><br> | ||
In '''Fire''' you want to use: | In '''Fire''' you want to use: | ||
* {{Skill|Deploy Jade Sphere (Fire)}} | * {{Skill|Deploy Jade Sphere (Fire)}} | ||
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− | <big>'''Water'''</big> | + | <big>'''Water'''</big><br> |
− | |||
In '''Water''' you want to use: | In '''Water''' you want to use: | ||
* {{Skill|Deploy Jade Sphere (Water)}} | * {{Skill|Deploy Jade Sphere (Water)}} | ||
Line 150: | Line 375: | ||
− | <big>'''Air'''</big> | + | <big>'''Air'''</big><br> |
− | |||
In '''Air''' you want to use: | In '''Air''' you want to use: | ||
* {{Skill|Deploy Jade Sphere (Air)}} | * {{Skill|Deploy Jade Sphere (Air)}} | ||
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− | <big>'''Earth'''</big> | + | <big>'''Earth'''</big><br> |
− | |||
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 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}} - this refreshes the duration on your ''Circular Projectiles'', so activate it as late as you can to extend the time you have to use '''Grand Finale''' |
− | * {{Skill|Ground Pound}} | + | * {{Skill|Ground Pound}} |
− | + | <big>'''Arcane Adjustments'''</big><br> | |
+ | 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 {{skill|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. | ||
− | While you have opportunities to adjust the element order as needed, | + | During this shorter loop, only your 2-skills will be off cooldown ({{Skill|Surging Flames}}, {{Skill|Rain of Blows}}, {{Skill|Hurricane of Pain}} and {{Skill|Whirling Stones}}). However as the full loop is longer, you can use {{Skill|Cleansing Typhoon}} once every full loop, making it optimal to "shift" {{skill|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 {{Skill|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 {{Skill|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''' | '''Opener in Fire''' | ||
# {{Skill|Glyph of Storms}} (optional) | # {{Skill|Glyph of Storms}} (optional) | ||
+ | # {{Skill|Flame Wheel}} | ||
# {{Skill|Deploy Jade Sphere (Fire)}} | # {{Skill|Deploy Jade Sphere (Fire)}} | ||
− | |||
# {{Skill|Relentless Fire}} | # {{Skill|Relentless Fire}} | ||
# {{Skill|Molten End}} | # {{Skill|Molten End}} | ||
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'''Air''' | '''Air''' | ||
# {{Skill|Crescent Wind}} | # {{Skill|Crescent Wind}} | ||
+ | # {{Skill|Deploy Jade Sphere (Air)}} | ||
# {{Skill|Shock Blast}} | # {{Skill|Shock Blast}} | ||
− | # {{Skill|Hurricane of Pain}} | + | # {{Skill|Hurricane of Pain}} - swap to {{tooltip|Water Attunement}} once the cast begins |
− | |||
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# {{Skill|Deploy Jade Sphere (Water)}} | # {{Skill|Deploy Jade Sphere (Water)}} | ||
# {{Skill|Shattering Ice}} | # {{Skill|Shattering Ice}} | ||
− | # {{Skill| | + | # {{Skill|Crashing Font}} |
− | # {{Skill| | + | # {{Skill|Cleansing Typhoon}} (if available) |
# {{Skill|Rain of Blows}} - swap to {{tooltip|Earth Attunement}} once the cast begins | # {{Skill|Rain of Blows}} - swap to {{tooltip|Earth Attunement}} once the cast begins | ||
# {{Skill|Earth Attunement}} | # {{Skill|Earth Attunement}} | ||
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'''Earth''' | '''Earth''' | ||
# {{Skill|Rocky Loop}} | # {{Skill|Rocky Loop}} | ||
− | |||
− | |||
− | |||
− | |||
# {{Skill|Deploy Jade Sphere (Earth)}} | # {{Skill|Deploy Jade Sphere (Earth)}} | ||
+ | # {{Skill|Ground Pound}} | ||
# {{Skill|Whirling Stones}} - swap to {{tooltip|Fire Attunement}} once the cast begins | # {{Skill|Whirling Stones}} - swap to {{tooltip|Fire Attunement}} once the cast begins | ||
Line 213: | Line 440: | ||
'''Fire''' | '''Fire''' | ||
# {{Skill|Deploy Jade Sphere (Fire)}} | # {{Skill|Deploy Jade Sphere (Fire)}} | ||
+ | # {{Skill|Conjure Fiery Greatsword}} (if available, or pick up a previously placed one) | ||
+ | ## {{Skill|Firestorm}} - drop Fiery Greastword immediately after the cast | ||
# {{Skill|Relentless Fire}} | # {{Skill|Relentless Fire}} | ||
# {{skill|Grand Finale}} | # {{skill|Grand Finale}} | ||
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− | [https://youtu.be/ | + | '''Arcane Loop'''<br> |
+ | 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. | ||
+ | # {{Skill|Surging Flames}} | ||
+ | # {{Skill|Deploy Jade Sphere (Fire)}} | ||
+ | # {{Skill|Conjure Fiery Greatsword}} (if available, or pick up a previously placed one) | ||
+ | ## {{Skill|Firestorm}} - drop Fiery Greastword immediately after the cast | ||
+ | # {{skill|Air Attunement}} | ||
+ | # {{Skill|Deploy Jade Sphere (Air)}} | ||
+ | # {{skill|Wind Storm}} | ||
+ | # {{skill|Hurricane of Pain}} | ||
+ | # {{skill|Water Attunement}} | ||
+ | # {{Skill|Deploy Jade Sphere (Water)}} | ||
+ | # {{skill|Rain of Blows}} | ||
+ | # {{skill|Earth Attunement}} | ||
+ | # {{skill|Stonestrike}} until '''Fire Attunement''' is available | ||
+ | # {{Skill|Whirling Stones}} | ||
+ | # {{skill|Fire Attunement}} | ||
+ | # {{Skill|Deploy Jade Sphere (Fire)}} | ||
+ | # {{Skill|Relentless Fire}} | ||
+ | # {{skill|Grand Finale}} | ||
+ | # {{Skill|Molten End}} | ||
+ | # {{Skill|Triple Sear}} | ||
+ | # {{Skill|Flame Wheel}} | ||
+ | # {{Skill|Surging Flames}} | ||
+ | # {{Skill|Air Attunement}} | ||
+ | # Return to the start of the '''Air''' Section | ||
+ | |||
+ | |||
+ | [https://youtu.be/9yfD7efYo2A Video example] | ||
+ | {{Collapse end}} | ||
− | [https://youtu.be/ | + | ===Sword/Dagger Rotation=== |
+ | [https://youtu.be/4rU2Ng6A89o Video example] | ||
===Sword/Warhorn Rotation=== | ===Sword/Warhorn Rotation=== | ||
− | [https://youtu.be/ | + | {{Collapse start|Click to view}} |
+ | The quickness rotation is almost identical to the DPS one, with the exception that you use {{skill|Water Attunement}} every loop. You can add {{skill|Heat Sync}}, {{skill|Cyclone}} or {{skill|Sand Squall}} into the relevant attunements if you want more boon generation. | ||
+ | |||
+ | '''Opener in Air''' | ||
+ | # {{skill|Glyph of Storms}} | ||
+ | # {{Skill|Deploy Jade Sphere (Air)}} | ||
+ | # {{skill|Lightning Orb}} | ||
+ | # {{skill|Polaric Leap}} | ||
+ | # {{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|Deploy Jade Sphere (Earth)}} | ||
+ | # {{skill|Rust Frenzy}} | ||
+ | # {{Skill|Water Attunement}} | ||
+ | |||
+ | |||
+ | '''Water''' | ||
+ | # {{Skill|Deploy Jade Sphere (Water)}} | ||
+ | # {{skill|Shattering Ice}} | ||
+ | # {{skill|Tidal Surge}} if available, otherwise autoattack until '''Air Attunement''' is ready | ||
+ | # {{Skill|Air Attunement}} | ||
+ | |||
+ | |||
+ | '''Air''' | ||
+ | # Autoattack and use {{skill|Polaric Leap}}, {{skill|Quantum Strike}} and {{Skill|Deploy Jade Sphere (Air)}} as they come off cooldown | ||
+ | # {{skill|Lightning Orb}} | ||
+ | # {{Skill|Fire Attunement}} | ||
+ | # Return to the start of the '''Fire''' Section | ||
+ | |||
+ | |||
+ | [https://youtu.be/PA_Ln8l92cc Video example (with Claw relic)] | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ===Scepter/Warhorn Rotation=== | ||
+ | {{Collapse start|Click to View}} | ||
+ | You can add {{skill|Heat Sync}}, {{skill|Cyclone}} or {{skill|Sand Squall}} into the relevant attunements if you want more boon generation. | ||
+ | |||
+ | |||
+ | '''Opener in Fire''' | ||
+ | # {{skill|Firestorm (Glyph of Storms)}} | ||
+ | # {{Skill|Deploy Jade Sphere (Fire)}} | ||
+ | # {{skill|Relentless Fire}} | ||
+ | # {{skill|Phoenix}} | ||
+ | # {{Skill|Air Attunement}} | ||
+ | |||
+ | |||
+ | '''Air''' | ||
+ | # Autoattack and use {{skill|Lightning Strike}}, {{skill|Cyclone}} {{skill|Lightning Orb}} and {{Skill|Deploy Jade Sphere (Air)}} as they come off cooldown | ||
+ | # If {{skill|Elemental Celerity}} is available, use it immediately after {{skill|Lightning Orb}}, then cast it again | ||
+ | # {{Skill|Water Attunement}} | ||
+ | |||
+ | |||
+ | '''Water''' | ||
+ | # {{skill|Shatterstone}} | ||
+ | # {{Skill|Deploy Jade Sphere (Water)}} | ||
+ | # {{skill|Water Trident}} | ||
+ | # {{skill|Tidal Surge}} (if available) | ||
+ | # {{skill|Water Trident}} (if available) | ||
+ | # {{skill|Shatterstone}} | ||
+ | # {{Skill|Air Attunement}} | ||
+ | # Repeat '''Air''' section as above, but switch to {{skill|Earth Attunement}} at the end | ||
+ | |||
+ | |||
+ | '''Earth''' | ||
+ | # Use {{Skill|Deploy Jade Sphere (Earth)}} and whichever of {{skill|Rock Barrier}} {{to}} {{skill|Hurl}}, {{skill|Dust Devil}} and {{skill|Dust Storm}} are available | ||
+ | # {{Skill|Air Attunement}} | ||
+ | # Repeat '''Air''' section as above, but switch to {{skill|Fire Attunement}} at the end | ||
+ | |||
+ | |||
+ | '''Fire'''<br> | ||
+ | The '''Scepter/Warhorn''' loop is shorter than the cooldown of {{skill|Relentless Fire}}, so this skill will drift in your rotation. Try to use it when your {{skill|Deploy Jade Sphere (Fire)}} is active, though you don't have to be in {{skill|Fire Attunement}}. | ||
+ | # Use {{Skill|Deploy Jade Sphere (Fire)}}, {{skill|Dragon's Tooth}}, {{skill|Phoenix}} and {{skill|Wildfire}} (if available) | ||
+ | # {{Skill|Air Attunement}} after using {{skill|Dragon's Tooth}} | ||
+ | # Return to start of the '''Air''' section and repeat the loop | ||
+ | |||
+ | |||
+ | [https://youtu.be/TBhLaEiQCNM Video example] | ||
+ | {{Collapse end}} |
Latest revision as of 21:13, 8 August 2025
Overview
A quickness-providing catalyst build. In addition to offering strong DPS, it provides 16-25 Might, permanent
Fury, 85-100%
Resolution, 85-100%
Protection and 70-85%
Vigor. It will also occasionally provide
Swiftness when it blasts its lightning field. The Arcane version of the Hammer build provides permament uptimes of all these boons.
The use of Quickness makes it fairly reliable.
While it can provide Aegis from , you must plan ahead to ensure that will be available when you need it.
Skill Bar
Weapon Variants
There are multiple weapons that could work. Sword and Scepter deal similar damage and provide similar boon uptimes, but Scepter has the advantage of range as well as being the slightly higher DPS option.
Either of these builds could replace the offhand Dagger with a Warhorn for higher boon uptimes, though it is a significant DPS loss.
Hammer can also be taken, using either the Fire or Arcane traitlines. Arcane is particularly notable as it has the best boon generation of all options and does as much damage as Fire. Fire has the worst boon generation of all the options so isn't recommended.
As Scepter/Dagger deals significantly more damage than Hammer (along with having better ranged capabilities and a simpler rotation), it is chosen as the default. But you can run whatever you prefer.
If you play Scepter/Warhorn and add
and , you deal very similar damage to the Hammer build while also providing similar boon generation.
Be aware that Hammer builds need different gear (see below).
Skill Variants
- Any heal skill can be used.
- or should replace when using Hammer.
- is the strongest option when using Hammer, but still works fine.
- can be taken if using Warhorn.
Template Code
Specializations
Burning to scale off power damage. This is a slight DPS increase long-term, but reduces your burst damage. It could be useful on encounters that phase without going invulnerable (such as Dagda or Whisper of Jormag), or have specific interactions with conditions.
- Note that using this trait requires gear changes to be optimal (see below).
makes your - should be used with the Hammer build and Arcane specialization below.
is very similar damage to with a different rotation, you can play whichever you prefer.
Specialization Variants
Hammer should run the Arcane traitline instead of Fire for better boon generation.
- could add a small amount of damage if you can block three attacks with the shield.
Equipment
Due to the lack of crit chance from
, builds that don't use hammer should run the following:Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x13
x5
- Players without Janthir Wilds should use . The rotation is almost identical.
- is a tiny DPS loss.
- If you don't have stat infusions, use an
Assassin stats backpiece.
Inferno Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x13
x5
Hammer Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x18
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 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. generates stacks of , and and will last longer if used while standing in and respectively, so these spheres are best to use as early as possible.
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 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 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.
- You may be better off just casting at the earliest possible opportunity, whether you are in Fire or Air.
Inferno
If using the trait, the rotation is identical with those below with the following exceptions:
- Use actively when you're in (replacing an autoattack).
- Only use in .
Scepter/Dagger Rotation
The Scepter/Dagger loop is shorter than the cooldown of
, so this skill will drift in your rotation. Try to use it when your is active, though you don't have to be in .Although there are three different Air sections detailed, they all boil down to using
once, and if they're available and otherwise autoattacking until you can swap to the next attunement.
You can precast in .
Start in
. Summon just before the encounter starts.Throughout the rotation, cast
and off cooldown.
When using , you want to use four blast finishers each loop to trigger the explosion and damage buff. If you miss any of the four, then you should use instead.
Opener
- - cast this during Firestorm as you want the fire field to be down before Dragon's Tooth hits
- , and during the cast
Air 1
Earth
- - use as soon as you can (it has no cast time)
- (if available)
Air 2
- Autoattack, and swap to as soon as you can - you want to swap to Air during the cast of the last skill in Earth to minimise the time spent autoattacking.
Water
- - don't activate the flip skill
- - stay in Water long enough for a second cast if you have two charges
Air 3
Fire
- Autoattack until the buff from expires
- Return to start of Air 1 section
Bolt to the Heart Rotation
Opener
- - cast this during Firestorm as you want the fire field to be down before Dragon's Tooth hits
- , and during the cast
Earth
- - use as soon as you can (it has no cast time)
- (if available)
Air
Water
- - don't activate the flip skill
- Autoattack and use if it comes off cooldown
Fire
- Autoattack until the buff from expires
- Return to start of Earth section
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
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.
Fiery Greatsword use
Summon after swapping to and use , then drop the weapon and continue your rotation. The next time you reach , pick the second Greatsword up and repeat. Cast (make sure your is already down) as soon as you can, and it will buff the ticking damage.
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)
- - this refreshes the duration on your Circular Projectiles, so activate it as late as you can to extend the time you have to use Grand Finale
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 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 (
, , and ). However as the full loop is longer, you can use once every full loop, making it optimal to "shift" 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
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 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
- (optional)
Air
Water Attunement once the cast begins
- swap to
Water
- (if available)
Earth Attunement once the cast begins
- swap to
Earth
Fire Attunement once the cast begins
- swap to
Fire
- - drop Fiery Greastword immediately after the cast
(if available, or pick up a previously placed one)
- 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.
- - drop Fiery Greastword immediately after the cast
(if available, or pick up a previously placed one)
- until Fire Attunement is available
- Return to the start of the Air Section
Sword/Dagger Rotation
Sword/Warhorn Rotation

The quickness rotation is almost identical to the DPS one, with the exception that you use
every loop. You can add , or into the relevant attunements if you want more boon generation.Opener in Air
Fire
- when ready
- Otherwise, autoattack until Flame Uprising is available
(if available), followed by
Earth
- (if available)
Water
- if available, otherwise autoattack until Air Attunement is ready
Air
- Autoattack and use , and as they come off cooldown
- Return to the start of the Fire Section
Scepter/Warhorn Rotation

You can add
, or into the relevant attunements if you want more boon generation.
Opener in Fire
Air
- Autoattack and use , and as they come off cooldown
- If is available, use it immediately after , then cast it again
Water
- (if available)
- (if available)
- Repeat Air section as above, but switch to at the end
Earth
- Use ⇒ , and are available and whichever of
- Repeat Air section as above, but switch to at the end
Fire
The Scepter/Warhorn loop is shorter than the cooldown of , so this skill will drift in your rotation. Try to use it when your is active, though you don't have to be in .
- Use , , and (if available)
- after using
- Return to start of the Air section and repeat the loop
Ratings




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