Difference between revisions of "Catalyst - Power Hammer Cata"
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− | * Try to have {{Skill|Flame Wheel}} and {{Skill|Crescent Wind}} active when unloading your | + | * Try to have {{Skill|Flame Wheel}} and {{Skill|Crescent Wind}} active when unloading your harder hitting skills. |
* {{Trait|Energized Elements}} grants a short duration of {{Tooltip|Fury}} whenever you swap attunements. It's not much, but just enough to cover your next 1-2 skills so consider using some harder hitting skill right after swapping. | * {{Trait|Energized Elements}} grants a short duration of {{Tooltip|Fury}} whenever you swap attunements. It's not much, but just enough to cover your next 1-2 skills so consider using some harder hitting skill right after swapping. |
Revision as of 11:15, 15 August 2022
This build was last updated on August 15, 2022 and is up to date for the October 8, 2024 patch.
Overview
A high damage PvP Hammer Catalyst build with good sustain, primarily made for taking 1v1s and other smaller skirmishes.
Skill Bar
Hammer
Utility
Skill Variants
Heal
- - better condition cleansing.
Template Code
[&DQYfKyUWQx90AHUAHAFPAe8akADmAOsA9xoAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- offers better defense against conditions.
Equipment
Hammer
Sigil
Sigil
Rune
Amulet
Equipment Changes
Amulet
- - if you're feeling really confident in your abilities while piloting the build, this makes it harder to play the build for a bit better payoff.
Rune
- - better chase and disengage potential on a build that doesn't have a lot of mobility tools.
Usage
Elite specialization basics
- Catalysts gain access to Deploy Jade Sphere which drops an AoE combo field with pulsing boons depending on the attunement they were used in.
- The Jade Sphere costs energy to deploy, you build energy by hitting enemies or swapping attunements thanks to .
General
- Your role is primarily to be a sidenoder, holding the point and winning smaller skirmishes.
- Skill #3 on each attunement is an orb skill, consider this your secondary profession mechanic. Air and Fire grant offensive bonuses while Water and Earth supply you with defensive ones. All 4 orbs also pulse damage and apply conditions around you while active:
- on Fire increases your damage
- on Water grants condition damage reduction.
- on Air increases crit chance.
- on Earth reduces direct damage.
- Each orb has a duration of 8 seconds, but whenever you add a new orb to the mix the duration of all previous orbs is refreshed. Once you've rotated through all 4 attunements the orbs will inevitably fall off - this is when you should use the chain skill which shoots them at your target for damage.
- passively helps with reviving allies.
- Because of Confusion stacks in which case you'd take more damage then the signet could heal. you should almost always be casting something for the passive healing, even if it's just an autoattack that's not even hitting anything. An exception to this would be having high enough
- You gain Stability whenever you gain an aura thanks to . The easiest way to get an aura is to swap to for a proc. This is instant and can even be done while casting skill or sitting in a CC, preventing enemies from piling more CCs onto you.
- Other sources of auras include performing any combo in your Jade Sphere via
- is a channeled block - the aura is applied after you block something. This gives you a little bit of time to swap attunements before that happens and get an aura of your choice as the aura is granted based on your current attunement.
or using .
Damage
- Try to have and active when unloading your harder hitting skills.
- Fury whenever you swap attunements. It's not much, but just enough to cover your next 1-2 skills so consider using some harder hitting skill right after swapping.
- As swapping elements doesn't interrupt your casts, you could even boost your crit chance through this while casting a skill. All you need to do is swap attunement before the skill lands.
grants a short duration of
- Most of the burst comes from , every skill here hits hard.
- is a cone attack best used in melee range to make sure all 3 projectiles hit the target.
- creates 3 AoEs on the ground - try to position this in a way that your opponent is in the center of this skill so they get hit by all 3.
- Burning. All the other Fire skills apply Burning so that shouldn't be hard. is rather straightforward, just a big smash you should aim to land when the target has
- Air is mostly about CC, but skill #2 Quickness from your Air Jade Sphere. hits rather hard. Only downside is, this is has a rather long cast time and you'll have a hard time landing it without proper setup. Try to CC targets beforehand and make sure to have
- Immobilize. and are also worth a mention on Earth. The latter could even set up other burst skill with the
Top Streamers
- Twitch: Mijo
- Twitch: Grimjack
Ratings
Absolute menace in the right hands, especially in a power meta where its lack of cleansing won't hold it back. I'm not even sure if I'd call it lack of cleansing since every attunement can create auras thus purging conditions, but it definitely can struggle if a condi burst lands. Taking Soothing Water is invaluable in some games. Low mobility I dont care much about as long as I'm winning most of my 1v1s. I have to say D/D is easier and feels better to play (at least for me) but I respect Hammer for what it does especially the AoE which is the best ele has. Hammer was made for Cata and you can tell it synergizes better.
Strong yet not very popular, likely due to its above average difficulty to pull off. Great damage and survivability, but a bit weak to conditions and lacks mobility.
best 1v1 side even tf no one help team value over than another class so much but u need paid alot time to learn this
Lucky condi specs aren't in the meta other than harbinger because cleansing is definitely a problem here. Damage is there, sustain is a bit iffy but boon uptime helps quite a lot. Earth shield carries otherwise gets deleted easily. Cata/5, improving but still not there yet.
Comments
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