Difference between revisions of "Catalyst - D/D Duelist"
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==Overview== | ==Overview== | ||
− | D/D Elementalist makes a return with | + | D/D Elementalist makes a return with a bunch of shiny new tools. A duelist build with good sustain. |
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==Usage== | ==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 {{Trait|Energized Elements}}. | ||
+ | |||
+ | * Jade Spheres are instant and can be used while casting skills or sitting in a CC. | ||
+ | |||
+ | |||
+ | '''General''' | ||
+ | * Because of {{Skill|Signet of Restoration}} 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 {{Tooltip|Confusion}} stacks in which case you'd take more damage then the signet could heal. | ||
+ | |||
+ | * {{Skill|Elemental Celerity}} (the elite) is used mainly to reset the CD of skills 3-5 of a given attunement: | ||
+ | ** Water for cleansing and healing. | ||
+ | ** Air for CC and an excellent mobility tool. | ||
+ | ** Earth for CC and combo finishers. | ||
+ | ** Fire for raw damage, combo fields and an evade frame with some mobility. | ||
+ | |||
+ | |||
+ | '''Auras''' | ||
+ | * You gain {{Tooltip|Stability}} and cleanse 1 condition whenever you gain an aura thanks to {{Trait|Staunch Auras}} and {{Trait|Smothering Auras}}. | ||
+ | |||
+ | * {{Trait|Elemental Epitome}} grants an aura based on your '''current element''' when you execute a combo. | ||
+ | |||
+ | * The spread of combo finishers on D/D isn't optimal for aura stacking with Elemental Epitome - Fire and Air don't have any while Earth has 4 (skills 3-5 + the dodge from {{Trait|Evasive Arcana}}). This however can be remedied with good timing and a little bit of creativity by switching attunements at the right moment, causing some finishers to land in a different attunement. | ||
+ | |||
+ | * Some examples for spreading out your finishers inside the Jade Sphere: | ||
+ | ** Cast {{Skill|Earthen Rush}} then quickly swap to Air to end up with a {{Skill|Shocking Aura}}. | ||
+ | ** Dodge on Earth inside a Jade Sphere for {{Skill|Magnetic Aura}}, use {{Skill|Earthquake}} but swap to Water before the animation ends for a {{Skill|Frost Aura}}. Cast {{Skill|Frozen Burst}} but immediately swap to Air for a Shocking Aura. | ||
+ | |||
+ | * Aura combos like this from {{Trait|Elemental Epitome}} can only happen once every 10 seconds per attunement, so while it's possible to swap attunements for a different aura keep the CD in mind! There's no point in carrying a finisher from earth to combo on water if you were going to use {{Skill|Frozen Burst}} on water anyway. | ||
+ | |||
+ | * There are also some less complicated ways of obtaining auras. Water #4 and Air #3 are skills that directly apply auras (and flip over into a chain skill which lets you transmute them for extra effects or more cleansing via {{Trait|Smothering Auras}}. Another easy on is to simply swap to {{Skill|Fire Attunement}} for a {{Trait|Sunspot}} proc. These are all instant and can even be done while casting skills or sitting in a CC, preventing enemies from piling more CCs onto you. | ||
+ | |||
+ | * Combo finishers in the build: | ||
+ | ** Water's {{Skill|Frozen Burst}}. | ||
+ | ** Earth's skills 2-5 and the first dodge you perform after swapping to this element. | ||
+ | ** {{Skill|Crashing Font}} on Water. | ||
+ | |||
+ | * As the '''Jade Sphere is instant''' you could even drop a combo field in the middle of your dodge in Earth to obtain an aura. | ||
+ | |||
+ | |||
+ | '''Damage''' | ||
+ | * Fire is where most of the damage comes from, followed by Air, Earth, and finally Water. | ||
+ | |||
+ | * {{Skill|Drake's Breath}} and {{Skill|Burning Speed}} can both do good damage without any real setup. Burning Speed does the most damage 600 range from your initial positon so you're going to want to use that one slightly farther from the target than you would other skills on D/D. | ||
+ | |||
+ | * {{Skill|Ring of Fire (elementalist)}} is a quick attack that drops a combo field and could quickly get some Burning on enemies to set up Fire Grab. | ||
+ | |||
+ | * {{Skill|Fire Grab}} should only be used on '''burning''' foes as it does significantly more damage that way. | ||
+ | |||
+ | * {{Skill|Ring of Earth}}, {{Skill|Convergence}} and {{Skill|Frozen Burst}} are more on the filler side of things in terms of pure damage but they are quite useful in their own right and much more versatile than most Fire skills. | ||
+ | |||
+ | * Air's Jade Sphere grants {{Tooltip|Quickness}} which increases your DPS in general. This combined with {{Skill|Lightning Whip}} spam can dish out some decent damage especially against downed and CC'd enemies. | ||
+ | |||
+ | * {{Skill|Shocking Aura}}, {{Skill|Earthquake}} and {{Skill|Updraft}} are all great CC tools for setting up burst. | ||
+ | |||
+ | * {{Skill|Churning Earth}} hits hard but can be rather difficult to land. If you're going for a Churning Earth then try to do it right before or after dropping the Jade Sphere on Air for the {{Tooltip|Quickness}}. Another thing you could do is start channeling the skill from out of range and teleport in with {{Skill|Lightning Flash}} in the last moment. In a 1v1 this is way too obvious but in a larger fight people might not see it coming. | ||
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Revision as of 18:07, 4 December 2022
The community gave this build a rating, making it top-tier: Great
Focused on: Direct damage and Sustain
Designed for: PvP Conquest
Difficulty:
TBD
This build was last updated on December 04, 2022 and is up to date for the October 8, 2024 patch.
Overview
D/D Elementalist makes a return with a bunch of shiny new tools. A duelist build with good sustain.
Skill Bar
Dagger/Dagger
Utility
Skill Variants
Utility
- over - sacrifices mobility to make the build more tanky.
Template Code
[&DQYfKiUaQx90AHQA5gDvGpAA6wAcAY4A9xr3GgAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Equipment
Dagger
Dagger
Sigil
Sigil
Rune
Amulet
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 .
- Jade Spheres are instant and can be used while casting skills or sitting in a CC.
General
- 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
- Water for cleansing and healing.
- Air for CC and an excellent mobility tool.
- Earth for CC and combo finishers.
- Fire for raw damage, combo fields and an evade frame with some mobility.
(the elite) is used mainly to reset the CD of skills 3-5 of a given attunement:
Auras
- You gain Stability and cleanse 1 condition whenever you gain an aura thanks to and .
- grants an aura based on your current element when you execute a combo.
- The spread of combo finishers on D/D isn't optimal for aura stacking with Elemental Epitome - Fire and Air don't have any while Earth has 4 (skills 3-5 + the dodge from ). This however can be remedied with good timing and a little bit of creativity by switching attunements at the right moment, causing some finishers to land in a different attunement.
- Some examples for spreading out your finishers inside the Jade Sphere:
- Cast then quickly swap to Air to end up with a .
- Dodge on Earth inside a Jade Sphere for , use but swap to Water before the animation ends for a . Cast but immediately swap to Air for a Shocking Aura.
- Aura combos like this from can only happen once every 10 seconds per attunement, so while it's possible to swap attunements for a different aura keep the CD in mind! There's no point in carrying a finisher from earth to combo on water if you were going to use on water anyway.
- There are also some less complicated ways of obtaining auras. Water #4 and Air #3 are skills that directly apply auras (and flip over into a chain skill which lets you transmute them for extra effects or more cleansing via . Another easy on is to simply swap to for a proc. These are all instant and can even be done while casting skills or sitting in a CC, preventing enemies from piling more CCs onto you.
- Combo finishers in the build:
- Water's .
- Earth's skills 2-5 and the first dodge you perform after swapping to this element.
- on Water.
- As the Jade Sphere is instant you could even drop a combo field in the middle of your dodge in Earth to obtain an aura.
Damage
- Fire is where most of the damage comes from, followed by Air, Earth, and finally Water.
- and can both do good damage without any real setup. Burning Speed does the most damage 600 range from your initial positon so you're going to want to use that one slightly farther from the target than you would other skills on D/D.
- is a quick attack that drops a combo field and could quickly get some Burning on enemies to set up Fire Grab.
- should only be used on burning foes as it does significantly more damage that way.
- , and are more on the filler side of things in terms of pure damage but they are quite useful in their own right and much more versatile than most Fire skills.
- Air's Jade Sphere grants Quickness which increases your DPS in general. This combined with spam can dish out some decent damage especially against downed and CC'd enemies.
- , and are all great CC tools for setting up burst.
- Quickness. Another thing you could do is start channeling the skill from out of range and teleport in with in the last moment. In a 1v1 this is way too obvious but in a larger fight people might not see it coming. hits hard but can be rather difficult to land. If you're going for a Churning Earth then try to do it right before or after dropping the Jade Sphere on Air for the
Top Streamers
- Twitch: Grimjack
- Twitch: Zeus
- Twitch: Blamthrax
Related Builds
- WvW version of the build with Celestial gear
Ratings
The best ele build right now, but not sure if it really qualifies as a meta pick. I don't see this anywhere in my ranked games, granted I'm mid gold, but when I do see it, it gets folded over by other duelists despite the tanky traits and stats. Maybe my view of it is bad since I've been climbing using condi virt which is basically this builds biggest counter but I'm not sure, in practise when I play this it also just feels not great. Since spear Wb can take 1v1's cause of how busted it is, I almost feel like it's better at locking nodes down that this is, and it's just awkward because the only element you have kill potential in is fire, so inbetween fire and everything else you basically just try to cc in air and do alittle bit of damage in earth, but it's kind of an ele thing with some builds, like how staff tempest basically has no healing outside of water.
Very strong right now, I prefer to use arcane brilliance with flock relic for more reliable healing after being chunked, as well as removing a condi with the blast finisher. I also prefer armor of the earth over blink for much needed on-demand stability, as well as arcane wave for more condi cleanse, healing, cc, and a nice movement ability to weave between fire burst reset with elite inside quickness sphere. Without arcane wave it can be tough to land a kill using heretic and warrior.
with the recent buffs to dagger and water, the build is better than ever. For a more duelist role, i'm taking water trait now. Some have been buffed and i'm playing 3-1-3 water instead of arcane. Insane healing and survivability with water and still good damage.
I don't think it's any worse than hammer for sidenodes. D/D just feels soo good to play, one of the best designed sets in the game. D/D ele personifies what this class was meant to be, a swiss army knife for any situation, highly adaptable. And it's still as sturdy as ever. While I play FA Cata more these days D/D will always have some good ol' nostalgia factor for me.
Decent duelist/roamer. Problems with the build are it has no range and you will struggle to do damage vs targets you cant lock down with cc. Also its pretty bad in teamfights.
High kill potential in a 1v1 fight. Solid duelist build, but it is not good at team fights. Try to 1v1 and take the number advantage. You have strong mobility to rotate.
This and the hammer version are two sides of the same coin, very similar builds with a similar power level. Excellent damage and sustain, decent mobility. Very solid in the current meta and fans of the old D/D cele ele will be enjoying this one a lot.
Comments
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