Difference between revisions of "Catalyst - Support Catalyst (GvG)"
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*** This is easiest if you swap from {{Skill|Earth Attunement}} while casting {{Skill|Transmute Earth}} | *** This is easiest if you swap from {{Skill|Earth Attunement}} while casting {{Skill|Transmute Earth}} | ||
− | + | {{Collapse start|Possible Skill Rotation}} | |
− | {{ | ||
− | | | ||
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* Start the fight in {{Skill|Earth Attunement}} | * Start the fight in {{Skill|Earth Attunement}} | ||
# {{Skill|Magnetic Aura}} | # {{Skill|Magnetic Aura}} | ||
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* Use the other skills as needed | * Use the other skills as needed | ||
* This will not loop cleanly, so some adaptations on the go are necessary | * This will not loop cleanly, so some adaptations on the go are necessary | ||
− | }} | + | {{Collapse end}} |
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* This builds has low active defenses | * This builds has low active defenses | ||
− | {{ | + | {{Collapse start|Active defense priority}} |
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* {{Skill|Invigorating Air}} - for Stunbreaking | * {{Skill|Invigorating Air}} - for Stunbreaking | ||
* {{Skill|Armor of Earth}} - for Stunbreaking and {{Tooltip|Stability}} | * {{Skill|Armor of Earth}} - for Stunbreaking and {{Tooltip|Stability}} | ||
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* '''Dodge''' | * '''Dodge''' | ||
* {{Skill|Burning Retreat}} | * {{Skill|Burning Retreat}} | ||
− | }} | + | {{Collapse end}} |
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* Use {{Skill|Frozen Ground}} on your group before or during pushes to give {{Skill|Frost Aura}} | * Use {{Skill|Frozen Ground}} on your group before or during pushes to give {{Skill|Frost Aura}} | ||
− | {{ | + | {{Collapse start|List of combo finishers}} |
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* {{Skill|Ice Spike}} | * {{Skill|Ice Spike}} | ||
* {{Skill|Eruption}} | * {{Skill|Eruption}} | ||
* {{Skill|Magnetic Aura}} {{to}} {{Skill|Transmute Earth}} | * {{Skill|Magnetic Aura}} {{to}} {{Skill|Transmute Earth}} | ||
* {{Skill|Arcane Brilliance}} | * {{Skill|Arcane Brilliance}} | ||
− | }} | + | {{Collapse end}} |
− | {{ | + | {{Collapse start|Condition clear priority}} |
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* {{Skill|Water Attunement}} | * {{Skill|Water Attunement}} | ||
** {{Skill|Healing Rain}} | ** {{Skill|Healing Rain}} | ||
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** {{Skill|Magnetic Aura}} - {{Trait|Smothering Auras}} | ** {{Skill|Magnetic Aura}} - {{Trait|Smothering Auras}} | ||
** {{Skill|Transmute Earth}} - {{Trait|Smothering Auras}} | ** {{Skill|Transmute Earth}} - {{Trait|Smothering Auras}} | ||
− | }} | + | {{Collapse end}} |
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** Enemy groups moving defensively while your group is pushing | ** Enemy groups moving defensively while your group is pushing | ||
− | {{ | + | {{Collapse start|CC priority}} |
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* {{Skill|Air Attunement}} | * {{Skill|Air Attunement}} | ||
** {{Skill|Static Field}} | ** {{Skill|Static Field}} | ||
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* {{Skill|Conjure Earth Shield}} - Skill 4 | * {{Skill|Conjure Earth Shield}} - Skill 4 | ||
* {{Skill|Conjure Lightning Hammer}} - Skill 5 | * {{Skill|Conjure Lightning Hammer}} - Skill 5 | ||
− | }} | + | {{Collapse end}} |
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* Use {{Skill|Geyser}} to heal from range | * Use {{Skill|Geyser}} to heal from range | ||
* You can blast the fields created by {{Skill|Geyser}} and {{Skill|Healing Rain}} for healing | * You can blast the fields created by {{Skill|Geyser}} and {{Skill|Healing Rain}} for healing | ||
− | {{ | + | |
− | + | {{Collapse start|Burst Healing Combo}} | |
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# {{Skill|Water Attunement}} - {{Trait|Healing Ripple}} | # {{Skill|Water Attunement}} - {{Trait|Healing Ripple}} | ||
# {{Skill|Ice Spike}} | # {{Skill|Ice Spike}} | ||
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# {{Skill|Earth Attunement}} | # {{Skill|Earth Attunement}} | ||
# {{Skill|Eruption}} - Water Field Blast | # {{Skill|Eruption}} - Water Field Blast | ||
− | }} | + | {{Collapse end}} |
Revision as of 15:22, 27 March 2023
The community gave this build a rating, making it top-tier: Great
Focused on: Control, Support and Condition cleanse
Designed for: WvW GvG
Difficulty:
TBD
This build was last updated on March 27, 2023 and is up to date for the October 8, 2024 patch.
Overview
The main purpose of this build is to maximize the amount of auras and boons shared by the Elementalist.
Compared to D/F Fire Tempest builds, it does not bring significant healing. Therefore it cannot be used as direct replacement but needs to be paired with a powerful healing spec in the party, such as a Vindicator.
The advantage of Catalyst is that it brings more access to auras, similar cleanses, access to Quickness from for a faster cast as well as access to ranged Resistance and Protection from for powerful ranged support among other boons.
Skill Bar
Staff
Utility
Weapon Variants
Dagger/Dagger
Skill Variants
- Utilities
- If you are never being targeted, you might not need
Specializations
Template Code
[]
Equipment
Head
Minstrel
Minstrel
Shoulders
Minstrel
Minstrel
Chest
Minstrel
Minstrel
Hands
Minstrel
Minstrel
Legs
Minstrel
Minstrel
Feet
Minstrel
Minstrel
Backpiece
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Amulet
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Staff
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
- Build Variants
- Nomad stats on the helmet. Your boon duration is capped by most of the time
- Rune Variants
Consumables
Usage
General/Energy Management
- To generate energy for Catalyst's Jade Sphere abilities make sure to hit enemies with skills that have a high number of hits:
- You want to rotate through elements quickly to get as many boons as possible
- You can be quite flexible with your rotation, but make sure to always have a blast lined up to proc
- This is easiest if you swap from while casting
in
- You can be quite flexible with your rotation, but make sure to always have a blast lined up to proc
Possible Skill Rotation
- Start the fight in
- - this will proc
- - right after transmuting to cover the stability
- ⇒ - this will proc in air
- - right after swapping to air
- - after the Jade Sphere runs out
- - stay in water until this procs if is not up
- Repeat
- Use the other skills as needed
- This will not loop cleanly, so some adaptations on the go are necessary
Overall Priorities
- High
- Aurashare/Condition clear
- Moderate
- Boon share
- CC
- Low
- Healing
- Superspeed
Surviving
- This build has moderate passive defense
- This build has moderate mobility skill access
- This builds has low active defenses
Active defense priority
- - for Stunbreaking
- Stability - for Stunbreaking and
- Superspeed - for cleansing and
- Dodge
Detailed Explanations
Glyph of Renewal
- Focus on reviving allies who are far away with
- If possible, use Quickness on yourself while casting for
- This still speeds up the cast if you use the sphere after you started casting the glyph
, don't waste the skill on players that can be hand rezzed.
- Use
- If you can't be in a good position, don't cast in
in on single players and on multiple players
- Under General Options / Combat/Movement turn on Allow Skill Retargeting and set Ground Targeting to Instant Cast, this will make cast at the location your cursor is at the end of the cast, instead of where you initially targeted
- Most of your condition clear is reliant on and comes passively while rotating through the attunements while blasting
- also cleanses many conditions - place this when your party is pushing forward
- You can apply Resistance on a long range using due to
- Prioritize for burst condition clear, see the burst healing rotation below
- You can start casting a blast in one attunement then swap to a different attunement before the cast ends to proc
- It is easy to swap attunements during , and
- Prioritize getting auras from for and from for
has a per-attunement cooldown of 10 seconds
- You can start casting a blast in one attunement then swap to a different attunement before the cast ends to proc
- Use on your group before or during pushes to give
List of combo finishers
- ⇒
Condition clear priority
- - +
- - +
- -
- -
- Prioritize and
- Make sure to land the Jade Sphere cast on top of allies for the boons from
- Immobilize with the Resistance and Protection from can be used to save allies caught with
- Place your spheres so that one edge is on your allied group and the other edge is where your group is moving to
- Optimally leave it somewhere your group is regrouping
- Make sure you are close to allies when swapping out of fire to give them Might with
- Go into fire whenever there is time to trigger as often as possible
- Try to fill any gaps in your guardian's Stability uptime with ⇒ , especially when your group is pushing
CC
- Use your CC when:
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
- Your group calls a spike:
CC priority
- - Skill 4
- - Skill 5
Healing
- Catalyst healing is very limited, but significant enough to save people if comboed
- Use to heal from range
- You can blast the fields created by and for healing
Burst Healing Combo
- -
- - Water Field Blast
Superspeed
- Focus on using when your group is pushing or disengaging from the enemy
Settings
- Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
- Also under General Options / User Interface turn on Thick party health bars
- Thick squad health bars can be used too as a matter of personal preference, but is not recommended for large numbers
- Under Squad Options check View as a grid. This will allow you to keep track of your allies' health and be quicker in using . While this doesn't allow you to see conditions on allies, most of your cleanses are passively applied anyway.
Ratings
Comments
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