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Difference between revisions of "Catalyst - Support Catalyst (GvG)"

(More detailed skill usage information)
Line 89: Line 89:
 
*** 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}}
+
{{Collapse start|Skill Usage and Rotation}}
* Start the fight in {{Skill|Earth Attunement}}
+
*The main goal of our gameplay loop is to provide a high boon uptime:
# {{Skill|Magnetic Aura}}  
+
** On {{Skill|Deploy Jade Sphere (Air)}} and {{Skill|Deploy Jade Sphere (Earth)}}
# {{Skill|Transmute Earth}} - this will proc {{Trait|Elemental Epitome}}
+
** On auras by utilising {{Trait|Elemental Epitome}}
# {{Skill|Deploy Jade Sphere (Earth)}} - right after transmuting to cover the stability
+
*** For this we need to complete finishers in Air and Earth and Water. Blasting in Fire is not required as we gain {{Tooltip|Fire Aura}} from {{Trait|Sunspot}}
# {{Skill|Eruption}}
+
*This means that we want to rotate through all attunemts at a quick pace, roughly once every 15 seconds.
# {{Skill|Transmute Earth}} {{to}} {{Skill|Air Attunement}} - this will proc {{Trait|Elemental Epitome}} in air
+
*A good order to go through attunements is {{Skill|Earth Attunement}} {{to}} {{Skill|Air Attunement}} {{to}} {{Skill|Fire Attunement}} {{to}} {{Skill|Water Attunement}} {{to}} {{Skill|Earth Attunement}}.
# {{Skill|Deploy Jade Sphere (Air)}} - right after swapping to air
+
** Note that many skills on staff have a cooldown higher than 15 seconds, so that these skills will only be up every other time.
# {{Skill|Lightning Surge}}  
 
# {{Skill|Fire Attunement}}  
 
# {{Skill|Lava Font}}
 
# {{Skill|Flame Burst}} - after the Jade Sphere runs out
 
# {{Skill|Transmute Frost}}
 
# {{Skill|Ice Spike}} - stay in water until this procs {{Trait|Elemental Epitome}} if {{Skill|Frozen Ground}} is not up
 
# {{Skill|Geyser}}
 
# Repeat
 
  
* Use the other skills as needed
+
# In {{Skill|Earth Attunement}}
* This will not loop cleanly, so some adaptations on the go are necessary
+
#* {{Skill|Unsteady Ground}} - use this to CC the enemy. Place on own backline to slow enemy pushes or on the enemy while pushing.
 +
#* {{Skill|Magnetic Aura}} {{to}} {{Skill|Transmute Earth}} - this will proc {{Trait|Elemental Epitome}} and give us another {{Tooltip|Magnetic Aura}}
 +
#* {{Skill|Eruption}} - not strickly necessary but a delayed backup finsher for {{Trait|Elemental Epitome}} in {{Skill|Air Attunement}}
 +
# While {{Skill|Earth Attunement}} {{to}} {{Skill|Air Attunement}}
 +
#* {{Skill|Deploy Jade Sphere (Earth)}} - place on whoever needs the {{Tooltip|Resistance}} from the initial proc of {{Trait|Spectacular Sphere}} and such that your team will spend maximal time in it.
 +
#* {{Skill|Transmute Earth}} - starting this cast in Earth while swapping to Air will proc {{Trait|Elemental Epitome}} in Air for the {{Tooltip|Shocking Aura}}
 +
#* {{Skill|Deploy Jade Sphere (Air)}} - place on DPS players. Place it right after the Earth sphere, to minimize the time where you don't generate energy.
 +
# In {{Skill|Air Attunement}}
 +
#* {{Skill|Windborne Speed}} - extra cleanses and {{Tooltip|Superspeed}}
 +
#* {{Skill|Static Field}} - use this to CC the enemy. Place on own backline to slow enemy pushes or on the enemy while pushing.
 +
#* {{Skill|Gust}} - an extra knockback
 +
#* {{Skill|Lightning Surge}} - AoE blind
 +
# While {{Skill|Air Attunement}} {{to}} {{Skill|Fire Attunement}}
 +
#* When using a delayed blast finisher ({{Skill|Eruption}} or {{Skill|Ice Spike}}) to proc {{Trait|Elemental Epitome}} in Air for the {{Tooltip|Shocking Aura}}, make sure that the finisher goes off before swapping our of Air
 +
#* You might want to delay swapping out of Air a bit, if you want to have access to {{Skill|Glyph of Renewal}} in Air soon
 +
# In {{Skill|Fire Attunement}}
 +
#* {{Skill|Lava Font}} - AoE for energy generation
 +
#* {{Skill|Flame Burst}} - AoE for energy generation and AoE blind. Note that there might still be a Sphere active at the start, so delay a bit for Energy.
 +
#* {{Skill|Burning Retreat}} - Repositioning
 +
# While {{Skill|Fire Attunement}} {{to}} {{Skill|Water Attunement}}
 +
#* Make sure you have more than 10 Energy before swapping out of Fire. If not, place another {{Skill|Lava Font}}.
 +
#* If you have more than 20 Energy before swapping, you can place {{Skill|Deploy Jade Sphere (Fire)}} or {{Skill|Deploy Jade Sphere (Water)}}
 +
# In {{Skill|Water Attunement}}
 +
#* {{Skill|Ice Spike}} - delayed blast for {{Trait|Elemental Epitome}}
 +
#* {{Skill|Geyser}} - for targeted healing
 +
#* {{Skill|Frozen Ground}} -  for {{Tooltip|Frost Aura}}
 +
#* {{Skill|Healing Rain}} - big AoE cleanse and healing. Place towards the direction your team is moving.
 +
#  While {{Skill|Water Attunement}} {{to}} {{Skill|Earth Attunement}}
 +
#* We can time the blast on {{Skill|Ice Spike}} so that it procs {{Trait|Elemental Epitome}} in Earth. This is good since the staff skill {{Skill|Magnetic Aura}} will be on cooldown still
 +
 
 +
*On the second loop:
 +
** {{Skill|Magnetic Aura}} on Staff will be on cooldown, so we need to proc {{Trait|Elemental Epitome}} for {{Tooltip|Magentic Aura}} differently:
 +
*** Use a delayed {{Skill|Ice Spike}}
 +
*** Use {{Skill|Stoning}} or {{Skill|Shock Wave}} - These are projectiles and need to hit to count as a projectile finisher. Inconsistent because of projectile block.
 +
*** Use {{Skill|Arcane Brilliance}} - Backup finisher
 +
*** Use {{Skill|Eruption}} - Takes a long time to proc, so it's better to use a quicker method.
 +
** {{Skill|Frozen Ground}} will be on cooldown, so we want to proc {{Trait|Elemental Epitome}} in Water with {{Skill|Ice Spike}}
 +
** {{Skill|Healing Rain}} will be on cooldown, so our cleanses will be lower this round.
 
{{Collapse end}}
 
{{Collapse end}}
  

Revision as of 18:48, 15 April 2023

The community gave this build a rating, making it top-tier: Great

Focused on: ControlSupport and Condition cleanse

Designed for: WvW GvG

Expansions required: Heart of Thorns buildsEnd of Dragons builds

Difficulty:
TBD
This build was last updated on April 15, 2023 and is up to date for the April 15, 2025 patch.

Overview

The main purpose of this build is to maximize the amount of auras and boons shared by the Elementalist. Tempest can also be used instead for the same role, see here for a comparison

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 Quickness from

for a faster cast as well as access to ranged Resistance Resistance and Protection Protection from for powerful ranged support among other boons.


Skill Bar

Staff
Utility


Weapon Variants

Dagger/Dagger


Skill Variants

Utilities


Specializations


Template Code

[]
Copy Template Code


Equipment

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Staff
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Build Variants
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
Skill Usage and Rotation Toggle
  • The main goal of our gameplay loop is to provide a high boon uptime:
  • This means that we want to rotate through all attunemts at a quick pace, roughly once every 15 seconds.
  • A good order to go through attunements is .
    • Note that many skills on staff have a cooldown higher than 15 seconds, so that these skills will only be up every other time.
  1. In
  2. While
    • - place on whoever needs the Resistance Resistance from the initial proc of and such that your team will spend maximal time in it.
    • - starting this cast in Earth while swapping to Air will proc in Air for the Shocking Aura Shocking Aura
    • - place on DPS players. Place it right after the Earth sphere, to minimize the time where you don't generate energy.
  3. In
  4. While
    • When using a delayed blast finisher ( or ) to proc in Air for the Shocking Aura Shocking Aura, make sure that the finisher goes off before swapping our of Air
    • You might want to delay swapping out of Air a bit, if you want to have access to in Air soon
  5. In
    • - AoE for energy generation
    • - AoE for energy generation and AoE blind. Note that there might still be a Sphere active at the start, so delay a bit for Energy.
    • - Repositioning
  6. While
    • Make sure you have more than 10 Energy before swapping out of Fire. If not, place another .
    • If you have more than 20 Energy before swapping, you can place or
  7. In
  8. While


Overall Priorities

High
Moderate
  • Boon share
  • CC
Low


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
  • This builds has low active defenses
Active defense priority Toggle


Detailed Explanations

Glyph of Renewal

  • Focus on reviving allies who are far away with , don't waste the skill on players that can be hand rezzed.
    • If possible, use on yourself while casting for Quickness Quickness
    • This still speeds up the cast if you use the sphere after you started casting the glyph
  • Use in on single players and on multiple players
    • If you can't be in a good position, don't cast in
  • 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


Aurashare/Condition clear

List of combo finishers Toggle
Condition clear priority Toggle


Boonshare

  • Prioritize and
    • If you have spare energy use for Vigor Vigor or for Might Might
      • You don't gain energy from attacks while a Jade Sphere is deployed. Thus, you want to use and after the spheres from earth and air have run out. Regardless, you passively gain three energy from
  • Make sure to land the Jade Sphere cast on top of allies for the boons from
  • 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 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 Stability uptime with , especially when your group is pushing


CC

CC priority Toggle


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 Toggle


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

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