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Difference between revisions of "Catalyst - Power Catalyst"

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==Overview==
 
==Overview==
Power {{Tooltip|Catalyst}} is a mid-ranged Elementalist build that focuses on high burst damage and extremely high damage to bosses while potentially providing a large amounts of {{tooltip|Might}}, {{tooltip|Fury}}, {{tooltip|Protection}} and {{tooltip|Resolution}} to itself and the group. In addition It can trade damage to provide {{tooltip|Quickness}} via the trait {{Trait|Spectacular Sphere}}, becoming a potent boon support build.
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High-burst Elementalist build with a high skill floor but powerful solo DPS.
 
 
  
 
==Template Code==
 
==Template Code==
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code = [&DQYfHSkfQz4XARcB+Br4Gu4a7hrxGlAB9xr3GgAAAAAAAAAAAAAAAAAAAAA=]
 
code = [&DQYfHSkfQz4XARcB+Br4Gu4a7hrxGlAB9xr3GgAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
 
  
 
==Skill Bar==
 
==Skill Bar==
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===Skill Variants===
 
===Skill Variants===
====Heals====
 
 
* {{Skill|Arcane Brilliance}} - blast finisher heal
 
* {{Skill|Arcane Brilliance}} - blast finisher heal
 
====Utilities====
 
Replace {{Skill|Relentless Fire}} first.
 
* {{Skill|Fortified Earth}} - extra defense
 
 
* {{Skill|Glyph of Storms}} - more area damage
 
* {{Skill|Glyph of Storms}} - more area damage
 
* {{Skill|Cleansing Fire}} - condition cleanse
 
* {{Skill|Cleansing Fire}} - condition cleanse
 
* {{Skill|Lightning Flash}} - more mobility
 
* {{Skill|Lightning Flash}} - more mobility
* {{Skill|Armor of Earth}} - {{Tooltip|Stability}} on a long cooldown.
 
 
====Elites====
 
 
* {{Skill|Conjure Fiery Greatsword}} - extra mobility
 
* {{Skill|Conjure Fiery Greatsword}} - extra mobility
 
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* {{Skill|Glyph of Elementals}} - summon a powerful friend; use in {{Skill|Earth Attunement}} or {{Skill|Water Attunement}} for a tanky pet
  
 
==Specializations==
 
==Specializations==
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| sigil3 = Superior Sigil of Force
 
| sigil3 = Superior Sigil of Force
 
| sigil4 = Superior Sigil of Frenzy
 
| sigil4 = Superior Sigil of Frenzy
| relic = Relic of Fireworks
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| relic = Relic of the Thief
 
}}
 
}}
 
* {{Rune|Superior Rune of the Dragonhunter}} and {{Rune|Superior Rune of the Scholar}} are interchangeable.  
 
* {{Rune|Superior Rune of the Dragonhunter}} and {{Rune|Superior Rune of the Scholar}} are interchangeable.  
* Other relics include {{Relic|Relic of the Thief}}, {{Relic|Relic of the Adventurer}}, {{Relic|Relic of Cerus}}, and {{Relic|Relic of Durability}}.
 
 
* For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use {{Tooltip|Knight}} trinkets.  
 
* For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use {{Tooltip|Knight}} trinkets.  
  
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==Usage==
 
==Usage==
===Damage/CC===
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===Damage===
* In open world,you can play at 600 range when alternating between {{Skill|Fire Attunement}} + {{Skill|Air Attunement}}.
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* Catalyst strongly encourages swapping attunements rapidly.
* Make sure to use {{Skill|Glyph of Elementals}} in {{Skill|Earth Attunement}} to gain two additional stacks of {{Trait|Elemental Empowerment}} upon casting its active skill Stomp.
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* Use your Jade Sphere at least once per attunement without fail.
* The rotation for group content is a simplified variant (only using {{Skill|Air Attunement}}, {{Skill|Fire Attunement}} & {{Skill|Earth Attunement}}) that will get you within 10% of the current benchmark and loops nicely.
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* Use {{Skill|Shattering Ice}} and {{Skill|Relentless Fire}} off cooldown.
* Start in {{Skill|Fire Attunement}}, then swap to {{Skill|Air Attunement}} and then to {{Skill|Earth Attunement}}, and repeat.
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* All attunements follow a similar priority pattern of 2 > 5 > 3 > 4. There is sometimes some variation and nuance, but keeping this general loop makes the build easier to play. Skip 4 in {{Skill|Air Attunement}} and {{Skill|Earth Attunement}} unless using them for utility/cc/defense.
* The pattern in the respective element is always similar: always use Hammer 2, then Hammer 3 while 2 is casting and then use the Sphere and finish with hammer 5 to make use of the combo field. Avoid using {{Skill|Wind Storm}} + {{Skill|Immutable Stone}} for damage purposes.
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* Many Attunement loops work. A few examples include: Air-Fire-Earth-Water, Earth-Fire-Air-Water, and Water-Fire-Air-Earth. Generally, Fire should be earlier in the loop to make use of its powerful buffs.
* Stay in {{Skill|Fire Attunement}} until {{Skill|Surging Flames}} is available a second time. Use {{Skill|Grand Finale}} in {{Skill|Fire Attunement}} and reactivate {{Skill|Flame Wheel}} as soon as possible to maintain the 10% damage buff.
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* Your main sources of CC are {{Skill|Shock Blast}} and {{Skill|Ground Pound}} as well as soft CC through {{tooltip|Weakness}}, {{tooltip|Cripple}} and {{tooltip|Blinded}}
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===Defense===
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* Generate {{Tooltip|Protection}} via {{Skill|Glyph of Elemental Harmony}} (Earth), {{Skill|Deploy Jade Sphere}} (Earth)
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* {{Skill|Deploy Jade Sphere}} (Earth) blocks attacks.
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* {{Skill|Rocky Loop}} grants you damage reduction.
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* {{Skill|Immutable Stone}} grants Barrier and an Aura (usually Magnetic Aura, which Reflects Projectiles).
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* {{Skill|Cleansing Typhoon}} cleanses conditions.
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* {{Skill|Icy Coil}} grants condition damage reduction.
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* {{Trait|Elemental Epitome}} grants Magnetic or Frost Aura
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* {{Trait|Elemental Empowerment}} passively increases toughness and vitality
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* {{Skill|Crashing Font}} heals you, as does comboing water fields like {{Skill|Deploy Jade Sphere}} (Water)
  
===Survivability===
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===CC===
* {{Skill|Immutable Stone}} is a block on demand in {{Skill|Earth Attunement}}.
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* {{Skill|Shock Blast}}
* {{Skill|Glyph of Elemental Harmony}} has a short cooldown and provides a very strong heal and boons, so make use of it.
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* {{Skill|Wind Storm}}

Revision as of 02:13, 2 April 2024

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

Focused on: Strike damage

Designed for: Open World and Open World General

Expansions required: End of Dragons builds

Difficulty:
Normal
This build was last updated on April 02, 2024 and is up to date for the October 8, 2024 patch.

Overview

High-burst Elementalist build with a high skill floor but powerful solo DPS.

Template Code

[&DQYfHSkfQz4XARcB+Br4Gu4a7hrxGlAB9xr3GgAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code

Skill Bar

Hammer
Staff
Utility

Weapon Variants

  • Sword Sword/Warhorn Warhorn - higher mobility & utility but lower damage

Skill Variants

  • Arcane Brilliance - blast finisher heal
  • Glyph of Storms - more area damage
  • Cleansing Fire - condition cleanse
  • Lightning Flash - more mobility
  • Conjure Fiery Greatsword - extra mobility
  • Glyph of Elementals - summon a powerful friend; use in Earth Attunement or Water Attunement for a tanky pet

Specializations


Equipment

Ascended gear is not required.

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Hammer
Berserker
Sigil
Sigil
Staff
Berserker
Sigil
Sigil
Rune
x6


Relic
  • Rune of Superior Rune of the Dragonhunter and Rune of Superior Rune of the Scholar are interchangeable.
  • For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use Knight Knight trinkets.


Consumables

Budget consumables are acceptable for use in open world.

DPS

  • Prioritize Steak Ascended food.
  • /
  • /

Defense

Farming

  • Prioritize Steak Ascended food.
  • /
  • (and variants)



Usage

Damage

  • Catalyst strongly encourages swapping attunements rapidly.
  • Use your Jade Sphere at least once per attunement without fail.
  • Use Shattering Ice and Relentless Fire off cooldown.
  • All attunements follow a similar priority pattern of 2 > 5 > 3 > 4. There is sometimes some variation and nuance, but keeping this general loop makes the build easier to play. Skip 4 in Air Attunement and Earth Attunement unless using them for utility/cc/defense.
  • Many Attunement loops work. A few examples include: Air-Fire-Earth-Water, Earth-Fire-Air-Water, and Water-Fire-Air-Earth. Generally, Fire should be earlier in the loop to make use of its powerful buffs.

Defense

  • Generate Protection Protection via Glyph of Elemental Harmony (Earth), Deploy Jade Sphere (Earth)
  • Deploy Jade Sphere (Earth) blocks attacks.
  • Rocky Loop grants you damage reduction.
  • Immutable Stone grants Barrier and an Aura (usually Magnetic Aura, which Reflects Projectiles).
  • Cleansing Typhoon cleanses conditions.
  • Icy Coil grants condition damage reduction.
  • Elemental Epitome grants Magnetic or Frost Aura
  • Elemental Empowerment passively increases toughness and vitality
  • Crashing Font heals you, as does comboing water fields like Deploy Jade Sphere (Water)

CC

  • Shock Blast
  • Wind Storm


Ratings

This build has a rating of 4 stars based on 2 votes.
Log in or register to rate this build.
4 stars
Warming Hearth gave this build 4 stars • October 2024
A lot more fun now that we have spear and can generate energy while a sphere is deployed and quickness base duration is increased. The only problem is how static the build is, since you want to stay inside the effects of your spheres and your spear's Etchings.
4 stars
MechaOG gave this build 4 stars • August 2022
Having tested the build for some time now, I can summarize it in 1 word... Reliable. It does take getting used to it a little, but once you get a hang of it, you hit like a freight train. The cleave on this build (and on the catalyst in general), is spectacular. Survivability can be an issue sometimes, but if you mix in pieces of marauder and dragon, you can easily get by without issues. You can mix them to make sure your critical cap is not reached. Remember, that you are aiming for a 90% crit chance with Fury. Hammer 3 on air gives you 10% for 15 sec. Elemental Empowerment (you have 3 while in combat at the minimum), gives you a nice top-up. If you can reliably have hammer 3 in air up almost all the time, then you won't have to worry and can even lower crit chance a bit more. One of the biggest thing with catalyst is, understanding combos. You put down many combo fields and have many finishers. Learning what each does, will allow a player to use the most out of this build. All in all, it is fun build to play and can easily go toe to toe with other classes.

Comments

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