Difference between revisions of "Catalyst - Boon Support Healer"
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The basic concept is to cycle through all four attunements, dropping the '''Jade Sphere''' in each one, along with any skills that provide boons: | The basic concept is to cycle through all four attunements, dropping the '''Jade Sphere''' in each one, along with any skills that provide boons: | ||
* On '''Staff''': {{skill|Healing Rain}} for {{tooltip|Regeneration}}, {{skill|Windborne Speed}} for {{tooltip|Swiftness}}, and {{skill|Magnetic Aura}} {{to}} {{skill|Transmute Earth}} for {{tooltip|Stability}}. | * On '''Staff''': {{skill|Healing Rain}} for {{tooltip|Regeneration}}, {{skill|Windborne Speed}} for {{tooltip|Swiftness}}, and {{skill|Magnetic Aura}} {{to}} {{skill|Transmute Earth}} for {{tooltip|Stability}}. | ||
− | * | + | * On '''Warhorn''': {{skill|Heat Sync}} for {{tooltip|Might}} and {{tooltip|Fury}}, {{skill|Tidal Surge}} for {{tooltip|Regeneration}}, {{skill|Cyclone}} for {{tooltip|Swiftness}}, and {{skill|Sand Squall}} for {{tooltip|Protection}} and boon extension. |
− | |||
− | + | Your opener is influenced by the desire to get {{tooltip|Might}} up to 25 stacks quickly: | |
+ | # Precast {{skill|Ice Spike}} - this will blast after a short delay so if you're quick you can place a fire field before it does so | ||
+ | # {{skill|Fire Attunement}} | ||
+ | # {{skill|Lava Font}} and {{skill|Deploy Jade Sphere (Fire)}} | ||
+ | # {{skill|Earth Attunement}} | ||
+ | # {{skill|Eruption}} - if you're quick, your fire field will still be active when this blasts. | ||
+ | # {{skill|Arcane Brilliance}} and {{skill|Arcane Wave}} (if using) for more blasts. You can also use {{skill|Magnetic Aura}} {{to}} {{skill|Transmute Earth}} if you won't need the {{tooltip|Stability}} before it's available again. | ||
+ | |||
+ | |||
+ | After this, use {{skill|Deploy Jade Sphere (Earth)}} and go into {{skill|Air Attunement}} followed by {{skill|Water Attunement}}, using the '''Jade Sphere''' and any other useful skill in each. It is beneficial to go into {{skill|Water Attunement}} last as this opener will have built up a large buffer of boons (most boons have a duration limit of 30s, which most will be at) and you can therefore camp this attunement for healing until you need to build them up again. | ||
+ | |||
+ | This makes the rotation very flexible, and as long as you perform a loop through the attunements every ~25s you should have no issues maintaining boons. You may wish to give some extra thought to {{skill|Earth Attunement}} though, as it contains both {{tooltip|Aegis}} and {{tooltip|Stability}} which are very effective at mitigating dangerous attack and so it may be useful to leave it available in order to switch to it reactively. Bear in mind that {{skill|Earth Attunement}} and {{skill|Deploy Jade Sphere (Earth)}} also provide your {{tooltip|Protection}}, so it is still recommended to swap to this attunement every 30s at least. | ||
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* On '''Scepter''': {{skill|Dragon's Tooth}} and {{skill|Phoenix}} | * On '''Scepter''': {{skill|Dragon's Tooth}} and {{skill|Phoenix}} | ||
* On '''Warhorn''': {{skill|Sand Squall}} | * On '''Warhorn''': {{skill|Sand Squall}} | ||
+ | |||
+ | |||
+ | ===Crowd Control=== | ||
+ | * {{skill|Deep Freeze}} (Conjure Frost Bow): 300-400 defiance break | ||
+ | * {{skill|Arcane Wave}}: 100 defiance break | ||
+ | * {{skill|Crashing Waves}} (Water Elemental): 150 defiance break | ||
+ | * {{skill|Static Field}} (Staff): 200 defiance break | ||
+ | * {{skill|Tidal Surge}} (Warhorn): 150 defiance break | ||
+ | * {{skill|Cyclone}} (Warhorn): 150 defiance break | ||
+ | * {{skill|Shocking Aura}}/{{skill|Transmute Lightning}} (Dagger): 100 defiance break | ||
+ | * {{skill|Deploy Jade Sphere (Air)}}: Not a CC in itself, but it drops a lightning field that can be comboed with leap finishers for 100 defiance break. | ||
[https://youtu.be/OYKF3f5geZ0 Rotation example] | [https://youtu.be/OYKF3f5geZ0 Rotation example] |
Revision as of 22:27, 16 October 2024
This is a test build. You may comment and rate it.
Focused on: Healing, Support and Utility
Designed for: Raids
Overview
This variant of Catalyst can provide Quickness, Fury, 25 stacks of Might, Protection, Resolution, Swiftness, Regeneration and Vigor to their subgroup. It also has access to Aegis and a small amount of Stability.
Pros
- Not Firebrand - Support Healer.
- Fast pickups via , , and .
- More fun(?)
Cons
- Not Firebrand - Support Healer.
- cannot be moved, so boons will suffer if the group is spread and/or the boss moves too often.
- Does not provide on-demand Stability or Aegis.
- Have to use . If you hate Conjures, this may not be the build for you.
Skill Bar
Weapon Variants
Players that own Secrets of the Obscure can use Warhorn paired with either Scepter for range or Dagger for extra healing. This build overprovides boons so it's really a matter of personal preference. Staff is the only weapon that provides access to Stability, however.
Skill Variants
Utility Skills
- is a ranged heal and partial revive, on a fairly short cooldown.
- can be used to generate hits for energy, and also provides CC and some sustained healing from the autoattack.
- offers CC, and an extra blast finisher to trigger .
- is an instant revive, with slightly different benefits depending on the attunement it's cast in.
Template Code
Specializations
- The traits in the first columns of Arcane and Water are pretty inconsequential, so pick whatever sounds best.
- For tanking, you can take for some extra survivability. Your aura sustain is through .
Equipment
Harrier
Harrier
Harrier
Harrier
Minstrel
Harrier
Minstrel
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
x6
x18
- This setup has some toughness from Minstrel stats pieces. They can be swapped to Harrier stats or Magi stats if you do not wish to tank, but be aware that will give you up to 10% extra toughness regardless.
- If you're tanking, you can switch as many Harrier stats pieces to Giver stats as you desire.
- Players without Secrets of the Obscure can use - the difference between the two isn't that large.
Food & Utility
Food
- - standard ascended choice.
- - budget/standard non-ascended choice.
Utility
- - standard utility choice.
- - last resort/budget utility choice if you lack Boon Duration.
Usage
Boons
The majority of your boons come from your Jade Sphere in various attunements.
- Fire - Might
- Water - Resolution and Vigor
- Air - Fury
- Earth - Protection and Aegis
The basic concept is to cycle through all four attunements, dropping the Jade Sphere in each one, along with any skills that provide boons:
- On Staff: Regeneration, for Swiftness, and ⇒ for Stability. for
- On Warhorn: Might and Fury, for Regeneration, for Swiftness, and for Protection and boon extension. for
Your opener is influenced by the desire to get Might up to 25 stacks quickly:
- Precast - this will blast after a short delay so if you're quick you can place a fire field before it does so
- and
- - if you're quick, your fire field will still be active when this blasts.
- ⇒ if you won't need the Stability before it's available again. and (if using) for more blasts. You can also use
After this, use and go into followed by , using the Jade Sphere and any other useful skill in each. It is beneficial to go into last as this opener will have built up a large buffer of boons (most boons have a duration limit of 30s, which most will be at) and you can therefore camp this attunement for healing until you need to build them up again.
This makes the rotation very flexible, and as long as you perform a loop through the attunements every ~25s you should have no issues maintaining boons. You may wish to give some extra thought to Aegis and Stability which are very effective at mitigating dangerous attack and so it may be useful to leave it available in order to switch to it reactively. Bear in mind that and also provide your Protection, so it is still recommended to swap to this attunement every 30s at least.
though, as it contains both
Energy Generation
2 Energy can be generated per attunement swap through
, and the rest comes from hitting enemies.If energy is low for whatever reason, multi-hit skills such as those on the
or other fast skills such as , , etc. can be used to build it back up quickly.
Healing
As a Staff Elementalist build, you have a lot of healing through weapon skills in
. Consistent healing comes from and while you are using Frost Bow. Burst Healing comes through and blasting the water field from with and .Healing Utility is mainly
. Don't hesitate to use this if needed, it has quite a short cooldown.Your Elite Skill,
allows you to summon an Ice Elemental that can use . This is another huge, short cooldown heal that can be used to burst your subgroup back up to full.You can also dodge to trigger
in Water
If using , all your blast finishers are heals (assuming they combo):
- and
- On Staff: and
- On Dagger: and
- On Scepter: and
- On Warhorn:
Crowd Control
- (Conjure Frost Bow): 300-400 defiance break
- : 100 defiance break
- (Water Elemental): 150 defiance break
- (Staff): 200 defiance break
- (Warhorn): 150 defiance break
- (Warhorn): 150 defiance break
- / (Dagger): 100 defiance break
- : Not a CC in itself, but it drops a lightning field that can be comboed with leap finishers for 100 defiance break.
Ratings
Comments
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