Difference between revisions of "Catalyst - Staff Backline"
(added usage, moved to test) |
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| designed for = wvw zerg | | designed for = wvw zerg | ||
| focus = strike damage, utility, crowd control | | focus = strike damage, utility, crowd control | ||
− | | rating = | + | | rating = test |
| xpac = hot, eod | | xpac = hot, eod | ||
}} | }} | ||
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{{Specialization|Air|bot|mid|top}} | {{Specialization|Air|bot|mid|top}} | ||
{{Specialization|Catalyst|bot|top|mid}} | {{Specialization|Catalyst|bot|top|mid}} | ||
+ | ;Variants | ||
+ | * {{Trait|Staunch Auras}} only if you can't reach 10 stacks of {{Trait|Elemental Empowerment}} | ||
Line 70: | Line 72: | ||
− | ==Usage== | + | ==Usage== |
+ | ===General=== | ||
+ | * As soon as you get 25 stacks of {{Sigil|Superior Sigil of Bloodlust}} and get out of combat, swap back to the Staff without a stacking sigil | ||
+ | * Staff Catalyst uses an attunement rotation for maximum burst damage | ||
+ | ** You are not locked into this rotation, while it is optimal for DPS, change the order based on your needs: | ||
+ | *** {{Skill|Water Attunement}} - healing and cleanse | ||
+ | *** {{Skill|Air Attunement}} - CC, {{Tooltip|Immobilize}} clear, single target damage | ||
+ | *** {{Skill|Earth Attunement}} - CC, projectile reflect | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |;Attunement rotation | ||
+ | | | ||
+ | # {{Skill|Fire Attunement}} | ||
+ | # {{Skill|Earth Attunement}} | ||
+ | # {{Skill|Water Attunement}} | ||
+ | # {{Skill|Air Attunement}} | ||
+ | # Repeat from step 1 | ||
+ | }} | ||
+ | |||
+ | |||
+ | ===Priorities=== | ||
+ | ;High | ||
+ | * {{Skill|Meteor Shower}} | ||
+ | * {{Skill|Conjure Fiery Greatsword}} | ||
+ | |||
+ | ;Moderate | ||
+ | * Sustained damage | ||
+ | * CC | ||
+ | |||
+ | ;Low | ||
+ | * Support | ||
+ | |||
+ | |||
+ | ====Surviving==== | ||
+ | * This build has low passive defense | ||
+ | * This build has moderate mobility skill access | ||
+ | ** An '''About Face''' keybind can be useful for {{Skill|Burning Retreat}} | ||
+ | ** Avoid using {{Skill|Lightning Flash}} for mobility unless nessecary to survive | ||
+ | * This builds has moderate active defenses | ||
+ | ** {{Skill|Twist of Fate}} | ||
+ | ** Save {{Skill|Soothing Water}} for removing {{Tooltip|Immobilize}}, {{Tooltip|Chill}} or {{Tooltip|Weakness}} | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |;Active defense priority | ||
+ | | | ||
+ | * {{Skill|Windborne Speed}} - for {{Tooltip|Immobilize}} | ||
+ | * {{Skill|Magnetic Aura}} - for projectiles | ||
+ | * {{Skill|Burning Retreat}} | ||
+ | * {{Skill|Lightning Flash}} | ||
+ | * {{Skill|Soothing Water}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | ===Detailed Explanations=== | ||
+ | ====Meteor Shower==== | ||
+ | * Place {{Skill|Meteor Shower}} where the enemy group is moving to, not where they are when you begin the cast | ||
+ | * Activate {{Skill|Relentless Fire}} after casting {{Skill|Meteor Shower}} | ||
+ | * There are two ways to move during the cast of {{Skill|Meteor Shower}}: | ||
+ | ** Cast {{Skill|Meteor Shower}} immediately after casting {{Skill|Burning Retreat}} and the {{Skill|Meteor Shower}} will be queued to cast at the target location after the rollback ends | ||
+ | ** Use {{Skill|Lightning Flash}} after you start casting it | ||
+ | |||
+ | |||
+ | ====Fiery Greatsword==== | ||
+ | * Treat {{Skill|Firestorm}} as a secondary {{Skill|Meteor Shower}} | ||
+ | * Activate {{Skill|Relentless Fire}} after casting {{Skill|Conjure Fiery Greatsword}} | ||
+ | * {{Skill|Fiery Whirl}} is low cooldown and has high damage, use it aggressively but don't move yourself into a bad position | ||
+ | ** Aim through the enemy stack if your group crosses through them and aim across the enemy stack otherwise | ||
+ | * Use {{Skill|Fiery Rush}} for mobility, on single targets or to set up {{Skill|Fiery Whirl}} | ||
+ | * Coordinate with a DPS player in your group to pick up the conjure dropped on the ground | ||
+ | ** Make sure to place it in a safe place for them to grab | ||
+ | ** If you don't have anyone reliable to coordinate with, you can pick it up yourself for 30s after casting the skill | ||
+ | |||
+ | |||
+ | ====Sustained damage==== | ||
+ | * When using ground AoEs like {{Skill|Lava Font}}, place them so that one edge is on the enemy group and the other edge is in the direction they are moving to | ||
+ | * Your '''2''' skills ({{Skill|Eruption}}/{{Skill|Ice Spike}})/{{Skill|Lightning Surge}}) have very long delays or cast times | ||
+ | ** Predict the enemies movement, as with {{Skill|Meteor Shower}} | ||
+ | ** If you rotate quickly enough from {{Skill|Earth Attunement}} {{to}} {{Skill|Water Attunement}} {{to}} {{Skill|Air Attunement}} you can have all three skills land at the same place and time for burst damage. Sync them up as much as possible | ||
+ | * Use {{Skill|Glyph of Storms}} in {{Skill|Fire Attunement}} if you expect the fight to last at least 25 seconds | ||
+ | ** Otherwise {{Skill|Air Attunement}} has more damage but with a much longer cooldown | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |;Skill priority | ||
+ | | | ||
+ | * {{Skill|Meteor Shower}} | ||
+ | * {{Skill|Conjure Fiery Greatsword}} | ||
+ | * {{Skill|Lava Font}} | ||
+ | * {{Skill|Glyph of Storms}} | ||
+ | * {{Skill|Lightning Surge}}/{{Skill|Eruption}}/{{Skill|Ice Spike}} | ||
+ | * '''Autoattacks''' | ||
+ | }} | ||
+ | |||
+ | |||
+ | ====CC==== | ||
+ | * Your three ground CCs are {{Skill|Static Field}}, {{Skill|Unsteady Ground}} and {{Skill|Frozen Ground}}, in order of strength | ||
+ | * Drop your target when casting {{Skill|Shock Wave}} to make it easier to aim, don't cast it into projectile reflect | ||
+ | ** You shouldn't interrupt your rotation to try and CC, instead try to predict when you'll need to CC and move into the best possible attunement early | ||
+ | * Use your CC when: | ||
+ | ** Your group calls a spike: | ||
+ | *** Winds - {{Skill|Winds of Disenchantment}} | ||
+ | *** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}} | ||
+ | *** Shades - {{Skill|Desert Shroud}} | ||
+ | *** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}} | ||
+ | ** On top of enemy downs (while alive players are on top of them) | ||
+ | ** Enemy groups moving defensively while your group is pushing | ||
+ | |||
+ | |||
+ | ====Support==== | ||
+ | * Cast {{Skill|Healing Rain}} on clashes, targeting the ground AoE so that one edge is on your group and the other edge is where they are moving to | ||
+ | * If a player in your party is going to die because of {{Tooltip|Immobilize}}, save them with {{Skill|Windborne Speed}} | ||
+ | * Cast {{Skill|Geyser}} where your team is regrouping | ||
+ | * Use {{Skill|Deploy Jade Sphere}} in {{Skill|Air Attunement}} on your group for {{Tooltip|Quickness}} |
Revision as of 14:21, 12 March 2022
This is a test build. You may comment and rate it.
Focused on: Strike damage, Utility and Crowd control
Designed for: WvW Zerg
Difficulty:
TBD
This build was last updated on March 12, 2022.
Overview
A backline zerg WvW DPS build for Elementalist providing damage, CC and field support. Requires a precise usage of skills and positioning to survive.
Skill Bar
Staff
Staff
Utility
- Variants
Template Code
[&DQYfHikbQyd1AAAAkAAAAL4BAAD4GgAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
- only if you can't reach 10 stacks of
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Dragon
Dragon
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Staff
Marauder
Marauder
Sigil
Sigil
Staff
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Consumables
-
- personal option
Usage
General
- As soon as you get 25 stacks of and get out of combat, swap back to the Staff without a stacking sigil
- Staff Catalyst uses an attunement rotation for maximum burst damage
- You are not locked into this rotation, while it is optimal for DPS, change the order based on your needs:
- - healing and cleanse
- Immobilize clear, single target damage - CC,
- - CC, projectile reflect
- You are not locked into this rotation, while it is optimal for DPS, change the order based on your needs:
|
Priorities
- High
- Moderate
- Sustained damage
- CC
- Low
- Support
Surviving
- This build has low passive defense
- This build has moderate mobility skill access
- An About Face keybind can be useful for
- Avoid using for mobility unless nessecary to survive
- This builds has moderate active defenses
- Save Immobilize, Chill or Weakness for removing
|
Detailed Explanations
Meteor Shower
- Place where the enemy group is moving to, not where they are when you begin the cast
- Activate after casting
- There are two ways to move during the cast of
- Cast immediately after casting and the will be queued to cast at the target location after the rollback ends
- Use after you start casting it
:
Fiery Greatsword
- Treat as a secondary
- Activate after casting
- Aim through the enemy stack if your group crosses through them and aim across the enemy stack otherwise
is low cooldown and has high damage, use it aggressively but don't move yourself into a bad position
- Use for mobility, on single targets or to set up
- Coordinate with a DPS player in your group to pick up the conjure dropped on the ground
- Make sure to place it in a safe place for them to grab
- If you don't have anyone reliable to coordinate with, you can pick it up yourself for 30s after casting the skill
Sustained damage
- When using ground AoEs like , place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
- Your 2 skills (
- Predict the enemies movement, as with
- If you rotate quickly enough from ⇒ ⇒ you can have all three skills land at the same place and time for burst damage. Sync them up as much as possible
/ )/ ) have very long delays or cast times
- Use
- Otherwise has more damage but with a much longer cooldown
in if you expect the fight to last at least 25 seconds
|
CC
- Your three ground CCs are , and , in order of strength
- Drop your target when casting
- You shouldn't interrupt your rotation to try and CC, instead try to predict when you'll need to CC and move into the best possible attunement early
to make it easier to aim, don't cast it into projectile reflect
- 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:
Support
- Cast on clashes, targeting the ground AoE so that one edge is on your group and the other edge is where they are moving to
- If a player in your party is going to die because of Immobilize, save them with
- Cast where your team is regrouping
- Use Quickness in on your group for
Ratings
If your goal is to AoE an enemy boonball at 1200 range, I can't think of any other builds that do it better. Burning Retreat and Lightning Flash compensate for Meteor's standing cast weakness quite well. It is shocking how often players will let you chain cast Meteor -> Lava Font -> Glyph of Storms -> Celerity -> Lava Font -> Meteor for extreme AoE output on a single point. Also supplies Staff's great CC along with Ice and Water fields for your team to blast. That said, this build cannot stand up to any kind of actual pressure, so play smart if you enjoy not folding like a napkin.
pretty good dps on this one, let's you hit many targets quickly. Can't get as much dps with staff weaver
I play this and variations of it and if you can handle the APM and know where to put your stuff it is pretty much the #1 stat padder build out there.
Solid build, has much more control over its attunement access and weapon skills than weaver, but maintaining elemental empowerment can be pretty challenging. With extra auras on staff now it can compete with weaver pretty well.
Comments
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