Difference between revisions of "Catalyst - Power Catalyst"
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYfHSkfQz4XARcB+Br4Gu4a7hrxGlAB9xr3GgAAAAAAAAAAAAAAAAAAAAA=] |
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|weapon1 = Hammer | |weapon1 = Hammer | ||
|weapon2 = | |weapon2 = | ||
− | |weapon3 = | + | |weapon3 = Staff |
|weapon4 = | |weapon4 = | ||
|healing = Glyph of Elemental Harmony | |healing = Glyph of Elemental Harmony | ||
− | |utility1 = | + | |utility1 = Relentless Fire |
− | |utility2 = | + | |utility2 = Shattering Ice |
− | |utility3 = | + | |utility3 = Invigorating Air |
− | |elite = | + | |elite = Elemental Celerity |
}} | }} | ||
− | + | ===Skill Variants=== | |
− | + | ====Heals==== | |
− | + | * {{Skill|Arcane Brilliance}} - blast finisher heal | |
− | * {{Skill| | ||
− | + | ====Utilities==== | |
− | * {{Skill| | + | Replace {{Skill|Relentless Fire}} first. |
− | * {{Skill| | + | * {{Skill|Fortified Earth}} - extra defense |
− | * {{Skill|Lightning Flash}} - | + | * {{Skill|Glyph of Storms}} - more area damage |
+ | * {{Skill|Cleansing Fire}} - condition cleanse | ||
+ | * {{Skill|Lightning Flash}} - more mobility | ||
+ | * {{Skill|Armor of Earth}} - {{Tooltip|Stability}} on a long cooldown. | ||
− | + | ====Elites=== | |
− | * {{Skill| | + | * {{Skill|Conjure Fiery Greatsword}} - extra mobility |
==Specializations== | ==Specializations== | ||
− | {{Specialization|Air|bot| | + | {{Specialization|Air|bot|bot|top}} |
{{Specialization|Fire|top|bot|top}} | {{Specialization|Fire|top|bot|top}} | ||
− | {{Specialization|Catalyst|mid| | + | {{Specialization|Catalyst|mid|bot|bot}} |
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==Equipment== | ==Equipment== | ||
Ascended gear is not required. | Ascended gear is not required. | ||
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| weapon1 = Hammer | | weapon1 = Hammer | ||
| weapon2 = | | weapon2 = | ||
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| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
| sigil2 = Superior Sigil of Impact | | sigil2 = Superior Sigil of Impact | ||
| weapon3 = | | weapon3 = | ||
− | | weapon4 = | + | | weapon4 = Staff |
− | | sigil3 = | + | | sigil3 = Superior Sigil of Force |
− | | sigil4 = | + | | sigil4 = Superior Sigil of Frenzy |
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}} | }} | ||
− | === | + | ===Budget Gear=== |
− | + | Most of the gear above is very cheap if built with Exotics. | |
− | + | * {{Rune|Superior Rune of Infiltration}} | |
− | * {{ | ||
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− | + | ===Defensive Gear=== | |
− | * | + | * Invest in a minimum T6+ Jade Core. This is a significant boost to Health. |
− | * {{ | + | * {{Tooltip|Knight|Knight's Trinkets}} provide the highest value when paired with a T6+ Jade Core. |
<br> | <br> | ||
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* 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. | * 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. | ||
* 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}} | * 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}} | ||
+ | |||
===Survivability=== | ===Survivability=== | ||
* {{Skill|Wind Storm}} is a large self-knockback that can put you out of danger; it can, however, also put you into it when used at the wrong time. | * {{Skill|Wind Storm}} is a large self-knockback that can put you out of danger; it can, however, also put you into it when used at the wrong time. | ||
* {{Skill|Immutable Stone}} is a block on demand in {{Skill|Earth Attunement}}. | * {{Skill|Immutable Stone}} is a block on demand in {{Skill|Earth Attunement}}. | ||
* {{Skill|Glyph of Elemental Harmony}} has a short cooldown and provides a very strong heal and boons, so make use of it. | * {{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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Revision as of 08:47, 20 August 2023
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage
Designed for: Open World, Open World General, [[|]] and [[|]]
Difficulty:
Normal
This build was last updated on August 20, 2023 and is up to date for the October 8, 2024 patch.
Overview
Power 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 Might, Fury, Protection and Resolution to itself and the group. In addition It can trade damage to provide Quickness via the trait , becoming a potent boon support build.
Template Code
[&DQYfHSkfQz4XARcB+Br4Gu4a7hrxGlAB9xr3GgAAAAAAAAAAAAAAAAAAAAA=]
Skill Bar
Hammer
Staff
Utility
Skill Variants
Heals
- - blast finisher heal
Utilities
Replace
first.- - extra defense
- - more area damage
- - condition cleanse
- - more mobility
- Stability on a long cooldown. -
=Elites
- - extra mobility
Specializations
Equipment
Ascended gear is not required.
Head
Berserker
Berserker
Shoulders
Berserker
Berserker
Chest
Berserker
Berserker
Hands
Berserker
Berserker
Legs
Berserker
Berserker
Feet
Berserker
Berserker
Backpiece
Berserker
Berserker
Accessory
Berserker
Berserker
Accessory
Berserker
Berserker
Amulet
Berserker
Berserker
Ring
Berserker
Berserker
Ring
Berserker
Berserker
Hammer
Berserker
Berserker
Sigil
Sigil
Staff
Berserker
Berserker
Sigil
Sigil
Rune
x6
x6
Budget Gear
Most of the gear above is very cheap if built with Exotics.
Defensive Gear
- Invest in a minimum T6+ Jade Core. This is a significant boost to Health.
- Knight's Trinkets provide the highest value when paired with a T6+ Jade Core.
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/CC
- In open world,you can play at 600 range when alternating between + .
- Make sure to use in to gain two additional stacks of upon casting its active skill Stomp.
- The rotation for group content is a simplified variant (only using , & ) that will get you within 10% of the current benchmark and loops nicely.
- Start in , then swap to and then to , and repeat.
- 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 + for damage purposes.
- Stay in until is available a second time. Use in and reactivate as soon as possible to maintain the 10% damage buff.
- Your main sources of CC are Weakness, Cripple and Blinded and as well as soft CC through
Survivability
- is a large self-knockback that can put you out of danger; it can, however, also put you into it when used at the wrong time.
- is a block on demand in .
- has a short cooldown and provides a very strong heal and boons, so make use of it.
Ratings
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.
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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