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Difference between revisions of "Catalyst - D/D Duelist"

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Relic: Isgarren (damage) or Antitoxin (defense against conditions)
 
<!--==Condi Variant==
 
<!--==Condi Variant==
 
* Youtube: [https://www.youtube.com/watch?v=g71nnGdmvLU Gameplay] of the variant build
 
* Youtube: [https://www.youtube.com/watch?v=g71nnGdmvLU Gameplay] of the variant build

Revision as of 14:46, 23 August 2023

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

Focused on: Direct damage and Sustain

Designed for: PvP Conquest

Expansions required: End of Dragons builds

Difficulty:
Normal
This build was last updated on August 23, 2023 and is up to date for the October 8, 2024 patch.


Overview

D/D Elementalist makes a return with a bunch of shiny new tools. A duelist build with good sustain.


Skill Bar

Dagger/Dagger
Utility


Skill Variants

Utility

  • Fortified Earth over Lightning Flash - sacrifices mobility to make the build more tanky.


Template Code

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Specializations


Equipment

Dagger
Dagger
Sigil
Sigil
Rune
Amulet


Relic: Isgarren (damage) or Antitoxin (defense against conditions)


Usage

Elite specialization basics

  • Catalysts gain access to Deploy Jade Sphere which drops an AoE combo field with pulsing boons depending on the attunement they were used in.
  • The Jade Sphere costs energy to deploy, you build energy by hitting enemies or swapping attunements thanks to Energized Elements.
  • Jade Spheres are instant and can be used while casting skills or sitting in a CC.


General

  • Because of Signet of Restoration you should almost always be casting something for the passive healing, even if it's just an autoattack that's not even hitting anything. An exception to this would be having high enough Confusion Confusion stacks in which case you'd take more damage then the signet could heal.
  • Elemental Celerity (the elite) is used mainly to reset the CD of skills 3-5 of a given attunement:
    • Water for cleansing and healing.
    • Air for CC and an excellent mobility tool.
    • Earth for CC and combo finishers.
    • Fire for raw damage, combo fields and an evade frame with some mobility.
  • Jade Spheres do insignificant damage, but that can still be useful because these are instant skills. Dropping a new sphere to remove Aegis Aegis from an enemy or consume Blind Blind on yourself right as you're about to land an important attack can make all the difference.


Auras

  • You gain Stability Stability and cleanse 1 condition whenever you gain an aura thanks to Staunch Auras and Smothering Auras.
  • Elemental Epitome grants an aura based on your current element when you execute a combo.
  • The spread of combo finishers on D/D isn't optimal for aura stacking with Elemental Epitome - Fire and Air don't have any while Earth has 4 (skills 3-5 + the dodge from Evasive Arcana). This however can be remedied with good timing and a little bit of creativity by switching attunements at the right moment, causing some finishers to land in a different attunement.
  • Some examples for spreading out your finishers inside the Jade Sphere:
    • Cast Earthen Rush then quickly swap to Air to end up with a Shocking Aura.
    • Dodge on Earth inside a Jade Sphere for Magnetic Aura, use Earthquake but swap to Water before the animation ends for a Frost Aura. Cast Frozen Burst but immediately swap to Air for a Shocking Aura.
  • Aura combos like this from Elemental Epitome can only happen once every 10 seconds per attunement, so while it's possible to swap attunements for a different aura keep the CD in mind! There's no point in carrying a finisher from earth to combo on water if you were going to use Frozen Burst on water anyway.
  • There are also some less complicated ways of obtaining auras. Water #4 and Air #3 are skills that directly apply auras (and flip over into a chain skill which lets you transmute them for extra effects or more cleansing via Smothering Auras). Another easy one is to simply swap to Fire Attunement for a Sunspot proc. These are all instant and can even be done while casting skills or sitting in a CC, preventing enemies from piling more CCs onto you.
  • Combo finishers in the build:
    • Water's Frozen Burst.
    • Earth's skills 3-5 and the first dodge you perform after swapping to this element.
  • As the Jade Sphere is instant you could even drop a combo field in the middle of your dodge in Earth to obtain an aura.


Damage

  • Fire is where most of the damage comes from, followed by Air, Earth, and finally Water.
  • Drake's Breath and Burning Speed can both do good damage without any real setup.
  • Ring of Fire (elementalist) is a quick attack that drops a combo field and could quickly get some Burning on enemies to set up Fire Grab.
  • Fire Grab should only be used on burning foes as it does significantly more damage that way.
  • Ring of Earth, Convergence and Frozen Burst are more on the filler side of things in terms of pure damage but they are quite useful in their own right and much more versatile than most Fire skills.
  • Air's Jade Sphere grants Quickness Quickness which increases your DPS in general. This combined with Lightning Whip spam can dish out some decent damage especially against downed and CC'd enemies.
  • Shocking Aura, Earthquake and Updraft are all great CC tools for setting up burst.
  • Churning Earth hits hard but can be rather difficult to land. If you're going for a Churning Earth then try to do it right before or after dropping the Jade Sphere on Air for the Quickness Quickness. Another thing you could do is start channeling the skill from out of range and teleport in with Lightning Flash in the last moment. In a 1v1 this is way too obvious but in a larger fight people might not see it coming.


Sustain

  • Water and Earth are the most defensive elements here as usual, but Fire and Air have a couple of defensive CDs as well such as evade frames on Burning Speed and Updraft.
  • Simply swapping to Earth can already help you out against direct damage as you'll gain Protection Protection from Elemental Attunement. Earth Jade Sphere grants the same boon plus Resistance Resistance.
  • Water is the best element if you want to cleanse or heal.
  • Cleansing Wave is a simple but effective heal that also cleanses conditions. A lesser version of this skill procs on your first dodge after entering Water Attunement, healing for a similar amount but only cleansing 1 condition.
    • Both of these are AoE skills so if you see an ally in need you can provide some support for your team.
  • Frost Aura's passive mitigates direct damage while transmuting it (using the chain skill) cleanses 2 conditions.
  • Cone of Cold is still a good heal but slower than the other skills, making it worse in emergency situations.
  • Water Attunement's Jade Sphere is, you guessed it, a Water field. While you can blast it for AoE healing with Frozen Burst, it's best used shortly before switching to Earth where most of your combo finishers are. Unloading Earth 3-4 + the dodge is a great way of recovering a large chunk of health. The sphere itself pulses Resolution Resolution to help mitigate condition pressure.
  • Signet of Air is the only stun break in the build so use it wisely, but all the Stability synergy with the auras should help you deal with CC.
  • When damage starts to overwhelm you D/D offers quite a few escape tools. Most obvious one is Ride the Lightning, just make sure you don't have an enemy targeted. Chaining Burning Speed into Earthen Rush would be a good idea too, these are 2 mobility skills with evade frames that also have combo synergy - Burning Speed leaves behind a fire field while Earthen Rush is a leap finisher. This results in both a Fire Aura and a Magnetic Aura!
  • Ring of Earth is a low CD anti-projectile skill.
  • Conjure Earth Shield is for buying time and surviving heavy pressure. With a block, a Magnetic Aura, a CC and an invulnerability frame this could bridge the gap in your defenses until your other CDs come back up or help arrives.


Top Streamers


Related Builds


Ratings

This build has a rating of 5 stars based on 7 votes.
Log in or register to rate this build.
4 stars
Ethan gave this build 4 stars • November 2024
The best ele build right now, but not sure if it really qualifies as a meta pick. I don't see this anywhere in my ranked games, granted I'm mid gold, but when I do see it, it gets folded over by other duelists despite the tanky traits and stats. Maybe my view of it is bad since I've been climbing using condi virt which is basically this builds biggest counter but I'm not sure, in practise when I play this it also just feels not great. Since spear Wb can take 1v1's cause of how busted it is, I almost feel like it's better at locking nodes down that this is, and it's just awkward because the only element you have kill potential in is fire, so inbetween fire and everything else you basically just try to cc in air and do alittle bit of damage in earth, but it's kind of an ele thing with some builds, like how staff tempest basically has no healing outside of water.
5 stars
Eddieknj gave this build 5 stars • November 2024
Very strong right now, I prefer to use arcane brilliance with flock relic for more reliable healing after being chunked, as well as removing a condi with the blast finisher. I also prefer armor of the earth over blink for much needed on-demand stability, as well as arcane wave for more condi cleanse, healing, cc, and a nice movement ability to weave between fire burst reset with elite inside quickness sphere. Without arcane wave it can be tough to land a kill using heretic and warrior.
5 stars
Guirssane gave this build 5 stars • July 2024
with the recent buffs to dagger and water, the build is better than ever. For a more duelist role, i'm taking water trait now. Some have been buffed and i'm playing 3-1-3 water instead of arcane. Insane healing and survivability with water and still good damage.
5 stars
Glasstone gave this build 5 stars • April 2024
I don't think it's any worse than hammer for sidenodes. D/D just feels soo good to play, one of the best designed sets in the game. D/D ele personifies what this class was meant to be, a swiss army knife for any situation, highly adaptable. And it's still as sturdy as ever. While I play FA Cata more these days D/D will always have some good ol' nostalgia factor for me.
3 stars
BlobTheBob gave this build 3 stars • March 2024
Decent duelist/roamer. Problems with the build are it has no range and you will struggle to do damage vs targets you cant lock down with cc. Also its pretty bad in teamfights.
5 stars
Velkix gave this build 5 stars • May 2023
High kill potential in a 1v1 fight. Solid duelist build, but it is not good at team fights. Try to 1v1 and take the number advantage. You have strong mobility to rotate.
5 stars
Hanz gave this build 5 stars • October 2022
This and the hammer version are two sides of the same coin, very similar builds with a similar power level. Excellent damage and sustain, decent mobility. Very solid in the current meta and fans of the old D/D cele ele will be enjoying this one a lot.

Comments

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