Difference between revisions of "Catalyst - Celestial D/D Roamer"
Line 56: | Line 56: | ||
| sigil1 = Superior Sigil of Geomancy | | sigil1 = Superior Sigil of Geomancy | ||
| sigil2 = Superior Sigil of Doom | | sigil2 = Superior Sigil of Doom | ||
− | | sigil3 = Superior Sigil of | + | | sigil3 = Superior Sigil of Stars |
| infusion1 = Mighty WvW Infusion | | infusion1 = Mighty WvW Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
Line 66: | Line 66: | ||
'''Runes''' | '''Runes''' | ||
* {{Rune|Superior Rune of the Berserker}} - very similar to Adventurer but focuses more on condition damage. | * {{Rune|Superior Rune of the Berserker}} - very similar to Adventurer but focuses more on condition damage. | ||
+ | |||
+ | * {{Rune|Superior Rune of the Pack}} - more focuse on strike damage and boon duration. | ||
+ | |||
+ | * {{Rune|Superior Rune of Durability}} - defensive rune with boon duration. | ||
'''Relics''' | '''Relics''' | ||
* {{Relic|Relic of Isgarren}} - could give you a bit higher damage and it's easy to maintain, but you have less control over it and could be hard to get value out of when chasing low HP targets who aren't fighting back. | * {{Relic|Relic of Isgarren}} - could give you a bit higher damage and it's easy to maintain, but you have less control over it and could be hard to get value out of when chasing low HP targets who aren't fighting back. | ||
+ | |||
+ | * {{Relic|Relic of Antitoxin}} - better condition cleansing. | ||
Line 79: | Line 85: | ||
'''Utility''' | '''Utility''' | ||
− | * {{Utility|Tuning Icicle}} | + | * {{Utility|Tuning Icicle}}, {{Utility|Superior Sharpening Stone}}, {{Utility|Tin of Fruitcake}} or {{Utility|Magnanimous Tuning Crystal}} |
+ | |||
+ | * Budget: {{Utility|Compact Quality Tuning Crystal}} either from Canned Food Crates found in WvW {{Item|Skirmish Chest}}s or purchased from the [https://wiki.guildwars2.com/wiki/Permanent_Portable_Provisioner Permanent Portable Provisioner]. | ||
Revision as of 12:16, 5 November 2023
The community gave this build a rating, making it top-tier: Great
Focused on: Control, Mobility and Hybrid damage
Designed for: WvW Roaming
Difficulty:
Normal
This build was last updated on November 05, 2023 and is up to date for the October 8, 2024 patch.
Overview
A hybrid Celestial Dagger/Dagger Catalyst build for WvW roaming, offering a strong mix of damage and sustain. Has less burst damage than the Hammer version but D/D offers better mobility and cleansing against conditions.
Skill Bar
Dagger/Dagger
Utility
Skill Variants
Utility
- Blind could also be used proactively to avoid incoming attacks. over - Armor is a better defensive skill in general but it's on a longer CD. It's up to you to decide what's more important for you, a stronger defensive or more frequent access to a stun break. The Signet's
Template Code
[&DQYfKyUeQx90AHUAHAFPAZAAkADvGusA9xoAAAAAAAAAAAAAAAAAAAAAAAACVgAxAAA=]
Specializations
Equipment
Head
Celestial
Celestial
Shoulders
Celestial
Celestial
Chest
Celestial
Celestial
Hands
Celestial
Celestial
Legs
Celestial
Celestial
Feet
Celestial
Celestial
Backpiece
Celestial
Celestial
Accessory
Celestial
Celestial
Accessory
Celestial
Celestial
Amulet
Celestial
Celestial
Ring
Celestial
Celestial
Ring
Celestial
Celestial
Dagger
Celestial
Celestial
Dagger
Celestial
Celestial
Sigil
Sigil
Dagger
Celestial
Celestial
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
Runes
- - very similar to Adventurer but focuses more on condition damage.
- - more focuse on strike damage and boon duration.
- - defensive rune with boon duration.
Relics
- - could give you a bit higher damage and it's easy to maintain, but you have less control over it and could be hard to get value out of when chasing low HP targets who aren't fighting back.
- - better condition cleansing.
Consumables
Food
- - Ascended food which boosts all of your stats much like Celestial gear while also reducing incoming damage.
- - extra endurance regen and Might stacking.
Utility
- , , or
- Budget: either from Canned Food Crates found in WvW s or purchased from the Permanent Portable Provisioner.
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 .
- Jade Spheres are instant and can be used while casting skills or sitting in a CC.
General
- Because of Confusion stacks in which case you'd take more damage then the signet could heal. 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
- 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.
(the elite) is used mainly to reset the CD of skills 3-5 of a given attunement:
- Jade Spheres do insignificant damage, but that can still be useful because these are instant skills. Dropping a new sphere to remove Aegis from an enemy or consume Blind on yourself right as you're about to land an important attack can make all the difference.
Auras
- You gain Stability and cleanse 1 condition whenever you gain an aura thanks to and .
- 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 ). 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 then quickly swap to Air to end up with a .
- Dodge on Earth inside a Jade Sphere for , use but swap to Water before the animation ends for a . Cast but immediately swap to Air for a Shocking Aura.
- Aura combos like this from 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 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 ). Another easy one is to simply swap to for a 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 .
- 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.
- and can both do good damage without any real setup. Burning Speed does the most damage 600 range from your initial positon so you're going to want to use that one slightly farther from the target than you would other skills on D/D.
- is a quick attack that drops a combo field and could quickly get some Burning on enemies to set up Fire Grab.
- should only be used on burning foes as it does significantly more damage that way.
- , and 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 which increases your DPS in general. This combined with spam can dish out some decent damage especially against downed and CC'd enemies.
- , and are all great CC tools for setting up burst.
- Quickness. Another thing you could do is start channeling the skill from out of range and teleport in with in the last moment. In a 1v1 this is way too obvious but in a larger fight people might not see it coming. 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
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 and .
- Simply swapping to Earth can already help you out against direct damage as you'll gain Protection from . Earth Jade Sphere grants the same boon plus Resistance.
- Water is the best element if you want to cleanse or heal.
- Both of these are AoE skills so if you see an ally in need you can provide some support for your team.
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.
- 's passive mitigates direct damage while transmuting it (using the chain skill) cleanses 2 conditions.
- 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 Resolution to help mitigate condition pressure. , 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
- 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 , just make sure you don't have an enemy targeted. Chaining into 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!
- is a low CD anti-projectile skill.
Related Builds
- Catalyst - D/D Duelist - sPvP version of the build.
- Catalyst - Cele Hammer - hammer variant.
Ratings
I prefer the hammer version but both are quite strong. This one has better cleansing (as it's able to transmute 2 auras while hammer can't do any) and better mobility, but falls behind on damage. The spread of combo finishers is not ideal for Elemental Epitome synergy (2 elements are without combi finishers while earth has 4) so it's hard to beat hammer which was made with that trait in mind. Still it's possible to use some of the earth finishers by swapping attunements before the combo goes off which mitigates this a little, and chaining all these finishers in something like a water field for healing is huge. Overall a very strong roamer with no real weaknesses. SotO edit: still good
Comments
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