Difference between revisions of "Catalyst - Quickness Support Power DPS"
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A quickness-providing catalyst build. In addition to offering strong DPS, it provides ~15 {{tooltip|Might}}, permanent {{tooltip|Fury}}, ~80% {{tooltip|Resolution}}, ~80% {{tooltip|Protection}} and ~65% {{tooltip|Vigor}}. It will also occasionally provide {{tooltip|Swiftness}} when it blasts its lightning field. | A quickness-providing catalyst build. In addition to offering strong DPS, it provides ~15 {{tooltip|Might}}, permanent {{tooltip|Fury}}, ~80% {{tooltip|Resolution}}, ~80% {{tooltip|Protection}} and ~65% {{tooltip|Vigor}}. It will also occasionally provide {{tooltip|Swiftness}} when it blasts its lightning field. | ||
− | The rotation | + | The use of {{trait|Sphere Specialist}} removes one of the major weaknesses of Catalyst, allowing the build to be very flexible with weapon and rotation choice. It can be played identically to the DPS build, and the frequent application of {{tooltip|Quickness}} makes it fairly reliable. |
+ | |||
+ | While it can provide {{tooltip|Aegis}} from {{skill|Deploy Jade Sphere (Earth)}}, you must plan ahead to ensure that {{skill|Earth Attunement}} will be available when you need it. | ||
− | |||
Line 34: | Line 35: | ||
===Weapon Variants=== | ===Weapon Variants=== | ||
− | + | '''Hammer''', '''Sword/Warhorn''' and '''Scepter/Warhorn''' all offer very similar damage, so for the most part you can go with whichever you prefer, though use of '''Warhorn''' requires Secrets of the Obscure. | |
− | + | ||
− | + | '''Hammer''' is chosen as the default here as it is the only weapon that still performs well when taking the '''Arcane''' traitline, which significantly improves the uptimes and range of boons provided. It adds an extra level of challenge however, and the build still performs well with the '''Fire''' traitline. | |
+ | |||
+ | '''Scepter/Warhorn''' could be used if you need to be at range for a long period. '''Hammer''' is unusual in that the Fire and Air sections can be performed at 600 range, but Water and Earth are fully melee. | ||
+ | |||
+ | Both '''Warhorn''' builds have the option to sacrifice some DPS by adding {{skill|Heat Sync}}, {{skill|Cyclone}} and particularly {{skill|Sand Squall}} into the rotation, significantly improving boon coverage. However, the Arcane '''Hammer''' build can provide a similar improvement in boon generation without sacrificing DPS. | ||
===Skill Variants=== | ===Skill Variants=== | ||
+ | * Any heal skill can be used. | ||
* {{Skill|Arcane Blast}} will provide more burst damage than {{Skill|Shattering Ice}}. | * {{Skill|Arcane Blast}} will provide more burst damage than {{Skill|Shattering Ice}}. | ||
* {{Skill|Conjure Lightning Hammer}} will be more damage than {{Skill|Shattering Ice}} on large hitboxes. | * {{Skill|Conjure Lightning Hammer}} will be more damage than {{Skill|Shattering Ice}} on large hitboxes. | ||
* {{Skill|Glyph of Elementals}} is a minor DPS loss if you prefer to avoid conjured weapons, or you think you won't get use out of the second one. | * {{Skill|Glyph of Elementals}} is a minor DPS loss if you prefer to avoid conjured weapons, or you think you won't get use out of the second one. | ||
− | * Use {{skill|Elemental Celerity}} if using ''' | + | * Use {{skill|Elemental Celerity}} if using one of the '''Warhorn''' sets. |
+ | |||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYlNSkfQz4nDycP+Br4Gu4a7hq+AVABlwD3GgAAAAAAAAAAAAAAAAAAAAADVgBnADMAAA==] |
}} | }} | ||
+ | |||
==Specializations== | ==Specializations== | ||
− | {{Specialization| | + | {{Specialization|Arcane|top|top|bot|}} |
{{Specialization|Air|bot|bot|top|}} | {{Specialization|Air|bot|bot|top|}} | ||
{{Specialization|Catalyst|mid|bot|bot|}} | {{Specialization|Catalyst|mid|bot|bot|}} | ||
+ | |||
+ | * {{trait|Final Shielding}} could add a small amount of damage if you can block three attacks with the shield. | ||
+ | |||
+ | |||
+ | ===Specialization Variants=== | ||
+ | Both '''Warhorn''' builds should run the '''Fire''' traitline for maximum damage. You can also run this on '''Hammer''' if you prefer a simpler rotation. | ||
+ | {{Specialization|Fire|top|bot|top|variant=y}} | ||
+ | |||
Line 66: | Line 82: | ||
| weapon1 = Hammer | | weapon1 = Hammer | ||
| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Impact |
| infusion1 = Mighty +9 Agony Infusion | | infusion1 = Mighty +9 Agony Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
Line 85: | Line 101: | ||
* {{rune|Superior Rune of the Scholar}} is a tiny DPS loss. | * {{rune|Superior Rune of the Scholar}} is a tiny DPS loss. | ||
+ | |||
Line 94: | Line 111: | ||
'''Utility:''' | '''Utility:''' | ||
* {{utility|Superior Sharpening Stone}} | * {{utility|Superior Sharpening Stone}} | ||
+ | |||
Revision as of 00:33, 16 October 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage and Support
Designed for: Raids
Overview
A quickness-providing catalyst build. In addition to offering strong DPS, it provides ~15 Might, permanent Fury, ~80% Resolution, ~80% Protection and ~65% Vigor. It will also occasionally provide Swiftness when it blasts its lightning field.
The use of Quickness makes it fairly reliable.
removes one of the major weaknesses of Catalyst, allowing the build to be very flexible with weapon and rotation choice. It can be played identically to the DPS build, and the frequent application ofWhile it can provide Aegis from , you must plan ahead to ensure that will be available when you need it.
Skill Bar
Weapon Variants
Hammer, Sword/Warhorn and Scepter/Warhorn all offer very similar damage, so for the most part you can go with whichever you prefer, though use of Warhorn requires Secrets of the Obscure.
Hammer is chosen as the default here as it is the only weapon that still performs well when taking the Arcane traitline, which significantly improves the uptimes and range of boons provided. It adds an extra level of challenge however, and the build still performs well with the Fire traitline.
Scepter/Warhorn could be used if you need to be at range for a long period. Hammer is unusual in that the Fire and Air sections can be performed at 600 range, but Water and Earth are fully melee.
Both Warhorn builds have the option to sacrifice some DPS by adding
, and particularly into the rotation, significantly improving boon coverage. However, the Arcane Hammer build can provide a similar improvement in boon generation without sacrificing DPS.
Skill Variants
- Any heal skill can be used.
- will provide more burst damage than .
- will be more damage than on large hitboxes.
- is a minor DPS loss if you prefer to avoid conjured weapons, or you think you won't get use out of the second one.
- Use if using one of the Warhorn sets.
Template Code
Specializations
- could add a small amount of damage if you can block three attacks with the shield.
Specialization Variants
Both Warhorn builds should run the Fire traitline for maximum damage. You can also run this on Hammer if you prefer a simpler rotation.
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x18
- is a tiny DPS loss.
Consumables
Food:
- or ascended versions
Utility:
Usage
Quickness Catalyst uses the same rotation as Catalyst - Power DPS.
Rotation fundamentals
Catalyst's rotation can be varied quite a lot, so an outline is provided rather than a strict skill usage. The fundamental goal is to cycle through all four elements, activating the Circular Projectile in each element before releasing them all with
and starting the loop again. Jade Sphere is also used in each element for boons.
Jade Sphere use
During the loop, you also want to deploy your Jade Sphere once in each element. Each one provides Quickness and one other boon upon activation, then pulses additional boons for the duration. You do not regain the energy needed to cast them while one is active, so it's best to cast them in "pairs" as you switch attunements. This creates some gaps in the loop where energy can recharge, and as the most powerful autoattacks are found in Fire and Earth, these attunements are the best choice to stay in. The sphere does the same amount base damage in each element, but thanks to the damage buffs you gain while in Fire and Air, these attunements are higher priority. also generates stacks of , and and will last longer if used while standing in and .
Glyph of Storms use
should be used either in Fire or Air attunement. Optimal use will depend on phase timings as well as hitbox size - Fire favouring small hitboxes and Air favouring large. Given the damage and cooldown, Fire should be the more efficient option, but the rotation lines up somewhat awkwardly compared to using it in Air, so consider the following:
- A rule of thumb for elementalist is that your last in each phase should be used in Air, so try to keep an idea of how long you have left when deciding where to use it.
- As the more powerful option, if you can line Air up with your target gaining Exposed this will be greatly beneficial - particularly useful in fractals.
- If your rotation is not particularly tight, you may be better off just casting at the earliest possible opportunity, whether you are in Fire or Air.
Fiery Greatsword use
With the trick (see the Earth section below), Earth has the fewest cooldowns to use, and so is the best time to . Summon after using and (if available) and use then drop the weapon and continue your rotation. The next time you reach Earth, pick the second Greatsword up and repeat.
Fire
In Fire you want to use:
Water
In Water you want to use:
- - use if available, but don't delay your attunement swap for it
Air
In Air you want to use:
- .
Earth
In Earth you want to use:
- - as is a powerful autoattack, it is a good idea to delay this until your attunement swap is available, then use and immediately swap (this will not interrupt the cast)
- - use if available, but don't delay your attunement swap for it
Rotation example
While you have opportunities to adjust the element order as needed, in most cases you want your first two attunements to be Fire and Air, followed by Water and lastly Earth. Your choice of starting attunement is largely up to you, but it might be best to base it upon which
you wish to open with.
Opener in Fire
- (optional)
Air
- Water Attunement once you pass 20 energy (2/3rds of the energy bar) and swap to
Water
- - if available
- Earth Attunement once the cast begins - swap to
Earth
- - if available
- (if available)
- - drop Fiery Greastword immediately after the cast
- until you are at full energy and is nearly off cooldown
- Fire Attunement once the cast begins - swap to
Fire
- Return to the start of the Air Section
Keep looping between the four elements, following the advice in the Rotation fundamentals section and adjusting as necessary.
Video example (DPS, using earth elemental)
Sword/Warhorn Rotation
The quickness rotation is almost identical to the DPS one, with the exception that you use Might generation.
every loop and add the use of . You can also add into the fire section if you want moreOpener in Air
Fire
- when ready
- Otherwise, autoattack until Flame Uprising is available
(if available), followed by
Earth
- (if available)
Water
- if available, otherwise autoattack until Air Attunement is ready
Air
- Autoattack and use and as they come off cooldown
- when energy is nearly full
- Return to the start of the Fire Section
Ratings
Comments
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