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Difference between revisions of "Catalyst - Staff Backline"

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* Your three ground CCs are {{Skill|Static Field}}, {{Skill|Unsteady Ground}} and {{Skill|Frozen Ground}}, in order of strength
 
* 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
 
* 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
+
** You shouldn't interrupt your rotation to try and CC, instead just use whichever CC you have available for the attunements you're in
 
* Use your CC when:
 
* Use your CC when:
 
** Your group calls a spike:
 
** Your group calls a spike:

Revision as of 15:15, 12 March 2022

This is a test build. You may comment and rate it.

Focused on: Strike damageUtility and Crowd control

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsEnd of Dragons builds

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
  • Elemental Celerity


Template Code

[&DQYfHikbQyd1AAAAkAAAAL4BAAD4GgAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants
  • Staunch Auras only if you can't reach 10 stacks of Elemental Empowerment


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Dragon
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Staff
Marauder
Sigil
Sigil
Staff
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18


Consumables

    • personal option


Usage

General

  • As soon as you get 25 stacks of Sigil of Superior Sigil of Bloodlust and get out of combat, swap back to the Staff without a stacking sigil
  • You are much stronger with full stacks of Elemental Empowerment and Empowering Auras, if possible get tempest in your party
  • 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:
      • Water Attunement - healing and cleanse
      • Air Attunement - CC, Immobilize Immobilize clear, single target damage
      • Earth Attunement - CC, projectile reflect
Attunement rotation
  1. Fire Attunement
  2. Earth Attunement
  3. Water Attunement
  4. Air Attunement
  5. Repeat from step 1


Priorities

High
  • Meteor Shower
  • 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 Burning Retreat
    • Avoid using Lightning Flash for mobility unless nessecary to survive
  • This builds has moderate active defenses
Active defense priority
  • Windborne Speed - for Immobilize Immobilize
  • Magnetic Aura - for projectiles
  • Burning Retreat
  • Lightning Flash
  • Soothing Water


Detailed Explanations

Meteor Shower

  • Place Meteor Shower where the enemy group is moving to, not where they are when you begin the cast
  • Activate Relentless Fire after casting Meteor Shower
  • There are two ways to move during the cast of Meteor Shower:
    • Cast Meteor Shower immediately after casting Burning Retreat and the Meteor Shower will be queued to cast at the target location after the rollback ends
    • Use Lightning Flash after you start casting it


Fiery Greatsword

  • Treat Firestorm as a secondary Meteor Shower
    • Try to get three casts of Firestorm per use of Conjure Fiery Greatsword
  • Activate Relentless Fire after casting Conjure Fiery Greatsword
  • 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 Fiery Rush for mobility, on single targets or to set up 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 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 (Eruption/Ice Spike)/Lightning Surge) have very long delays or cast times
    • Predict the enemies movement, as with Meteor Shower
    • If you rotate quickly enough from Earth Attunement Water Attunement 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 Glyph of Storms in Fire Attunement if you expect the fight to last at least 25 seconds
    • Otherwise Air Attunement has more damage but with a much longer cooldown
Skill priority
  • Meteor Shower
  • Conjure Fiery Greatsword
  • Lava Font
  • Glyph of Storms
  • Lightning Surge/Eruption/Ice Spike
  • Autoattacks


CC

  • Your three ground CCs are Static Field, Unsteady Ground and Frozen Ground, in order of strength
  • Drop your target when casting 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 just use whichever CC you have available for the attunements you're in
  • Use your CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+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 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 Immobilize Immobilize, save them with Windborne Speed
  • Cast Geyser where your team is regrouping
  • Use your Jade Sphere in Air Attunement, on your group, for Quickness Quickness


Ratings

This build has a rating of 5 stars based on 4 votes.
Log in or register to rate this build.
5 stars
Bonemiser gave this build 5 stars • August 2024
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.
5 stars
Alexkz gave this build 5 stars • December 2023
pretty good dps on this one, let's you hit many targets quickly. Can't get as much dps with staff weaver
5 stars
DEL gave this build 5 stars • July 2023
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.
4 stars
Arete gave this build 4 stars • April 2023
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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