Difference between revisions of "Catalyst - Celestial Hammer Roamer"
(Created page with "{{Build | profession = Elementalist | specialization = Catalyst | designed for = WvW Roaming | focus = hybrid damage, sustain | rating = test }} ==Overview== A hybrid Celesti...") |
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| healing = Signet of Restoration | | healing = Signet of Restoration | ||
| utility1 = Signet of Air | | utility1 = Signet of Air | ||
− | |||
| utility3 = Fortified Earth | | utility3 = Fortified Earth | ||
| elite = Elemental Celerity | | elite = Elemental Celerity | ||
}} | }} | ||
+ | |||
+ | |||
+ | ===Skill Variants=== | ||
+ | '''Utility''' | ||
+ | |||
+ | For the optional slot: | ||
+ | * {{Skill|Conjure Earth Shield}} - significant boost to your sustain as well as some aura synergy and even the autoattacks can hit hard. | ||
+ | |||
+ | * {{Skill|Lightning Flash}} - adds much needed mobility to a rather slow build. Makes it easier to chase enemies or escape to the highground. | ||
Line 57: | Line 65: | ||
* {{Rune|Superior Rune of Antitoxin}} - the 6th bonus helps a lot vs conditions especially when running {{Skill|Soothing Water}}. | * {{Rune|Superior Rune of Antitoxin}} - the 6th bonus helps a lot vs conditions especially when running {{Skill|Soothing Water}}. | ||
+ | |||
+ | |||
+ | '''Sigils''' | ||
+ | |||
+ | If you can afford to trade sustain for damage, you could try replacing the current sigils with the following ones for instant burst damage on attunement swap every ~10 seconds: | ||
+ | |||
+ | * {{Sigil|Superior Sigil of Geomancy}} | ||
+ | |||
+ | * {{Sigil|Superior Sigil of Doom}} | ||
Line 68: | Line 85: | ||
==Usage== | ==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 {{Trait|Energized Elements}}. | ||
+ | |||
+ | |||
+ | '''General''' | ||
+ | * Your role is primarily to be a sidenoder, holding the point and winning smaller skirmishes. | ||
+ | |||
+ | * Skill #3 on each attunement is an orb skill, consider this your secondary profession mechanic. Air and Fire grant offensive bonuses while Water and Earth supply you with defensive ones. All 4 orbs also pulse damage and apply conditions around you while active: | ||
+ | ** {{Skill|Flame Wheel}} on Fire increases your damage | ||
+ | ** {{Skill|Icy Coil}} on Water grants condition damage reduction. | ||
+ | ** {{Skill|Crescent Wind}} on Air increases crit chance. | ||
+ | ** {{Skill|Rocky Loop}} on Earth reduces direct damage. | ||
+ | |||
+ | * Each orb has a duration of 8 seconds, but whenever you add a new orb to the mix the duration of all previous orbs is refreshed. Once you've rotated through all 4 attunements the orbs will inevitably fall off - this is when you should use the chain skill {{Skill|Grand Finale}} which shoots them at your target for damage. | ||
+ | ** Try to use Grand Finale in your Earth Sphere's field whenever you can to combo {{Tooltip|Poison}}. The healing reduction could be important when fighting other bunker specs. | ||
+ | |||
+ | * Because of {{Skill|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 {{Tooltip|Confusion}} stacks in which case you'd take more damage then the signet could heal. | ||
+ | |||
+ | * You gain {{Tooltip|Stability}} whenever you gain an aura thanks to {{Trait|Staunch Auras}}. The easiest way to get an aura is to swap to {{Skill|Fire Attunement}} for a {{Trait|Sunspot}} proc. This is instant and can even be done while casting skills or sitting in a CC, preventing enemies from piling more CCs onto you. | ||
+ | |||
+ | * Other sources of auras include performing any combo in your Jade Sphere via {{Trait|Elemental Epitome}} or using {{Skill|Immutable Stone}}. | ||
+ | ** {{Skill|Immutable Stone}} is a channeled block - the aura is applied after you block something. This gives you a little bit of time to swap attunements before that happens and get an aura of your choice as the aura is granted based on your '''current''' attunement. | ||
+ | |||
+ | * {{Skill|Elemental Celerity}} (the elite) is used mainly to reset the CD of skills 4-5 of a given attunement, usually Water or Earth for defensive purposes. | ||
+ | |||
+ | |||
+ | '''Damage''' | ||
+ | * Try to have {{Skill|Flame Wheel}} and {{Skill|Crescent Wind}} active when unloading your harder hitting skills. | ||
+ | |||
+ | * {{Trait|Energized Elements}} grants a short duration of {{Tooltip|Fury}} whenever you swap attunements. It's not much, but just enough to cover your next 1-2 skills so consider using some harder hitting skill right after swapping. | ||
+ | ** As swapping elements doesn't interrupt your casts, you could even boost your crit chance through this while casting a skill. All you need to do is swap attunement before the skill lands. | ||
+ | |||
+ | * Most of the burst comes from {{Skill|Fire Attunement}}, every skill here hits hard. | ||
+ | |||
+ | * {{Skill|Surging Flames}} is a cone attack best used in melee range to make sure all 3 projectiles hit the target. | ||
+ | |||
+ | * {{Skill|Triple Sear}} creates 3 AoEs on the ground - try to position this in a way that your opponent is in the center of this skill so they get hit by all 3. | ||
+ | |||
+ | * {{Skill|Molten End}} is rather straightforward, just a big smash you should aim to land when the target has {{Tooltip|Burning}}. All the other Fire skills apply Burning so that shouldn't be hard. | ||
+ | |||
+ | * Air is mostly about CC, but skill #2 {{Skill|Hurricane of Pain}} hits rather hard. Only downside is, this is has a rather long cast time and you'll have a hard time landing it without proper setup. Try to CC targets beforehand and make sure to have {{Tooltip|Quickness}} from your Air Jade Sphere. | ||
+ | |||
+ | * {{Skill|Whirling Stones}} and {{Skill|Ground Pound}} are also worth a mention on Earth. The latter could even set up other burst skills with the {{Tooltip|Immobilize}}. | ||
+ | |||
+ | |||
+ | '''Sustain''' | ||
+ | * All of your utility skills are defensive by nature. | ||
+ | |||
+ | * The build only has 1 stun break in the form of {{Skill|Signet of Air}} so use it wisely. If you're good at reading your opponent this could even be used preemptively for the {{Tooltip|Blind}}, making the incoming attack miss instead of waiting to get hit only to break the CC. If CC isn't a concern in the matchup then the same logic applies, the signet could save you from getting hit by something dangerous. | ||
+ | |||
+ | * {{Skill|Conjure Earth Shield}} is for buying time and surviving heavy pressure. With a block, an 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. | ||
+ | |||
+ | * Use {{Skill|Immutable Stone}} pretty much on CD for the barrier and the aura. | ||
+ | |||
+ | * Water provides much needed healing and cleansing. {{Skill|Crashing Font}} heals you for each enemy struck with the first one healing for more. Against enemies like Mesmers try to hit as many clones as possible for bonus healing. Consider using it inside your Water Sphere to combo even more healing (and {{Skill|Frost Aura}} for further damage mitigation). | ||
+ | |||
+ | * {{Skill|Cleansing Typhoon}} is your best cleanse, this too scales with the number of enemies it hits. | ||
+ | |||
+ | * {{Trait|Smothering Auras}} cleanses a condition whenever you apply an aura to yourself. | ||
+ | |||
+ | * {{Trait|Evasive Arcana}} heals and cleanses when used on Water while the first dodge on Earth turns into a blast finisher. Once again, try to land inside a combo field for that sweet {{Trait|Elemental Epitome}} synergy. As the Jade Sphere is instant you could even drop a combo field on the middle of your dodge. | ||
==Related Builds== | ==Related Builds== | ||
* [[Build:Catalyst_-_Power_Hammer_Cata|sPvP version]] | * [[Build:Catalyst_-_Power_Hammer_Cata|sPvP version]] |
Revision as of 18:00, 17 August 2022
This is a test build. You may comment and rate it.
Focused on: Hybrid damage and Sustain
Designed for: WvW Roaming
Difficulty:
TBD
This build was last updated on August 17, 2022.
Overview
A hybrid Celestial Hammer Catalyst build for WvW roaming, offering a strong mix of damage and sustain.
Skill Bar
Hammer
Utility
Skill Variants
Utility
For the optional slot:
- - significant boost to your sustain as well as some aura synergy and even the autoattacks can hit hard.
- - adds much needed mobility to a rather slow build. Makes it easier to chase enemies or escape to the highground.
Template Code
[&DQYfKyUaQx90AHUA7xpPAZAAkAAcAesA9xr3GgAAAAAAAAAAAAAAAAAAAAA=]
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
Hammer
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Runes
Rune of Speed's 6th bonus helps with both sticking to targets and leaving them behind which is quite nice on a build with very little mobility. If you think you'll be fine without the speed boost, other viable options include:
- - pure sustain, good boon duration.
- - the 6th bonus helps a lot vs conditions especially when running .
Sigils
If you can afford to trade sustain for damage, you could try replacing the current sigils with the following ones for instant burst damage on attunement swap every ~10 seconds:
Consumables
Food
Utility
- or or
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 .
General
- Your role is primarily to be a sidenoder, holding the point and winning smaller skirmishes.
- Skill #3 on each attunement is an orb skill, consider this your secondary profession mechanic. Air and Fire grant offensive bonuses while Water and Earth supply you with defensive ones. All 4 orbs also pulse damage and apply conditions around you while active:
- on Fire increases your damage
- on Water grants condition damage reduction.
- on Air increases crit chance.
- on Earth reduces direct damage.
- Each orb has a duration of 8 seconds, but whenever you add a new orb to the mix the duration of all previous orbs is refreshed. Once you've rotated through all 4 attunements the orbs will inevitably fall off - this is when you should use the chain skill
- Try to use Grand Finale in your Earth Sphere's field whenever you can to combo Poison. The healing reduction could be important when fighting other bunker specs.
which shoots them at your target for damage.
- 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
- You gain Stability whenever you gain an aura thanks to . The easiest way to get an aura is to swap to for a proc. This is instant and can even be done while casting skills or sitting in a CC, preventing enemies from piling more CCs onto you.
- Other sources of auras include performing any combo in your Jade Sphere via
- is a channeled block - the aura is applied after you block something. This gives you a little bit of time to swap attunements before that happens and get an aura of your choice as the aura is granted based on your current attunement.
or using .
- (the elite) is used mainly to reset the CD of skills 4-5 of a given attunement, usually Water or Earth for defensive purposes.
Damage
- Try to have and active when unloading your harder hitting skills.
- Fury whenever you swap attunements. It's not much, but just enough to cover your next 1-2 skills so consider using some harder hitting skill right after swapping.
- As swapping elements doesn't interrupt your casts, you could even boost your crit chance through this while casting a skill. All you need to do is swap attunement before the skill lands.
grants a short duration of
- Most of the burst comes from , every skill here hits hard.
- is a cone attack best used in melee range to make sure all 3 projectiles hit the target.
- creates 3 AoEs on the ground - try to position this in a way that your opponent is in the center of this skill so they get hit by all 3.
- Burning. All the other Fire skills apply Burning so that shouldn't be hard. is rather straightforward, just a big smash you should aim to land when the target has
- Air is mostly about CC, but skill #2 Quickness from your Air Jade Sphere. hits rather hard. Only downside is, this is has a rather long cast time and you'll have a hard time landing it without proper setup. Try to CC targets beforehand and make sure to have
- Immobilize. and are also worth a mention on Earth. The latter could even set up other burst skills with the
Sustain
- All of your utility skills are defensive by nature.
- The build only has 1 stun break in the form of Blind, making the incoming attack miss instead of waiting to get hit only to break the CC. If CC isn't a concern in the matchup then the same logic applies, the signet could save you from getting hit by something dangerous. so use it wisely. If you're good at reading your opponent this could even be used preemptively for the
- is for buying time and surviving heavy pressure. With a block, an 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.
- Use pretty much on CD for the barrier and the aura.
- Water provides much needed healing and cleansing. heals you for each enemy struck with the first one healing for more. Against enemies like Mesmers try to hit as many clones as possible for bonus healing. Consider using it inside your Water Sphere to combo even more healing (and for further damage mitigation).
- is your best cleanse, this too scales with the number of enemies it hits.
- cleanses a condition whenever you apply an aura to yourself.
- heals and cleanses when used on Water while the first dodge on Earth turns into a blast finisher. Once again, try to land inside a combo field for that sweet synergy. As the Jade Sphere is instant you could even drop a combo field on the middle of your dodge.
Related Builds
Ratings
The change to Windstorm now giving superspeed, and not distancing the player between their target, lowers the difficulty in setting up and landing hammer combo damage. Power hybrid hammer variants benefit from the greater ease in lock down; however, mobility becomes a must when considering dropping celestial stats (e.g. speed relic, lightning flash). The build maintains itself as a potent 1v1 spec regardless.
Highly susceptible to immob and kiting, but otherwise fine. Most other ele specs are just flat out better for roaming
Extremely strong 1v1 spec, Hammer was just made for Cele and we know already how well ele works with that stat in general. Makes good use of every stat, great hybrid damage, condition cleansing is not that faceroll and fighting condi specs takes some caution. Mobility's kinda bad but the rune might help.
Comments
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