Difference between revisions of "Catalyst - Quickness Support Power DPS"
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| weapon1 = Hammer | | weapon1 = Hammer | ||
| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Accuracy |
| infusion1 = Mighty +9 Agony Infusion | | infusion1 = Mighty +9 Agony Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
− | | head = | + | | head = Diviner |
− | | shoulders = | + | | shoulders = Diviner |
− | | chest = | + | | chest = Diviner |
− | | hands = | + | | hands = Diviner |
− | | legs = | + | | legs = Diviner |
| feet = | | feet = | ||
− | | backpiece = | + | | backpiece = Assassin |
− | | accessory1 = | + | | accessory1 = Diviner |
− | | accessory2 = | + | | accessory2 = Diviner |
| amulet = | | amulet = | ||
| ring1 = | | ring1 = |
Revision as of 23:31, 27 August 2022
This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a comment.
Focused on: Strike damage and Support
Designed for: Raids and Fractals
Overview
A quickness-providing catalyst build.
Skill Bar
Skill Variants
- 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.
Template Code
Specializations
Equipment
Diviner
Diviner
Diviner
Diviner
Diviner
Berserker
Assassin
Diviner
Diviner
Berserker
Berserker
Berserker
Berserker
x6
x18
Consumables
Food:
- or ascended versions
Utility:
Usage
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 use
During the loop, you also want to deploy your Jade Sphere in Fire, Air and Water. You do not regain the energy needed to cast them while they are active, so Fire and Earth are used to regain that energy as they have the strongest autoattacks. 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 .If you are not using Protection would be more valuable than Resolution.
, you could deploy your Jade Sphere in Earth instead of Water if the
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 your most 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
You should always start in Air to start generating boons as quickly as possible. The rotation follows similar fundamentals to the DPS build, but you want to switch to air more frequently to use
nearly off cooldown (10.4s).
Opener in Air
- Fire Attunement once the cast begins - swap to
Fire
Water
Earth
- - drop Fiery Greastword immediately after the cast
- until Air Attunement is available
- Air Attunement once the cast begins - swap to
Air
- Fire Attunement when available
Fire
Ratings
Comments
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