Catalyst - Staff Backline
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage, Utility and Crowd control
Designed for: WvW Zerg
Difficulty:
Normal
This build was last updated on May 12, 2024 and is up to date for the October 8, 2024 patch.
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
- Heal
- extra combo finisher, if needed for
Template Code
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Specializations
- Variants
- if can be maintained
- only if you can't reach 10 stacks of
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Dragon
Dragon
Ring
Dragon
Dragon
Ring
Marauder
Marauder
Staff
Marauder
Marauder
Sigil
Sigil
Staff
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Relics
Consumables
-
- personal option
Usage
General
- As soon as you get 25 stacks of and get out of combat, swap back to the Staff without a stacking sigil
- You are much stronger with full stacks of
- Make sure to use on yourself to help maintain stacks
and
- 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:
- - healing and cleanse
- Immobilize clear, single target damage - CC,
- - CC, projectile reflect
- You are not locked into this rotation, while it is optimal for DPS, change the order based on your needs:
Attunement rotation
- Repeat from step 1
Priorities
- High
- 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
- Avoid using for mobility unless nessecary to survive
- This build has moderate active defenses
- Save Immobilize, Chill or Weakness for removing
Active defense priority
- Immobilize - for
- - for projectiles
- Dodge
Detailed Explanations
Meteor Shower
- Place where the enemy group is moving to, not where they are when you begin the cast
- Activate after casting
- Use to reset the cooldown of and after your first cast
- There are two ways to move during the cast of
- Cast immediately after casting and the will be queued to cast at the target location after the rollback ends
- Use after you start casting it
:
Sustained damage
- When using ground AoEs like , 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 (
- Predict the enemies movement, as with
- If you rotate quickly enough from ⇒ ⇒ you can have all three skills land at the same place and time for burst damage. Sync them up as much as possible
/ )/ ) have very long delays or cast times
- Use
- Otherwise has more damage but with a much longer cooldown
in if you expect the fight to last at least 25 seconds
Skill priority
- / /
- Autoattacks
CC
- Your three ground CCs are
- should normally be saved to give yourself and allies instead of being used as a CC
, and , in order of strength
- Drop your target when casting 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 -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
- Your group calls a spike:
Support
- Focus on using when your group is pushing or disengaging from the enemy
- Cast 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, save them with
- Cast where your team is regrouping
- Use on your group before pushes to give
- Use your Jade Sphere in Quickness , on your group, for
Ratings
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.
pretty good dps on this one, let's you hit many targets quickly. Can't get as much dps with staff weaver
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.
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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