Catalyst - Spear Backline
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, Utility and Crowd control
Designed for: WvW Zerg
Difficulty:
Normal
This build was last updated on August 04, 2025.
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
Spear
Spear
Utility
Variants
- Weapons
- Staff see Build:Catalyst_-_Staff_Backline
- Utilities
- Will require gear adjustment to stay below crit cap
- if you want to play without this is the best choice for damage
Template Code
[&DQYfHykbQyb+GgAAkAAAAL4BAAD4GgAA9xoAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
- if can be maintained
- only if you can't keep 10 stacks of without it
Equipment
Head
Dragon
Dragon
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Dragon
Dragon
Legs
Dragon
Dragon
Feet
Dragon
Dragon
Backpiece
Dragon
Dragon
Accessory
Dragon
Dragon
Accessory
Dragon
Dragon
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Staff
Dragon
Dragon
Sigil
Sigil
Staff
Dragon
Dragon
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Relics
- Sigils
Consumables
-
- personal option
Usage
General
- As soon as you get 25 stacks of and get out of combat, swap back to the Spear without a stacking sigil
- You are much stronger with full stacks of
- Make sure to use a combo finisher in every attunement to proc
- If you start the cast of a skill with a finisher then swap attunements before it finishes casting you'll get the in the new attunement instead of the one you started the cast in
and
- Make sure to use a combo finisher in every attunement to proc
- Your combo finisher skills are:
- Spear has Etching skills as the skill 5 in each attunement.
- You must stay inside the field the etching creates for three skill casts to charge the powerful flip skills.
- These casts do not need to be weapon skills, your Jade Sphere, heal, utilities and elite also count
- You do not need to stay inside the field to cast the flip skill once it is fully charged
- You must stay inside the field the etching creates for three skill casts to charge the powerful flip skills.
Priorities
- High
- Burst damage
- Moderate
- Sustained damage
- CC
- Low
- Jade Spheres
Surviving
- This build has low passive defense
- This build has moderate mobility skill access
- Avoid using for mobility unless necessary to survive
- This build has moderate active defenses
Active defense priority 

- Dodge
Detailed Explanations
Burst damage
- In ⇒ ⇒ ⇒ ⇒ ⇒
- Make sure to only use when you can safely stay inside it for the three casts needed to fully charge the skill
- can be cast before and after the combo to add damage
combo - Use
- Since
- Make sure to use last so its effect buffs
and you'll need to replace them with and to charge
- Don't force yourself to use every time you're in . If you can't get a good off, save the cooldown for the next time
in once all your weapon skills are on cooldown when its available
- Since
- Using on instead of is more burst damage, but a significant loss in sustained damage. Usually the tradeoff isn't worth it, but if your group is ranged spiking or you're not able to consistently get good casts off it can be worth doing
Sustained damage
- When using ground AoEs like or , place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
- WIP
Skill priority 

- Autoattacks
CC
- WIP
- 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
- WIP
Ratings
Comments
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