Catalyst - Staff Backline
This is a test build. You may comment and rate it.
Focused on: Strike damage, Utility and Crowd control
Designed for: WvW Zerg
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
Template Code
[&DQYfHikbQyd1AAAAkAAAAL4BAAD4GgAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
- 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
Dragon
Dragon
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Staff
Marauder
Marauder
Sigil
Sigil
Staff
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
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 and , 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:
- - 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:
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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 builds has moderate active defenses
- Save Immobilize, Chill or Weakness for removing
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Detailed Explanations
Meteor Shower
- Place where the enemy group is moving to, not where they are when you begin the cast
- Activate after casting
- 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
:
Fiery Greatsword
- Treat as a secondary
- Activate after casting
- Aim through the enemy stack if your group crosses through them and aim across the enemy stack otherwise
is low cooldown and has high damage, use it aggressively but don't move yourself into a bad position
- Use for mobility, on single targets or to set up
- 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 , 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
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CC
- Your three ground CCs are , and , in order of strength
- Drop your target when casting
- 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
to make it easier to aim, don't cast it into projectile reflect
- 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
- 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 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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