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Catalyst - Boon Support Healer

This is a test build. You may comment and rate it.

Focused on: HealingBoon support and Utility

Designed for: Raids

Difficulty:
TBD
This build was last updated on May 19, 2022.

Overview

This variant of Catalyst can provide Quickness Quickness, Fury Fury, 25 stacks of Might Might, Protection Protection, Resolution Resolution, Swiftness Swiftness and Regeneration Regeneration to their subgroup. It can also provide a small amount of Vigor Vigor and Resistance Resistance.

Pros

Cons

  • Not Firebrand - Support Healer.
  • Deploy Jade Sphere (Air) cannot be moved, so boons will suffer if the group is spread and/or the boss moves too often.
  • Does not provide on-demand Stability Stability or Aegis Aegis.
  • Have to use Conjure Frost Bow. If you hate Conjures, this may not be the build for you.


Skill Bar

Staff
Utility


Weapon Variants

Nothing will really beat staff for this build.


Skill Variants

Utility Skills

  • Skills with high hit-rate are needed to generate energy quickly to sustain boons. The template uses Glyph of Storms and Conjure Frost Bow to generate hits for energy.
  • Arcane Power may be a decent skill to buff your subgroup, however you may find it difficult to generate energy without Glyph of Storms. However, this is incredibly limited in use and probably isn't worth it most of the time.


Template Code

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Copy Template Code


Specializations

  • Arcane is taken mainly for Arcane Resurrection and Elemental Enchantment, the other traits on the line do not matter as much.
  • For tanking, you can take Hardened Auras for some extra survivability. Your aura sustain is through Elemental Epitome.

Equipment

Head
Harrier
Shoulders
Harrier
Chest
Harrier
Hands
Harrier
Legs
Harrier
Feet
Harrier
Backpiece
Harrier
Accessory
Harrier
Accessory
Harrier
Amulet
Harrier
Ring
Harrier
Ring
Harrier
Staff
Harrier
Sigil
Sigil
Rune
x6
Infusion
x18
  • If you are especially confident, a few Magi's pieces can be swapped in. You have a lot of breathing room on this build, anywhere from around 80% to 100% Boon Duration is quite playable. The boon duration is quite flexible due to Sphere Specialist.

Tanking

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Staff
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
  • If you swap in Minstrel's to tank, Boon Duration may be lacking, take however much you need to feel comfortable. For bosses with more movement, higher Boon Duration is recommended.
  • If blocks are required, you can switch Signet of Water for Fortified Earth or Arcane Shield.

Food & Utility

Standard Healer Food works well.

  • - standard ascended choice.
  • - budget/standard non-ascended choice.
  • - standard utility choice.
  • - last resort/budget utility choice if you lack Boon Duration.

Boons

The majority of your boons come from Deploy Jade Sphere (Air) in various attunements.

On your first rotation, you will want to use Deploy Jade Sphere (Air) in Fire, Air, and Earth. In the second rotation, use it in Fire, Air, and Water. By rotating sphere usage between Water and Earth, you can maintain relatively high uptimes on Protection Protection and Resolution Resolution. As Protection Protection is generally more useful, if you are struggling with uptime, use more Deploy Jade Sphere (Earth) in Earth.

You will lack Might Might slightly on your first rotation. This can be mitigated slightly by blasting Deploy Jade Sphere (Fire) with Arcane Brilliance. Might Might will be sufficient starting on your second rotation of Deploy Jade Sphere (Fire).

  • Due to Elemental Enchantment the cooldown on Deploy Jade Sphere (Air) is actually 13 seconds in each attunement (without Alacrity), not 15s. With Alacrity, the cooldown is 10.5s.
  • Don't forget supplemental Regeneration Regeneration from Healing Rain and Swiftness Swiftness from Windborne Speed

Energy Generation

Important: You cannot generate energy through hits while any sphere is active! 2 Energy can be generated per attunement swap through Energized Elements even if one is active, however. This means that to cast 3 instances of Deploy Jade Sphere (Air), we need to generate energy through hits quickly. This can be done using Frost Fan on the Conjure Frost Bow, Glyph of Storms, or other fast skills, such as Frost Volley, Lava Font, Flame Burst, etc.

Healing

As a Staff Elementalist build, you have a lot of healing through weapon skills in Water Attunement. Consistent healing comes from Water Blast and Water Arrow while you are using Frost Bow. Burst Healing comes through Geyser and blasting the water field from Healing Rain with Arcane Brilliance and Ice Spike.

Healing Utility is mainly Signet of Water. Don't hesitate to use this if needed, it has quite a short cooldown.

Your Elite Skill, Glyph of Elementals allows you to summon an Ice Elemental that can use Crashing Waves. This is another huge, short cooldown heal that can be used to burst your subgroup back up to full.

You can also dodge to trigger Evasive Arcana in Water Cleansing Wave

Spend time in Water Attunement when you are not using Deploy Jade Sphere (Fire) in other attunements for Soothing Mist uptime.


Ratings

This build has a rating of 4 stars based on 1 votes.
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4 stars
Centimane gave this build 4 stars • June 2022
Can provide lots of boons - but best hope your team plays at their best every time you leave water attunement. Almost all of catalysts healing comes from water attunement. If you need reactive healing while out of water, the only good choice is water signet (crashing wave isn't a reliable reactive heal because it needs to be targeted at an enemy, only heals around them, and is subject to slow pet AI response times). Really the only reason to play it is if you need your boon-healer well off the stack - heal catalyst can provide all of its boons and healing from a long range. Kiting on Sabetha, or dhuum, or tanking monsters on Q1 or tanking QtP are the only reason for its fourth star.

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