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Catalyst - Power DPS

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Direct damage

Designed for: Raids and Fractals

Expansions required: End of Dragons builds

Difficulty:
TBD
This build was last updated on December 03, 2022 and is up to date for the October 8, 2024 patch.

Overview

Power Catalyst is a complex and fast-paced build that provides strong melee damage as well as some Might Might, Fury Fury, Resolution Resolution and Protection Protection for your group.

As a power DPS, you rely heavily on your hammer and its unique Circular Projectile mechanic that sits on the 3rd skill in each attunement. Successful play involves maintaining these projectiles both for their damage and the buffs they provide and if they are mismanaged it can be difficult to recover. Catalyst also brings its Jade Sphere that drops stationary damage and boon fields that your utility skills interact with for bonus effectiveness. These two unique mechanics mean that Catalyst greatly prefers fights against large, low-movement bosses.

The combination of Elemental Empowerment and Rocky Loop more durable than other elementalist specialisations, but be aware that you can gain up to 200 bonus toughness, so make sure your tank has more.


Skill Bar

Hammer
Utility


Skill Variants

  • Arcane Blast will provide more burst damage than Shattering Ice.
  • Conjure Lightning Hammer will be more damage than Shattering Ice on large hitboxes.
  • Glyph of Elementals 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

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Specializations

  • You should bring Raging Storm if Fury Fury uptime is bad.


Specialization Variants

Replacing Fire with Arcane provides you with extra boon duration and a cooldown reduction of attunements and the jade sphere. This means you could technically provide Quickness Quickness without adjusting your gear, though it would require a different rotation and may not be reliable in real encounters.

  • When providing Quickness Quickness, you will also need to use Spectacular Sphere and Sphere Specialist.


Air can be replaced by Water for a burstier opening, suited to shorter-phased fights such as fractals.

  • You should also run Conjurer in Fire to build up stacks of Elemental Empowerment faster.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Dragon
Feet
Berserker
Backpiece
Dragon
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Hammer
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
  • Dragon stats Dragon stats gear is an inconsequential amount of extra damage, but gives you some free vitality.


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 Grand Finale and starting the loop again.


Jade Sphere use

During the loop, you also want to deploy your Jade Sphere once in each element. You do not regain the energy needed to cast them while one is active, so it's best to cast them in "pairs" as you switch attunements. This creates some gaps in the loop where energy can recharge, and as the most powerful autoattacks are found in Fire and Earth, these attunements are the best choice to stay in. 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. Deploy Jade Sphere (Fire) also generates stacks of Persisting Flames, and Relentless Fire and Shattering Ice will last longer if used while standing in Deploy Jade Sphere (Fire) and Deploy Jade Sphere (Water).


Glyph of Storms use

Glyph of Storms 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 Glyph of Storms 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 Exposed this will be greatly beneficial - particularly useful in fractals.
  • If your rotation is not particularly tight, you may be better off just casting Glyph of Storms at the earliest possible opportunity, whether you are in Fire or Air.


Fiery Greatsword use

With the Whirling Stones trick (see the Earth section below), Earth has the fewest cooldowns to use, and so is the best time to Conjure Fiery Greatsword. Summon after using Rocky Loop and Ground Pound (if available) and use Fiery RushFirestorm 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:

  • Deploy Jade Sphere (Fire)
  • Surging Flames
  • Flame Wheel
  • Triple Sear
  • Molten End
  • Relentless Fire


Water

In Water you want to use:

  • Deploy Jade Sphere (Water)
  • Rain of Blows
  • Icy Coil
  • Crashing Font
  • Cleansing Typhoon - use if available, but don't delay your attunement swap for it
  • Shattering Ice


Air

In Air you want to use:

  • Deploy Jade Sphere (Air)
  • Hurricane of Pain
  • Crescent Wind
  • Shock Blast.


Earth

In Earth you want to use:

  • Whirling Stones - as Stonestrike is your most powerful autoattack, it is a good idea to delay this until your attunement swap is available, then use Whirling Stones and immediately swap (this will not interrupt the cast)
  • Rocky Loop
  • Ground Pound - use if available, but don't delay your attunement swap for it


Rotation example

While you have opportunities to adjust the element order as needed, in most cases you want your first two attunements to be Fire and Air, followed by Water and lastly Earth. Your choice of starting attunement is largely up to you, but it might be best to base it upon which Glyph of Storms you wish to open with.


Opener in Fire

  1. Glyph of Storms (optional)
  2. Deploy Jade Sphere (Fire)
  3. Flame Wheel
  4. Surging Flames
  5. Relentless Fire
  6. Molten End
  7. Triple Sear
  8. Air Attunement


Air

  1. Crescent Wind
  2. Shock Blast
  3. Hurricane of Pain
  4. Deploy Jade Sphere (Air) once the cast of Hurricane of Pain begins and swap to Water Attunement Water Attunement


Water

  1. Icy Coil
  2. Deploy Jade Sphere (Water)
  3. Shattering Ice
  4. Cleansing Typhoon
  5. Crashing Font
  6. Rain of Blows - swap to Earth Attunement Earth Attunement once the cast begins
  7. Earth Attunement


Earth

  1. Rocky Loop
  2. Ground Pound
  3. Conjure Fiery Greatsword (if available)
  4. Fiery Rush
  5. Firestorm - drop Fiery Greastword immediately after the cast
  6. Stonestrike until you are at full energy and Relentless Fire is nearly off cooldown
  7. Deploy Jade Sphere (Earth)
  8. Whirling Stones - swap to Fire Attunement Fire Attunement once the cast begins


Fire

  1. Deploy Jade Sphere (Fire)
  2. Relentless Fire
  3. Grand Finale
  4. Molten End
  5. Triple Sear
  6. Flame Wheel
  7. Surging Flames
  8. Air Attunement
  9. Return to the start of the Air Section

Keep looping between the four elements, following the advice in the Rotation fundamentals section and adjusting as necessary.


Video example


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
OfficerAndyGentleman gave this build 5 stars • May 2023
Very good sustained target and cleave damage, and provides some incidental boons. Weaver is easier and higher damage in most situations, but Catalyst is still an excellent option.

Comments

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