Difference between revisions of "Catalyst - Power Catalyst"

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==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYfHSU6QzYXAQAAvgEAAFABAAByAAAAJgAAAAAAAAAAAAAAAAAAAAAAAAA=]
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code = [&DQYfHSkfQz4XARcB+Br4Gu4a7hrxGlAB9xr3GgAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
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|weapon1 = Hammer
 
|weapon1 = Hammer
 
|weapon2 =  
 
|weapon2 =  
|weapon3 =  
+
|weapon3 = Staff
 
|weapon4 =  
 
|weapon4 =  
 
|healing = Glyph of Elemental Harmony
 
|healing = Glyph of Elemental Harmony
|utility1 = Glyph of Storms
+
|utility1 = Relentless Fire
|utility2 = Arcane Blast
+
|utility2 = Shattering Ice
|utility3 = Relentless Fire
+
|utility3 = Invigorating Air
|elite = Conjure Fiery Greatsword
+
|elite = Elemental Celerity
 
}}
 
}}
  
====Skill Variants====
+
===Skill Variants===
'''Healing'''
+
====Heals====
* {{Skill|Signet of Restoration}} - Passive healing.
+
* {{Skill|Arcane Brilliance}} - blast finisher heal
* {{Skill|Soothing Water}} - Trades upfront healing for healing/cleanse over time.
 
  
'''Utility'''
+
====Utilities====
* {{Skill|Conjure Lightning Hammer}} - Damage conjure for large bosses.
+
Replace {{Skill|Relentless Fire}} first.
* {{Skill|Arcane Shield}} - for a block and stunbreak on demand at the cost of damage.
+
* {{Skill|Fortified Earth}} - extra defense
* {{Skill|Lightning Flash}} - instant mobility.
+
* {{Skill|Glyph of Storms}} - more area damage
 +
* {{Skill|Cleansing Fire}} - condition cleanse
 +
* {{Skill|Lightning Flash}} - more mobility
 +
* {{Skill|Armor of Earth}} - {{Tooltip|Stability}} on a long cooldown.
  
'''Elite'''
+
====Elites===
* {{Skill|Glyph of Elementals}} - The Fire elemental is less DPS potential than Fiery Greatsword but simpler to use. Can also be used in earth for a tanky frontline or water for extra healing.
+
* {{Skill|Conjure Fiery Greatsword}} - extra mobility
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Air|bot|mid|top}}
+
{{Specialization|Air|bot|bot|top}}
 
{{Specialization|Fire|top|bot|top}}
 
{{Specialization|Fire|top|bot|top}}
{{Specialization|Catalyst|mid|top|mid}}
+
{{Specialization|Catalyst|mid|bot|bot}}
  
 
====Trait Variants====
 
* {{Trait|Blinding Ashes}} - For passive CC at the cost of some damage
 
* {{Trait|Stormsoul}} - Increased damage against Champions and other defiant foes.
 
* {{Trait|Spectacular Sphere}} - Trades damage for access to {{Tooltip|Quickness}} and other additional boons. Also increases the radius of Deploy Jade Sphere for ease of use.
 
* {{Trait|Sphere Specialist}} - Increases Jade Sphere boon duration and is a more reliable option than {{Trait|Empowered Empowerment}}
 
 
 
'''Arcane'''
 
 
Arcane can offer more boon duration and burst damage when you are supplied with many boons thanks to {{Trait|Bountiful Power}}, which means higher DPS in some situations. It also lowers the cooldown of the jade sphere.
 
{{Specialization|Arcane|mid|mid|bot|variant=y}}
 
 
* {{Trait|Final Shielding}} - Gain {{Skill|Arcane Shield}} when using an elite skill. This is most useful when using {{Skill|Glyph of Elementals}} since the command skill for the elemental also counts as an elite skill (be aware of the 20s ICD).
 
* {{Trait|Elemental Surge}} - CD reduction of Arcane skills and adds {{Tooltip|Immobilize}} in Earth Attunement for easier stacking of elemental empowerment via {{Trait|Vicious Empowerment}}.
 
 
 
 
Important Notes on {{Trait|Empowered Empowerment}} VS {{Trait|Sphere Specialist}}:
 
* {{Trait|Empowered Empowerment}} is a large boost to damage, however it has no effect when not at maximum stacks of {{Trait|Elemental Empowerment}} which can be difficult to maintain.
 
* {{Trait|Sphere Specialist}} is a more generally useful trait, greatly increasing boon output and is recommended if also using {{Trait|Spectacular Sphere}}.
 
 
 
==Equipment==
 
==Equipment==
 
Ascended gear is not required.
 
Ascended gear is not required.
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| weapon1 = Hammer
 
| weapon1 = Hammer
 
| weapon2 =
 
| weapon2 =
| weapon1-stats =
 
| weapon2-stats =
 
 
| sigil1 = Superior Sigil of Force
 
| sigil1 = Superior Sigil of Force
 
| sigil2 = Superior Sigil of Impact
 
| sigil2 = Superior Sigil of Impact
 
| weapon3 =  
 
| weapon3 =  
| weapon4 =  
+
| weapon4 = Staff
| sigil3 =  
+
| sigil3 = Superior Sigil of Force
| sigil4 =
+
| sigil4 = Superior Sigil of Frenzy
| head =
 
| shoulders =
 
| chest =
 
| hands =
 
| legs =
 
| feet =
 
| backpiece =
 
| accessory1 =
 
| accessory2 =
 
| amulet =
 
| ring1 =
 
| ring2 =
 
 
}}
 
}}
  
====Variant Equipment====
+
===Budget Gear===
'''Gear'''
+
Most of the gear above is very cheap if built with Exotics.
* {{Tooltip|Diviner}} - For additional boon duration if playing the boon support build with {{Trait|Spectacular Sphere}}.
+
* {{Rune|Superior Rune of Infiltration}}
* {{Tooltip|Knight}} - defensive trinkets
 
* {{Tooltip|Marauder}} and/or {{Tooltip|Dragon_stats}} - defensive prefixes, be aware of crit cap when mixing these stats.
 
* {{Tooltip|Assassin}} - used to fine-tune crit chance.
 
* Elementalist is a low-health class, so having a jade bot core helps with survivability a lot; the higher the tier, the better!
 
  
'''Runes'''
+
===Defensive Gear===
* {{Rune|Superior Rune of Vampirism}} - Defensive runes
+
* Invest in a minimum T6+ Jade Core. This is a significant boost to Health.
* {{Rune|Superior Rune of Strength}} - Budget runes
+
* {{Tooltip|Knight|Knight's Trinkets}} provide the highest value when paired with a T6+ Jade Core.
  
 
<br>
 
<br>
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* Stay in {{Skill|Fire Attunement}} until {{Skill|Surging Flames}} is available a second time. Use {{Skill|Grand Finale}} in {{Skill|Fire Attunement}} and reactivate {{Skill|Flame Wheel}} as soon as possible to maintain the 10% damage buff.
 
* Stay in {{Skill|Fire Attunement}} until {{Skill|Surging Flames}} is available a second time. Use {{Skill|Grand Finale}} in {{Skill|Fire Attunement}} and reactivate {{Skill|Flame Wheel}} as soon as possible to maintain the 10% damage buff.
 
* Your main sources of CC are {{Skill|Shock Blast}} and {{Skill|Ground Pound}} as well as soft CC through {{tooltip|Weakness}}, {{tooltip|Cripple}} and {{tooltip|Blinded}}
 
* Your main sources of CC are {{Skill|Shock Blast}} and {{Skill|Ground Pound}} as well as soft CC through {{tooltip|Weakness}}, {{tooltip|Cripple}} and {{tooltip|Blinded}}
 +
 
===Survivability===
 
===Survivability===
 
* {{Skill|Wind Storm}} is a large self-knockback that can put you out of danger; it can, however, also put you into it when used at the wrong time.
 
* {{Skill|Wind Storm}} is a large self-knockback that can put you out of danger; it can, however, also put you into it when used at the wrong time.
 
* {{Skill|Immutable Stone}} is a block on demand in {{Skill|Earth Attunement}}.
 
* {{Skill|Immutable Stone}} is a block on demand in {{Skill|Earth Attunement}}.
 
* {{Skill|Glyph of Elemental Harmony}} has a short cooldown and provides a very strong heal and boons, so make use of it.
 
* {{Skill|Glyph of Elemental Harmony}} has a short cooldown and provides a very strong heal and boons, so make use of it.
 
 
* Detailed explanations on the general usage and the rotation are given down below.
 
 
[https://youtu.be/4V4YaQXDmd8 Guide Video (as of May 2022)]
 

Revision as of 08:47, 20 August 2023

The community gave this build a rating, making it top-tier: Great

Focused on: Strike damage

Designed for: Open WorldOpen World General, [[|]] and [[|]]

Expansions required: End of Dragons builds

Difficulty:
Normal
This build was last updated on August 20, 2023 and is up to date for the March 19, 2024 patch.


Overview

Power Catalyst is a mid-ranged Elementalist build that focuses on high burst damage and extremely high damage to bosses while potentially providing a large amounts of Might Might, Fury Fury, Protection Protection and Resolution Resolution to itself and the group. In addition It can trade damage to provide Quickness Quickness via the trait Spectacular Sphere, becoming a potent boon support build.


Template Code

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Skill Bar

Hammer
Staff
Utility

Skill Variants

Heals

  • Arcane Brilliance - blast finisher heal

Utilities

Replace Relentless Fire first.

  • Fortified Earth - extra defense
  • Glyph of Storms - more area damage
  • Cleansing Fire - condition cleanse
  • Lightning Flash - more mobility
  • Armor of Earth - Stability Stability on a long cooldown.

=Elites

  • Conjure Fiery Greatsword - extra mobility


Specializations

Equipment

Ascended gear is not required.

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Hammer
Berserker
Sigil
Sigil
Staff
Berserker
Sigil
Sigil
Rune
x6


Budget Gear

Most of the gear above is very cheap if built with Exotics.

  • Rune of Superior Rune of Infiltration

Defensive Gear

  • Invest in a minimum T6+ Jade Core. This is a significant boost to Health.
  • Knight's Trinkets Knight's Trinkets provide the highest value when paired with a T6+ Jade Core.


Consumables

Budget consumables are acceptable for use in open world.

DPS

  • Prioritize Steak Ascended food.
  • /
  • /

Defense

Farming

  • Prioritize Steak Ascended food.
  • /
  • (and variants)



Usage

Damage/CC

  • In open world,you can play at 600 range when alternating between Fire Attunement + Air Attunement.
  • Make sure to use Glyph of Elementals in Earth Attunement to gain two additional stacks of Elemental Empowerment upon casting its active skill Stomp.
  • The rotation for group content is a simplified variant (only using Air Attunement, Fire Attunement & Earth Attunement) that will get you within 10% of the current benchmark and loops nicely.
  • Start in Fire Attunement, then swap to Air Attunement and then to Earth Attunement, and repeat.
  • The pattern in the respective element is always similar: always use Hammer 2, then Hammer 3 while 2 is casting and then use the Sphere and finish with hammer 5 to make use of the combo field. Avoid using Wind Storm + Immutable Stone for damage purposes.
  • Stay in Fire Attunement until Surging Flames is available a second time. Use Grand Finale in Fire Attunement and reactivate Flame Wheel as soon as possible to maintain the 10% damage buff.
  • Your main sources of CC are Shock Blast and Ground Pound as well as soft CC through Weakness Weakness, Cripple Cripple and Blinded Blinded

Survivability

  • Wind Storm is a large self-knockback that can put you out of danger; it can, however, also put you into it when used at the wrong time.
  • Immutable Stone is a block on demand in Earth Attunement.
  • Glyph of Elemental Harmony has a short cooldown and provides a very strong heal and boons, so make use of it.


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
MechaOG gave this build 5 stars • August 2022
Having tested the build for some time now, I can summarize it in 1 word... Reliable. It does take getting used to it a little, but once you get a hang of it, you hit like a freight train. The cleave on this build (and on the catalyst in general), is spectacular. Survivability can be an issue sometimes, but if you mix in pieces of marauder and dragon, you can easily get by without issues. You can mix them to make sure your critical cap is not reached. Remember, that you are aiming for a 90% crit chance with Fury. Hammer 3 on air gives you 10% for 15 sec. Elemental Empowerment (you have 3 while in combat at the minimum), gives you a nice top-up. If you can reliably have hammer 3 in air up almost all the time, then you won't have to worry and can even lower crit chance a bit more. One of the biggest thing with catalyst is, understanding combos. You put down many combo fields and have many finishers. Learning what each does, will allow a player to use the most out of this build. All in all, it is fun build to play and can easily go toe to toe with other classes.

Comments

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