Difference between revisions of "Catalyst - Power DPS"

 
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| rating = Great
 
| rating = Great
 
| focus = Direct Damage
 
| focus = Direct Damage
| xpac = eod
+
| xpac = eod, soto
 
| meta = yes
 
| meta = yes
 +
| difficulty = 3
 
}}
 
}}
  
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Power Catalyst is a complex and fast-paced build that provides strong melee damage as well as some {{tooltip|Might}}, {{tooltip|Fury}}, {{tooltip|Resolution}} and {{tooltip|Protection}} for your group.  
 
Power Catalyst is a complex and fast-paced build that provides strong melee damage as well as some {{tooltip|Might}}, {{tooltip|Fury}}, {{tooltip|Resolution}} and {{tooltip|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.
+
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 low-movement bosses.
  
 
The combination of {{trait|Elemental Empowerment}} and {{skill|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.
 
The combination of {{trait|Elemental Empowerment}} and {{skill|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.
 
  
  
Line 22: Line 22:
 
| profession = Elementalist
 
| profession = Elementalist
 
| specialization = Catalyst
 
| specialization = Catalyst
| weapon1 = Hammer
+
| weapon1 = Sword
| weapon2 =
+
| weapon2 = Warhorn
 
| weapon3 =  
 
| weapon3 =  
 
| weapon4 =  
 
| weapon4 =  
Line 30: Line 30:
 
| utility2 = Shattering Ice
 
| utility2 = Shattering Ice
 
| utility3 = Glyph of Storms
 
| utility3 = Glyph of Storms
| elite = Conjure Fiery Greatsword
+
| elite = Elemental Celerity
 
}}
 
}}
 +
 +
 +
===Non-SotO Weapons===
 +
'''Hammer''' is the best weapon for players that don't own Secrets of the Obscure.
  
  
 
===Skill Variants===
 
===Skill Variants===
* {{Skill|Arcane Blast}} will provide more burst damage than {{Skill|Shattering Ice}}.
 
* {{Skill|Conjure Lightning Hammer}} will be more damage than {{Skill|Shattering Ice}} on large hitboxes.
 
* {{Skill|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.
 
  
 +
'''Utility'''
 +
* {{Skill|Arcane Blast}} will provide slightly more burst damage than {{Skill|Shattering Ice}} - particularly valuable in fractals.
 +
* {{Skill|Conjure Lightning Hammer}} could replace {{Skill|Arcane Blast}} as a burst option on large hitboxes.
 +
 +
 +
'''Elite'''
 +
* {{skill|Conjure Fiery Greatsword}} is the best option when using '''Hammer'''.
 +
* {{Skill|Glyph of Elementals}} deals comparable damage to {{skill|Conjure Fiery Greatsword}} when using the Earth Elemental, as its active ability applies {{tooltip|Immobilize}} and is sufficient to keep you at 10 stacks of {{trait|Elemental Empowerment}} via {{trait|Vicious Empowerment}}.
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYfHSkfQyYXARcB+Br4Gu4a7hq+AVABlwD3GgAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQYfHSkfQyYXARcB+Br4Gu4a7hq+AVAB9xr3GgAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
 
  
  
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===Specialization Variants===
 
===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 {{tooltip|Quickness}} without adjusting your gear, though it would require a different rotation and may not be reliable in real encounters.
+
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 {{tooltip|Quickness}} without adjusting your gear, though it would require a different rotation.
 
{{Specialization|Arcane|top|top|bot|
 
{{Specialization|Arcane|top|top|bot|
 
variant = y}}
 
variant = y}}
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'''Air''' can be replaced by '''Water''' for a burstier opening, suited to shorter-phased fights such as fractals.
+
'''Fire''' can be replaced by '''Water''' for a burstier opening, suited to shorter-phased fights such as fractals. With {{trait|Powerful Aura}}, you also share auras fairly frequently, which can be particularly helpful for Condi Berserkers.
{{Specialization|Water|mid|bot|bot|
+
{{Specialization|Water|mid|bot|mid|
 
variant = y}}
 
variant = y}}
* You should also run {{Trait|Conjurer}} in '''Fire''' to build up stacks of Elemental Empowerment faster.
 
 
  
  
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| weight = Light
 
| weight = Light
 
| stats = Berserker
 
| stats = Berserker
| rune = Superior Rune of the Scholar
+
| rune = Superior Rune of the Dragonhunter
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Hammer
+
| weapon1 = Sword
 +
| weapon2 = Warhorn
 +
| weapon3 = Hammer
 
| sigil1 = Superior Sigil of Force
 
| sigil1 = Superior Sigil of Force
 
| sigil2 = Superior Sigil of Impact
 
| sigil2 = Superior Sigil of Impact
 +
| sigil3 = Superior Sigil of Force
 +
| sigil4 = Superior Sigil of Impact
 
| infusion1 = Mighty +9 Agony Infusion
 
| infusion1 = Mighty +9 Agony Infusion
| infusion1-qt = 18
+
| infusion1-qt = 16
 +
| infusion2 = Precise +9 Agony Infusion
 +
| infusion2-qt = 2
 +
| relic = Relic of Fireworks
 
| head =  
 
| head =  
 
| shoulders =  
 
| shoulders =  
 
| chest =  
 
| chest =  
 
| hands =  
 
| hands =  
| legs = Dragon
+
| legs =  
 
| feet =  
 
| feet =  
| backpiece = Dragon
+
| backpiece =  
 
| accessory1 =  
 
| accessory1 =  
 
| accessory2 =  
 
| accessory2 =  
Line 96: Line 109:
 
}}
 
}}
  
* {{tooltip|Dragon stats}} gear is an inconsequential amount of extra damage, but gives you some free vitality.
+
* {{rune|Superior Rune of the Scholar}} is a tiny DPS loss.
 
 
  
  
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* {{utility|Superior Sharpening Stone}}
 
* {{utility|Superior Sharpening Stone}}
  
 +
 +
==Usage==
 +
If using {{skill|Arcane Blast}}, spam it as much as you can while in {{skill|Fire Attunement}}, ideally while under the effects of {{skill|Relentless Fire}}.
 +
 +
===Sword/Warhorn rotation===
 +
 +
'''Opener in Air'''
 +
# {{skill|Glyph of Storms}}
 +
# {{skill|Lightning Orb}}
 +
# {{Skill|Deploy Jade Sphere (Air)}}
 +
# {{skill|Polaric Leap}} - This is a CC and combos with the field from your Jade Sphere, quickly providing stacks of Elemental Empowerment
 +
# {{skill|Quantum Strike}}
 +
# {{Skill|Fire Attunement}}
  
  
==Usage==
+
'''Fire'''
 +
# {{Skill|Deploy Jade Sphere (Fire)}}
 +
# {{Skill|Relentless Fire}}
 +
# {{skill|Flame Uprising}}
 +
# {{skill|Cauterizing Strike}}
 +
# {{skill|Wildfire}} when ready
 +
# {{skill|Elemental Celerity}} (if available), followed by
 +
## {{skill|Wildfire}}
 +
## {{skill|Cauterizing Strike}}
 +
## Otherwise, autoattack until '''Flame Uprising''' is available
 +
# {{skill|Flame Uprising}}
 +
# {{Skill|Earth Attunement}}
 +
 
 +
 
 +
'''Earth'''
 +
# {{skill|Dust Storm}} (if available)
 +
# {{skill|Earthen Vortex}}
 +
# {{skill|Rust Frenzy}}
 +
# {{Skill|Deploy Jade Sphere (Earth)}}
 +
# {{Skill|Water Attunement}}
 +
 
 +
 
 +
'''Water'''<br>
 +
'''Tidal Surge''' is only available every three loops, so skip '''Water Attunement''' and go straight to Air if it is not ready.
 +
# {{Skill|Deploy Jade Sphere (Water)}}
 +
# {{skill|Tidal Surge}}
 +
# {{skill|Shattering Ice}} (if using)
 +
# {{Skill|Air Attunement}}
 +
 
 +
 
 +
'''Air'''
 +
# Autoattack and use {{skill|Polaric Leap}} as it comes off cooldown
 +
# {{skill|Shattering Ice}} (if using, only on loops where you don't enter '''Water''')
 +
# {{skill|Quantum Strike}} when energy starts to recharge (should be after two auto chains)
 +
# {{skill|Lightning Orb}} when energy is nearly full
 +
# {{skill|Cyclone}}
 +
# {{Skill|Deploy Jade Sphere (Air)}}
 +
# Return to the start of the '''Fire''' Section
 +
 
 +
[https://youtu.be/P5B7S1U3qu8 Video example]
  
  
===Rotation fundamentals===
+
===Hammer 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 {{Skill|Grand Finale}} and starting the loop again.  
 
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 {{Skill|Grand Finale}} and starting the loop again.  
  
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In '''Earth''' you want to use:
 
In '''Earth''' you want to use:
* {{Skill|Whirling Stones}} - as {{Skill|Stonestrike}} is your most powerful autoattack, it is a good idea to delay this until your attunement swap is available, then use {{Skill|Whirling Stones}} and immediately swap (this will not interrupt the cast)
+
* {{Skill|Deploy Jade Sphere (Earth)}}
 +
* {{Skill|Whirling Stones}} - as {{Skill|Stonestrike}} is a powerful autoattack, it is a good idea to delay this until your attunement swap is available, then use {{Skill|Whirling Stones}} and immediately swap (this will not interrupt the cast)
 
* {{Skill|Rocky Loop}}
 
* {{Skill|Rocky Loop}}
* {{Skill|Ground Pound}} - use if available, but don't delay your attunement swap for it
+
* {{Skill|Ground Pound}}  
  
  
===Rotation example===
+
===Hammer 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 {{Skill|Glyph of Storms}} you wish to open with.  
 
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 {{Skill|Glyph of Storms}} you wish to open with.  
Line 183: Line 248:
 
# {{Skill|Deploy Jade Sphere (Fire)}}
 
# {{Skill|Deploy Jade Sphere (Fire)}}
 
# {{Skill|Flame Wheel}}
 
# {{Skill|Flame Wheel}}
# {{Skill|Surging Flames}}
 
 
# {{Skill|Relentless Fire}}
 
# {{Skill|Relentless Fire}}
 
# {{Skill|Molten End}}
 
# {{Skill|Molten End}}
 
# {{Skill|Triple Sear}}
 
# {{Skill|Triple Sear}}
 +
# {{Skill|Surging Flames}}
 
# {{Skill|Air Attunement}}
 
# {{Skill|Air Attunement}}
  
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# {{Skill|Shock Blast}}
 
# {{Skill|Shock Blast}}
 
# {{Skill|Hurricane of Pain}}  
 
# {{Skill|Hurricane of Pain}}  
# {{Skill|Deploy Jade Sphere (Air)}} once the cast of '''Hurricane of Pain''' begins and swap to {{tooltip|Water Attunement}}
+
# {{Skill|Deploy Jade Sphere (Air)}} once you pass 20 energy (2/3rds of the energy bar) and swap to {{tooltip|Water Attunement}}
  
  
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# {{Skill|Shattering Ice}}
 
# {{Skill|Shattering Ice}}
 
# {{Skill|Cleansing Typhoon}}
 
# {{Skill|Cleansing Typhoon}}
# {{Skill|Crashing Font}}
+
# {{Skill|Crashing Font}} - if available
 
# {{Skill|Rain of Blows}} - swap to {{tooltip|Earth Attunement}} once the cast begins
 
# {{Skill|Rain of Blows}} - swap to {{tooltip|Earth Attunement}} once the cast begins
 
# {{Skill|Earth Attunement}}
 
# {{Skill|Earth Attunement}}
Line 209: Line 274:
 
'''Earth'''
 
'''Earth'''
 
# {{Skill|Rocky Loop}}
 
# {{Skill|Rocky Loop}}
# {{Skill|Ground Pound}}
+
# {{Skill|Ground Pound}}  
 
# {{Skill|Conjure Fiery Greatsword}} (if available)
 
# {{Skill|Conjure Fiery Greatsword}} (if available)
# {{Skill|Fiery Rush}}
 
 
# {{Skill|Firestorm}} - drop Fiery Greastword immediately after the cast
 
# {{Skill|Firestorm}} - drop Fiery Greastword immediately after the cast
 
# {{Skill|Stonestrike}} until you are at full energy and {{skill|Relentless Fire}} is nearly off cooldown
 
# {{Skill|Stonestrike}} until you are at full energy and {{skill|Relentless Fire}} is nearly off cooldown
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[https://youtu.be/v2UVt1HZYlw Video example]
+
[https://youtu.be/hbsiAZ6PcII Video example]
 +
 
 +
[https://youtu.be/gmARoVMVUUI Video example (using earth elemental)]

Latest revision as of 12:26, 29 March 2024

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 buildsSecrets of the Obscure builds

Difficulty:
Hard
This build was last updated on March 29, 2024 and is up to date for the March 19, 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 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

Sword/Warhorn
Utility


Non-SotO Weapons

Hammer is the best weapon for players that don't own Secrets of the Obscure.


Skill Variants

Utility

  • Arcane Blast will provide slightly more burst damage than Shattering Ice - particularly valuable in fractals.
  • Conjure Lightning Hammer could replace Arcane Blast as a burst option on large hitboxes.


Elite

  • Conjure Fiery Greatsword is the best option when using Hammer.
  • Glyph of Elementals deals comparable damage to Conjure Fiery Greatsword when using the Earth Elemental, as its active ability applies Immobilize Immobilize and is sufficient to keep you at 10 stacks of Elemental Empowerment via Vicious Empowerment.


Template Code

[&DQYfHSkfQyYXARcB+Br4Gu4a7hq+AVAB9xr3GgAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


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.

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


Fire can be replaced by Water for a burstier opening, suited to shorter-phased fights such as fractals. With Powerful Aura, you also share auras fairly frequently, which can be particularly helpful for Condi Berserkers.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Sword
Berserker
Warhorn
Berserker
Sigil
Sigil
Hammer
Berserker
Sigil
Sigil
Rune
x6
Infusion
x16
Infusion
x2
Relic
  • Rune of Superior Rune of the Scholar is a tiny DPS loss.


Consumables

Food

  • or ascended versions


Utility


Usage

If using Arcane Blast, spam it as much as you can while in Fire Attunement, ideally while under the effects of Relentless Fire.

Sword/Warhorn rotation

Opener in Air

  1. Glyph of Storms
  2. Lightning Orb
  3. Deploy Jade Sphere (Air)
  4. Polaric Leap - This is a CC and combos with the field from your Jade Sphere, quickly providing stacks of Elemental Empowerment
  5. Quantum Strike
  6. Fire Attunement


Fire

  1. Deploy Jade Sphere (Fire)
  2. Relentless Fire
  3. Flame Uprising
  4. Cauterizing Strike
  5. Wildfire when ready
  6. Elemental Celerity (if available), followed by
    1. Wildfire
    2. Cauterizing Strike
    3. Otherwise, autoattack until Flame Uprising is available
  7. Flame Uprising
  8. Earth Attunement


Earth

  1. Dust Storm (if available)
  2. Earthen Vortex
  3. Rust Frenzy
  4. Deploy Jade Sphere (Earth)
  5. Water Attunement


Water
Tidal Surge is only available every three loops, so skip Water Attunement and go straight to Air if it is not ready.

  1. Deploy Jade Sphere (Water)
  2. Tidal Surge
  3. Shattering Ice (if using)
  4. Air Attunement


Air

  1. Autoattack and use Polaric Leap as it comes off cooldown
  2. Shattering Ice (if using, only on loops where you don't enter Water)
  3. Quantum Strike when energy starts to recharge (should be after two auto chains)
  4. Lightning Orb when energy is nearly full
  5. Cyclone
  6. Deploy Jade Sphere (Air)
  7. Return to the start of the Fire Section

Video example


Hammer 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:

  • Deploy Jade Sphere (Earth)
  • Whirling Stones - as Stonestrike is a 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


Hammer 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. Relentless Fire
  5. Molten End
  6. Triple Sear
  7. Surging Flames
  8. Air Attunement


Air

  1. Crescent Wind
  2. Shock Blast
  3. Hurricane of Pain
  4. Deploy Jade Sphere (Air) once you pass 20 energy (2/3rds of the energy bar) 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 - if available
  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. Firestorm - drop Fiery Greastword immediately after the cast
  5. Stonestrike until you are at full energy and Relentless Fire is nearly off cooldown
  6. Deploy Jade Sphere (Earth)
  7. 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

Video example (using earth elemental)


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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