Difference between revisions of "Catalyst - Support Catalyst (GvG)"

Line 20: Line 20:
 
|profession = elementalist
 
|profession = elementalist
 
|specialization = Catalyst
 
|specialization = Catalyst
|weapon1 = Dagger
+
|weapon1 = Staff
|weapon2 = Dagger
+
|weapon2 =  
 
|healing = Arcane Brilliance
 
|healing = Arcane Brilliance
 
|utility1 = Invigorating Air
 
|utility1 = Invigorating Air
Line 31: Line 31:
  
 
===Weapon Variants===
 
===Weapon Variants===
'''Staff'''
+
'''Dagger/Dagger'''
  
  
Line 60: Line 60:
 
| rune = Superior Rune of Radiance
 
| rune = Superior Rune of Radiance
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Dagger
+
| weapon1 = Staff
| weapon2 = Dagger
+
| weapon2 =  
 
| sigil1 = Superior Sigil of Concentration
 
| sigil1 = Superior Sigil of Concentration
 
| sigil2 = Superior Sigil of Energy
 
| sigil2 = Superior Sigil of Energy
Line 83: Line 83:
 
===General/Energy Management===
 
===General/Energy Management===
 
* To generate energy for Catalyst's '''Jade Sphere''' abilities make sure to hit enemies with skills that have a high number of hits:
 
* To generate energy for Catalyst's '''Jade Sphere''' abilities make sure to hit enemies with skills that have a high number of hits:
** {{Skill|Drake's Breath}}
+
** {{Skill|Lava Font}}
** {{Skill|Burning Speed}}
+
** {{Skill|Meteor Shower}}
** {{Skill|Cone of Cold}}
 
  
  
Line 99: Line 98:
 
;Low
 
;Low
 
* Burst Healing
 
* Burst Healing
 +
* {{Tooltip|Superspeed}}
  
  
Line 110: Line 110:
 
|;Active defense priority
 
|;Active defense priority
 
|
 
|
* {{Skill|Invigorating Air}}
+
* {{Skill|Invigorating Air}} - for Stunbreaking
 
* '''Dodge'''
 
* '''Dodge'''
* {{Skill|Burning Speed}}
+
* {{Skill|Burning Retreat}}
* {{Skill|Earthen Rush}}
 
* {{Skill|Conjure Earth Shield}} {{to}} {{Skill|Fortify}} - if applicable
 
 
}}
 
}}
  
Line 135: Line 133:
 
** You can start casting a blast in one attunement then swap to a different attunement before the cast ends to proc {{Trait|Elemental Epitome}}
 
** You can start casting a blast in one attunement then swap to a different attunement before the cast ends to proc {{Trait|Elemental Epitome}}
 
** Prioritize getting auras from {{Skill|Air Attunement}} for {{Skill|Shocking Aura}}   
 
** Prioritize getting auras from {{Skill|Air Attunement}} for {{Skill|Shocking Aura}}   
 +
* Use {{Skill|Frozen Ground}} on your group before or during pushes to give {{Skill|Frost Aura}}
  
 
{{Collapsible
 
{{Collapsible
Line 140: Line 139:
 
|;List of combo finishers
 
|;List of combo finishers
 
|
 
|
* {{Skill|Frozen Burst}}
+
* {{Skill|Ice Spike}}
* {{Skill|Earthen Rush}}
+
* {{Skill|Eruption}}
* {{Skill|Earthquake}}
+
* {{Skill|Magnetic Aura}} {{to}} {{Skill|Transmute Earth}}
* {{Skill|Churning Earth}}
 
* {{Skill|Arcane Brilliance}}
 
 
}}
 
}}
  
 +
{{Collapsible
 +
|width=85
 +
|;Condition clear priority
 +
|
 +
* {{Skill|Water Attunement}}
 +
** {{Skill|Healing Rain}}
 +
** {{Skill|Frozen Ground}} - {{Skill|Frost Aura}} + {{Trait|Smothering Auras}}
 +
* {{Skill|Fire Attunement}} - {{Trait|Sunspot}} + {{Trait|Smothering Auras}}
 +
* {{Skill|Earth Attunement}}
 +
** {{Skill|Magnetic Aura}} - {{Trait|Smothering Auras}}
 +
** {{Skill|Transmute Earth}} - {{Trait|Smothering Auras}}
 +
}}
  
  
Line 158: Line 167:
 
* Make sure you are close to allies when swapping out of fire to give them {{Tooltip|Might}} with {{Trait|Pyromancer's Puissance}}  
 
* Make sure you are close to allies when swapping out of fire to give them {{Tooltip|Might}} with {{Trait|Pyromancer's Puissance}}  
 
** Go into fire whenever there is time to trigger {{Trait|Pyromancer's Puissance}} as often as possible
 
** Go into fire whenever there is time to trigger {{Trait|Pyromancer's Puissance}} as often as possible
 +
* Try to fill any gaps in your guardian's {{Tooltip|Stability}} uptime with {{Skill|Magnetic Aura}} {{to}} {{Skill|Transmute Earth}}, especially when your group is pushing
  
  
 
====CC====
 
====CC====
* Most your CC comes from {{Skill|Shocking Aura}} obtained from the Dagger skill or by blasting fields while switching into air from {{Trait|Elemental Epitome}}
+
* Use your CC when:
** Try to proc the trait as often as possible and try to not overlap the aura from blasting and the aura skill from dagger as durations do not stack
+
** Your group calls a spike:
* Use {{Skill|Signet of Earth}} when your team is going for a single target
+
*** Winds - {{Skill|Winds of Disenchantment}}
* Use {{Skill|Tornado}} once you notice that the enemy runs out of {{Tooltip|Stability}}
+
*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
* Use {{Skill|Earthen Rush}} when crossing through enemies to {{Tooltip|Immobilize}} them
+
*** Shades - {{Skill|Desert Shroud}}
** You can use {{Skill|Updraft}} as an extra dodge which might give you some launches
+
*** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
 +
** On top of enemy downs (while alive players are on top of them)
 +
** Enemy groups moving defensively while your group is pushing
 +
* Save {{Skill|"Aftershock!"}} for when enemies have {{Tooltip|Stability}}
 +
** The {{Tooltip|Immobilize}} from {{Skill|"Aftershock!"}} hits in 600 radius
 +
 
 +
{{Collapsible
 +
|width=85
 +
|;CC priority
 +
|
 +
* {{Skill|"Aftershock!"}}
 +
* {{Skill|Air Attunement}}
 +
** {{Skill|Static Field}}
 +
* {{Skill|Earth Attunement}}
 +
** {{Skill|Earthquake}}
 +
** {{Skill|Unsteady Ground}}
 +
}}
  
  
 
====Burst Healing====
 
====Burst Healing====
* Catalyst healing is very limited and low range, but significant enough to save people if comboed
+
* Catalyst healing is very limited, but significant enough to save people if comboed
* A significant part of your healing relies on blasting the field created by {{Skill|Deploy Jade Sphere (Water)}}
+
* A significant part of your healing relies on blasting the fields created by {{Skill|Geyser}}, {{Skill|Deploy Jade Sphere (Water)}} and {{Skill|Healing Rain}}
 
{{Collapsible
 
{{Collapsible
 
|width=85
 
|width=85
 
|;Burst Healing Combo
 
|;Burst Healing Combo
 
|
 
|
* {{Skill|Water Attunement}} - {{Trait|Healing Ripple}}
+
# {{Skill|Water Attunement}} - {{Trait|Healing Ripple}}
** {{Skill|Frost Aura}} {{to}} {{Skill|Transmute Frost}}
+
# {{Skill|Ice Spike}}
** {{Skill|Cleansing Wave}}
+
# {{Skill|Geyser}}
** {{Skill|Deploy Jade Sphere (Water)}} {{to}} {{Skill|Frozen Burst}} - Water Field Blast + {{Trait|Elemental Epitome}}
+
# {{Skill|Healing Rain}}
*** {{Skill|Transmute Frost}}
+
# {{Skill|Ice Spike}}
* {{Skill|Earth Attunement}}
+
# {{Skill|Earth Attunement}}
** {{Skill|Earthquake}} - Water Field Blast
+
# {{Skill|Eruption}} - Water Field Blast
 
}}
 
}}
 +
 +
 +
====Superspeed====
 +
* Focus on using {{Skill|Windborne Speed}} when your group is pushing or disengaging from the enemy
 +
  
 
====Settings====
 
====Settings====

Revision as of 23:09, 22 March 2023

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

Focused on: ControlSupport and Condition cleanse

Designed for: WvW GvG

Expansions required: Heart of Thorns buildsEnd of Dragons builds

Difficulty:
TBD
This build was last updated on March 22, 2023 and is up to date for the April 16, 2024 patch.

Overview

The main purpose of this build is to maximize the amount of auras shared by the Elementalist.

Compared to D/F Fire Tempest builds, it does not bring significant healing. Therefore it cannot be used as direct replacement but needs to be paired with a powerful healing spec in the party, such as a Vindicator.

The advantage of Catalyst is that it brings more access to auras, more cleanses, access to Quickness Quickness from Deploy Jade Sphere (Air) for a faster Glyph of Renewal cast as well as access to ranged Resistance Resistance from Deploy Jade Sphere (Earth) among other boons.


Skill Bar

Staff
Utility


Weapon Variants

Dagger/Dagger


Skill Variants

Utilities
  • Conjure Earth Shield
Elite
  • Conjure Fiery Greatsword to give the dropped sword to a DPS player


Specializations


Template Code

[&DQYfKxErQz8nDwAA8RoAAB0BAACRAAAAlgAAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Equipment

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
Build Variants
  • Nomad stats Nomad stats on the helmet. Your boon duration is capped by Elemental Empowerment most of the time
Rune Variants
  • Rune of Superior Rune of Durability


Consumables


Usage

General/Energy Management

  • To generate energy for Catalyst's Jade Sphere abilities make sure to hit enemies with skills that have a high number of hits:
    • Lava Font
    • Meteor Shower


Overall Priorities

High
  • Glyph of Renewal
  • Aurashare/Condition clear
Moderate
  • Boon share
  • CC
Low


Surviving

  • This build has moderate passive defense
  • This build has high mobility skill access
  • This builds has moderate active defenses
Active defense priority
  • Invigorating Air - for Stunbreaking
  • Dodge
  • Burning Retreat


Detailed Explanations

Glyph of Renewal

  • Focus on reviving allies who are far away with Glyph of Renewal, don't waste the skill on players that can be hand rezzed.
  • If possible, use Deploy Jade Sphere (Air) on yourself while casting for Quickness Quickness
    • This still speeds up the cast if you use the sphere after you started casting the glyph
  • Use Glyph of Renewal in Air Attunement on single players and Earth Attunement on multiple players
    • If you can't be in a good position, don't cast in Air Attunement
  • Under General Options / Combat/Movement turn on Allow Skill Retargeting and set Ground Targeting to Instant Cast, this will make Glyph of Renewal cast at the location your cursor is at the end of the cast, instead of where you initially targeted


Aurashare/Condition clear

  • Most of your condition clear is reliant on Smothering Auras and comes passively while rotating through the attunements while blasting
  • You can apply Resistance Resistance on a long range using Deploy Jade Sphere (Earth) due to Spectacular Sphere
  • Prioritize Water Attunement for burst condition clear, see the burst healing rotation below
  • Elemental Epitome has a per-attunement cooldown of 10 seconds
    • You can start casting a blast in one attunement then swap to a different attunement before the cast ends to proc Elemental Epitome
    • Prioritize getting auras from Air Attunement for Shocking Aura
  • Use Frozen Ground on your group before or during pushes to give Frost Aura
List of combo finishers
  • Ice Spike
  • Eruption
  • Magnetic Aura Transmute Earth


Condition clear priority
  • Water Attunement
    • Healing Rain
    • Frozen Ground - Frost Aura + Smothering Auras
  • Fire Attunement - Sunspot + Smothering Auras
  • Earth Attunement
    • Magnetic Aura - Smothering Auras
    • Transmute Earth - Smothering Auras


Boonshare

  • Prioritize Deploy Jade Sphere (Air) and Deploy Jade Sphere (Earth)
    • If you have spare energy use Deploy Jade Sphere (Water) and blast it for healing
  • Make sure to land the Jade Sphere cast on top of allies for the boons from Spectacular Sphere
  • Place your spheres so that one edge is on your allied group and the other edge is where your group is moving to
    • Optimally leave it somewhere your group is regrouping
  • Make sure you are close to allies when swapping out of fire to give them Might Might with Pyromancer's Puissance
    • Go into fire whenever there is time to trigger Pyromancer's Puissance as often as possible
  • Try to fill any gaps in your guardian's Stability Stability uptime with Magnetic Aura Transmute Earth, especially when your group is pushing


CC

  • Use your CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing
  • Save "Aftershock!" for when enemies have Stability Stability
    • The Immobilize Immobilize from "Aftershock!" hits in 600 radius
CC priority
  • "Aftershock!"
  • Air Attunement
    • Static Field
  • Earth Attunement
    • Earthquake
    • Unsteady Ground


Burst Healing

  • Catalyst healing is very limited, but significant enough to save people if comboed
  • A significant part of your healing relies on blasting the fields created by Geyser, Deploy Jade Sphere (Water) and Healing Rain
Burst Healing Combo
  1. Water Attunement - Healing Ripple
  2. Ice Spike
  3. Geyser
  4. Healing Rain
  5. Ice Spike
  6. Earth Attunement
  7. Eruption - Water Field Blast


Superspeed

  • Focus on using Windborne Speed when your group is pushing or disengaging from the enemy


Settings

  • Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
  • Also under General Options / User Interface turn on Thick party health bars
    • Thick squad health bars can be used too as a matter of personal preference, but is not recommended for large numbers
  • Under Squad Options check View as a grid. This will allow you to keep track of your allies' health and be quicker in using Glyph of Renewal. While this doesn't allow you to see conditions on allies, most of your cleanses are passively applied anyway.


Ratings

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Comments

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