Difference between revisions of "Catalyst - D/D DPS"
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==Overview== | ==Overview== | ||
− | + | A glass cannon spike based melee build that combines several skills to hit at the same time while stacking damage modifiers. | |
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;Heal | ;Heal | ||
* {{Skill|Arcane Brilliance}} extra combo finisher, if needed for {{Trait|Elemental Empowerment}} | * {{Skill|Arcane Brilliance}} extra combo finisher, if needed for {{Trait|Elemental Empowerment}} | ||
+ | * {{Skill|Ether Renewal}} is a shorter CD heal for {{Skill|Fire Aura}} via {{Relic|Relic of Fire}}, but {{Trait|Sunspot}} ensures you always have the aura for your combo anyway | ||
;Utility | ;Utility | ||
Line 45: | Line 46: | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Fire|top|bot| | + | {{Specialization|Fire|top|bot|bot}} |
+ | ;Variants | ||
+ | * {{Trait|Persisting Flames}} if you can't stay in for the Flame Expulsion | ||
{{Specialization|Air|bot|mid|top}} | {{Specialization|Air|bot|mid|top}} | ||
{{Specialization|Catalyst|mid|mid|mid}} | {{Specialization|Catalyst|mid|mid|mid}} | ||
Line 114: | Line 117: | ||
{{Collapse start|Active defense priority}} | {{Collapse start|Active defense priority}} | ||
− | |||
* '''Dodge''' | * '''Dodge''' | ||
− | |||
{{Collapse end}} | {{Collapse end}} | ||
− | ===Detailed Explanations | + | ===Detailed Explanations=== |
====Spike Damage==== | ====Spike Damage==== | ||
− | * {{Skill|Convergence}} {{to}} {{Skill|Fire Attunement}} {{to}} {{Skill|Relentless Fire}} + {{Skill|Glyph of Elemental Power}} {{to}} {{Skill|Burning Speed}} {{to}} {{Skill|Fire Grab}} | + | * Your spike combo is: {{Skill|Convergence}} {{to}} {{Skill|Fire Attunement}} {{to}} {{Skill|Relentless Fire}} + {{Skill|Glyph of Elemental Power}} {{to}} {{Skill|Burning Speed}} {{to}} {{Skill|Fire Grab}} |
** If properly executed {{Skill|Convergence}} and {{Skill|Burning Speed}} should land at the same time | ** If properly executed {{Skill|Convergence}} and {{Skill|Burning Speed}} should land at the same time | ||
====Sustained Damage==== | ====Sustained Damage==== | ||
+ | * Use {{Skill|Ring of Fire}} {{to}} {{Skill|Drake's Breath}} then swap to {{Skill|Water Attunement}}/{{Skill|Earth Attunement}} | ||
+ | ** Wait for {{Skill|Air Attunement}} and {{Skill|Fire Attunement}} to be ready then go for spike combo again | ||
+ | ** Camping {{Skill|Air Attunement}} for {{Skill|Lightning Whip}} is fine while waiting for {{Skill|Fire Attunement}} if you're out of skills in the other attunements | ||
====CC==== | ====CC==== | ||
− | * {{Skill|Earthen Rush}} | + | * {{Skill|Earthen Rush}} is good to land when your group crosses the enemy group |
− | * {{Skill|Earthquake}} | + | * {{Skill|Earthquake}} is a decent CC, but very short range |
+ | ** Its OK to use to as just a blast for {{Trait|Elemental Empowerment}} stacks |
Revision as of 16:14, 21 May 2025
This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a comment.
Focused on: Strike damage, Utility and Crowd control
Designed for: WvW Zerg
Difficulty:
Normal
This build was last updated on May 21, 2025.
Overview
A glass cannon spike based melee build that combines several skills to hit at the same time while stacking damage modifiers.
Skill Bar
Dagger/Dagger
Dagger/Dagger
Utility
Variants
- Heal
- extra combo finisher, if needed for
- is a shorter CD heal for via , but ensures you always have the aura for your combo anyway
- Utility
- ⇒ or
- If you need a stunbreak
Template Code
Missing template code
Specializations
- Variants
- if you can't stay in for the Flame Expulsion
- Variants
- if can be maintained
- if can be maintained
Equipment
Head
Marauder
Marauder
Shoulders
Dragon
Dragon
Chest
Dragon
Dragon
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Dragon
Dragon
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Dagger
Marauder
Marauder
Dagger
Marauder
Marauder
Sigil
Sigil
Dagger
Marauder
Marauder
Dagger
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Relics
Consumables
-
- personal option
Usage
General
- As soon as you get 25 stacks of and get out of combat, swap back to the Staff without a stacking sigil
- You are much stronger with full stacks of
- Maintain stacks via , + and
and
Priorities
- High
- Spike damage
- Moderate
- Sustained damage
- Low
- CC
Surviving
- This build has low passive defense
- This build has high mobility skill access
- Avoid using for mobility unless necessary to survive
- This build has low active defenses
- Save
Immobilize,
Chill or
Weakness
for removing
- Save
Active defense priority 

- Dodge
Detailed Explanations
Spike Damage
- Your spike combo is: ⇒ ⇒ + ⇒ ⇒
- If properly executed and should land at the same time
Sustained Damage
- Use ⇒ then swap to /
- Wait for and to be ready then go for spike combo again
- Camping for is fine while waiting for if you're out of skills in the other attunements
CC
- is good to land when your group crosses the enemy group
- Its OK to use to as just a blast for stacks
is a decent CC, but very short range
Ratings
Comments
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