The
This build has less burst than
Unfortunately, the survivability of this build is on the lower end. While some defensive utilities are available in
This build has one of the harder rotations in the game but is very enjoyable to play - if given some dedication. The build benefits heavily from slaying potions and sigils such as
Traits
FireSituational Traits
| Useful for skipping with |
| If your group has absolutely no |
Defiance Bar Damage
Skill | Damage |
---|---|
| 200 with |
| 150 with |
| 232 with |
| 300 with |
| 200 with |
| 150 with |
| 33 / s with |
| 20 / s with |
Situational Skills
Offensive | |
| Good on encounter with longer phases like Ensolyss instead of |
Heal | |
| Additional |
| Strong heal over time and condi cleanse. |
| Strong burst heal. |
Conjures | |
| Good on larger hitboxes and fast phase times instead of |
| Precast it for |
| Precasted for additional cc on encounters like Artsariiv. |
Defensive | |
| Provides three blocks for things like the console in Aetherblade Fractal . |
| Another defensive utility skill granting |
| Strong defence against pulsing damage like the Heat Room in Thaumanova Reactor Fractal . |
Utility | |
| A teleport with a range of 900 units. Very important skill for certain skips. |
| Useful to generate |
| Useful for skipping with |
Jade Spheres
As a Catalyst, your unique class mechanic is the energy system and your Jade Sphere.
- You build up energy by attacking your enemy up to a maximum of 30.
- Your F5 skill will cost 10 energy and cast a Jade Sphere based on your current attunement, for example
Deploy Jade Sphere . - Your Jade Spheres damage enemies and provide boons to allies while they are active. They also act as combo fields.
- This means, that even on the full DPS build you will provide some boons to help out the group.
Certain traits interact with your sphere, namely:
-
Spectacular Sphere makes your Sphere grant an extra boon based on the attunement. This allows you to provideQuickness inAir Attunement for example. -
Sphere Specialist doubles the duration of the boons applied, making it possible to provide higher boon uptime when traited withSpectacular Sphere .
Hammer Skills
The unique mechanic for the Hammer weapon set is the third skill. Mastering it is very important for the rotation.
- Pressing a third skill such as
Crescent Wind will summon an orb circling you dealing damage to enemies in its way. - The orb will last for 15 seconds and grants access to
Grand Finale on this attunement while active - The orb will grant a passive bonus like crit-chance in the case of
Air Attunement while active.
Connecting multiple orbs:
- If you swap to a different attunement and use the third skill there, it will cast the according to the orb and refresh the duration of any currently active orb.
-
Grand Finale will replace the third skill on any attunement that you have the active orb from already. It will send out all current orbs to your target to deal damage. - Your goal is to get all 4 orbs up at the same time, send them all at once with
Grand Finale , and repeat this loop during your entire rotation. - The hardest part will be the first loop as you can accidentally double press the third skill sending out the first projectiles as
Grand Finale is not yet on-cooldown for this loop.
Your attunement rotation will try to maximize uptime on the offensive buffs from
- Repeat
You will cast
All of your Hammer skills are useful in some situations and all except
If you need to auto-attack to bridge the gap between skills, you’d ideally want to only do so in
Some of them bring nice extra utility, like:
-
Crashing Font heals you for each enemy you hit with it. -
Cleansing Typhoon cleanses conditions from you. -
Whirling Stones blocks projectiles.
This can sometimes be quite handy, however, all of these skills are used in the rotation so you will not want to delay them too long usually.
Utility Skills
As a Catalyst, you gain access to augments. You will be using two of them by default, namely
Augments grant you a buff and gain a bonus effect when cast near their corresponding sphere. This is usually either a duration increase for the buff or a cooldown decrease for the skill.
For example,
Conjures are specific to the Elementalist class.
- Casting a Conjure skill will give the weapon to you as a bundle replacing your weapon skills and leave one copy on the ground for yourself or an ally to pick up.
- In fractals, you will mostly use these to precast additional damage at the start of the fight and between phases. Some Conjures will be used only for CC.
The most common Conjure you will always run is
-
Firestorm is the most used skill on this weapon. It deals constant damage in the targeted area and can therefore be precasted before the fight or between phases for extra burst. - If you pick up the FGS in the middle of your rotation,
Fiery Rush usually offers more damage than auto-attacking on your regular weapon set. It also rushes you to the enemy and is therefore great for mobility. -
Fiery Whirl is also great for mobility. It also does a decent amount of damage when used with the Special Action Key to get multiple hits on Arkk.
Trait Interactions
Traits that interact with Elemental Empowerment stacks are:
-
Empowering Auras gives you a stack whenever you gain an aura. -
Elemental Epitome provides you an aura every time you combo. Actively helping to blastMight at the Singularity is therefore even more beneficial, even if you just do it for your DPS.
Traits that interact with Elemental Empowerment stacks are:
-
Vicious Empowerment gives 2 stacks whenever you disable a foe. -
Elemental Empowerment gives 3 stacks while in combat. -
Elemental Epitome gives 1 stack every time you gain an aura and grants an aura when doing a combo. -
Empowered Empowerment doubles the effectiveness at 10 stacks (DPS build only).
Step-by-Step Rotation
This is a step-by-step explanation of the Catalyst rotation. A mostly complete written rotation and some extra info can be found in step 3. The steps do not indicate what skills do the most damage, it merely demonstrates a possible way to learn the rotation.
Step 1: Attunement Rotation/Hammer 3
In the first step, we will take a look at the Hammer 3 skill. All of the orbs are instant-casts while
- Start in
Air Attunement and castCrescent Wind . - Swap to
Fire Attunement and castFlame Wheel . - Swap to
Water Attunement and castIcy Coil . - Swap to
Earth Attunement and castRocky Loop . - Swap back to
Air Attunement and castGrand Finale . - Repeat from step 1 (the cooldowns will take a bit to recover as we are not using any other skills yet)
This will maximize the uptime of the 2 offensive buffs from Hammer 3 and make sure that you always use
Step 2: Jade Sphere and Augments
Now it is time to take a look at the Jade Sphere and Augments, namely
- Swap to
Earth Attunement and castRocky Loop . UseStonestrike untilRelentless Fire has around 7-9 seconds cooldown left. - Swap back to
Air Attunement and castGrand Finale . - Repeat step 1
Step 3: Hammer Skills
All of your Hammer skills except
- Use
Crescent Wind andDeploy Jade Sphere during the cast, swap toFire Attunement and castFlame Wheel andDeploy Jade Sphere - Once
Hurricane of Pain finishes its channel, useRelentless Fire ,Molten End ,Triple Sear andSurging Flames . - Use
Stonestrike untilRelentless Fire has around 7-9 seconds cooldown left. - Swap back to
Air Attunement and castHurricane of Pain , followed byGrand Finale . CastDeploy Jade Sphere once you have enough energy. UseShock Blast when it is back. - Repeat from step 2 (skipping the
Deploy Jade Sphere as you already cast it in step 8).
You can focus on only using Hammer 2 in each attunement first if you struggle to press everything at once.
Note: Not all skills will always be off-cooldown in this rotation. It is usually worth waiting for the following skills (as all their cooldowns should be the same as
Step 4: Glyph of Storms and Conjures
The last skills we need to incorporate are
Cast
In fractals, you will mostly use Conjures to precast skills at the start of the fight or between phases. The most important skills are
In a golem situation (long single phase, no
Extra Info
- One possible way of adapting your rotation to your phase timing is skipping auto-attacks in
Earth Attunement to get to your big damaging skills inAir Attunement likeGrand Finale faster if the phase is about to end. - Try to move away from your target early if you know it will go
Invulnerability like MAMA. Hitting anInvulnerability target with your Hammer 3 orbs will make them disappear which can confuse your rotation as you will not be able to castGrand Finale unless the orb corresponding to the attunement you are in is active. You will also lose important damage buffs this way. You can reset your rotation from this happening by usingGrand Finale inEarth Attunement if you notice it early enough so you can start over by activatingCrescent Wind inAir Attunement .