Background

Power Catalyst

Good
  • last updated on Fri Jun 02 2023
Gear
Guide
Overview

The Power Catalyst is a strong DPS build for fractals. Power Catalyst provides conjures and Vulnerability, as well as some Might through Spheres and potentially blasting fire fields. It may also swap traits and gear to provide permanent Quickness and a decent amount of extra Might. It is also very useful for some T4 skips in fractals like Aetherblade, Cliffside, Thaumanova Reactor etc. thanks to high mobility and Lightning Flash .

This build has less burst than Power Weaver but offers extra utility through the boons of the Jade Spheres.

Unfortunately, the survivability of this build is on the lower end. While some defensive utilities are available in Water Attunement and Earth Attunement , you will use them during your normal rotation and not always be in the correct attunement when you need the defense. Therefore, it is recommended to have a high awareness of the encounters and good class knowledge before picking up this build.

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 Powerful Potion of Slaying Scarlet's Armies and Superior Sigil of Serpent Slaying .

Equipment
Profession
Heal
Utilities
Elite
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Food
Utility
Build

Traits

Fire
Air
Catalyst

Situational Traits

Useful for skipping with Superspeed, especially in combination with Executioner Axe Toy or Endless Choya Piñata Tonic .
If your group has absolutely no Might from other sources, you can also run this to provide extra Might as well as Fury. However, this comes at a significant DPS loss of around 10%.

Defiance Bar Damage

SkillDamage
Wind Storm 200 with Knockdown
Shock Blast 150 with Stun
Wind Blast 232 with Launch
Deep Freeze 300 with Stun
Magnetic Surge 200 with Daze
Magnetic Shield 150 with Pull
Chilling Crack
Rain of Blows
33 / s with Chilled
Crescent Wind 20 / s with Weakness

Situational Skills

Offensive
Good on encounter with longer phases like Ensolyss instead of Arcane Blast .
Heal
Additional Might by blasting fire fields.
Strong heal over time and condi cleanse.
Strong burst heal.
Conjures
Good on larger hitboxes and fast phase times instead of Shattering Ice . Precast that skill everywhere where it is possible for DPS increase.
Precast it for Renegade for additional cc on encounters like Siax.
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 Protection and Stability.
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 Might with a fire field.
Useful for skipping with Superspeed, especially in combination with Executioner Axe Toy or Endless Choya Piñata Tonic .
Skill Explanation

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:

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 Crescent Wind and Flame Wheel and will therefore be:

  1. Repeat

You will cast Grand Finale in Air Attunement after the first loop and try to minimize downtime before getting back your offensive buffs from Crescent Wind and Flame Wheel .

All of your Hammer skills are useful in some situations and all except Wind Storm (Air 4) and Immutable Stone (Earth 4) will be used for DPS.

If you need to auto-attack to bridge the gap between skills, you’d ideally want to only do so in Earth Attunement and partially Air Attunement .

Some of them bring nice extra utility, like:

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 Relentless Fire and Shattering Ice . Other augments listed in the situational skills section can also be useful.

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, Relentless Fire will grant you a damage increase for 5 seconds. This is increased by 3 additional seconds when cast near a Deploy Jade Sphere . Therefore, you usually want to use them in the corresponding attunement.

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 Conjure Fiery Greatsword (FGS).

  • 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

Empowering Auras is a buff unique to Catalyst. It grants a 3% outgoing damage buff capping at 5 stacks.

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 blast Might at the Singularity is therefore even more beneficial, even if you just do it for your DPS.

Elemental Empowerment is a buff unique to Catalyst. It grants a 1% bonus to all stats capping at 10 stacks.

Traits that interact with Elemental Empowerment stacks are:

Rotation / Skill usage

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 Grand Finale is not.

  1. Start in Air Attunement and cast Crescent Wind .
  2. Swap to Fire Attunement and cast Flame Wheel .
  3. Swap to Water Attunement and cast Icy Coil .
  4. Swap to Earth Attunement and cast Rocky Loop .
  5. Swap back to Air Attunement and cast Grand Finale .
  6. 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 Grand Finale with all 4 orbs up. Make sure to not double-tap the skill on the first loop or you will cast Grand Finale early losing your buffs and extra damage from sending all 4 orbs. In later loops, the skill will be on-cooldown so this will not be an issue.

Step 2: Jade Sphere and Augments

Now it is time to take a look at the Jade Sphere and Augments, namely Relentless Fire and Shattering Ice . These become stronger when cast near the corresponding Sphere. We will have enough energy to cast our Jade Sphere in Air, Fire, and Water. Use the Augments right after casting the corresponding Sphere. We will also use Relentless Fire as a timer for counting auto-attacks in Earth Attunement as this is our strongest auto-attack.

  1. Swap to Fire Attunement and cast Flame Wheel and Deploy Jade Sphere , followed by Relentless Fire .
  2. Swap to Water Attunement and cast Icy Coil and Deploy Jade Sphere , followed by Shattering Ice .
  3. Swap to Earth Attunement and cast Rocky Loop . Use Stonestrike until Relentless Fire has around 7-9 seconds cooldown left.
  4. Swap back to Air Attunement and cast Grand Finale .
  5. Repeat step 1

Step 3: Hammer Skills

All of your Hammer skills except Wind Storm (Air 4) and Immutable Stone (Earth 4) are worth using in your rotation. Once you swap to an attunement, cast all good weapon skills in that attunement. You can use longer channels such as Hurricane of Pain to use your Hammer 3 and Jade Spheres as well as attunement swap during their casts. The rotation will look like this:

  1. Start in Air Attunement and cast Shock Blast and Hurricane of Pain .
  2. Use Crescent Wind and Deploy Jade Sphere during the cast, swap to Fire Attunement and cast Flame Wheel and Deploy Jade Sphere
  3. Once Hurricane of Pain finishes its channel, use Relentless Fire , Molten End , Triple Sear and Surging Flames .
  4. Swap to Water Attunement and cast Icy Coil and Deploy Jade Sphere , followed by Shattering Ice .
  5. Swap to Earth Attunement and cast Rocky Loop , followed by Ground Pound and Whirling Stones .
  6. Use Stonestrike until Relentless Fire has around 7-9 seconds cooldown left.
  7. Swap back to Air Attunement and cast Hurricane of Pain , followed by Grand Finale . Cast Deploy Jade Sphere once you have enough energy. Use Shock Blast when it is back.
  8. 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 Relentless Fire meaning you will not delay your rotation):

Step 4: Glyph of Storms and Conjures

The last skills we need to incorporate are Glyph of Storms and Conjure Fiery Greatsword (as well as other Conjures if we’re running any).

Cast Glyph of Storms at the start of the fight in Air Attunement . You will be able to cast it approx. every 3 loops in Air Attunement .

In fractals, you will mostly use Conjures to precast skills at the start of the fight or between phases. The most important skills are Invoke Lightning from Conjure Lightning Hammer as well as Firestorm from Conjure Fiery Greatsword .

In a golem situation (long single phase, no Exposed to take advantage of), the highest damage is using Conjure Fiery Greatsword skill 4 and 5 in Earth Attunement instead of some Stonestrike .

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 in Air Attunement like Grand 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 an Invulnerability target with your Hammer 3 orbs will make them disappear which can confuse your rotation as you will not be able to cast Grand 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 using Grand Finale in Earth Attunement if you notice it early enough so you can start over by activating Crescent Wind in Air Attunement .