Power Catalyst is an Open World build that leverages Spheres and Scepter / Dagger for strong burst damage and boon generation, making it effective for farming and group events.
[&DQYfHykuQz4XAQAA+BoAAL4BAADLAAAAJgAAAAAAAAAAAAAAAAAAAAAAAAA=]Power Catalyst is an Open World build that leverages Spheres and Scepter / Dagger for strong burst damage and boon generation, making it effective for farming and group events.
Build Difficulty: ● ● ● ○ ○
can be replaced when needed:
can be replaced when needed:
can be replaced when needed:
| Fire Attunement | Default Keybind |
|---|---|
| Auto Attack | |
2 | |
3 | |
Cast Jade Spheres F5 to upkeep Quickness and all your complementary Boons via and
Jade Spheres are instant-cast and require Energy, a resource gained by hitting enemies. Make sure to constantly attack as often as allowed, and try to cleave where possible.
Aim to use Jade Sphere in every Attunement but it's not always off Cooldown.
Gain stacks increase your Damage. Gain stacks by:
Cycle through the following Attunements:
Use all of your Damage skills as you cycle through your Attunements. Swap to your next Attunements as soon as you've run out of skills.
Always use inside of .
Use in to inflict Vulnerability or for Blind.
Use in , as well as off Cooldown.







4 |
5 |
| Water Attunement | Default Keybind |
|---|---|
| Auto Attack | |
2 | |
3 | |
| → | 4 |
5 |
| Air Attunement | Default Keybind |
|---|---|
| Auto Attack | |
2 | |
3 | |
4 | |
5 |
| Earth Attunement | Default Keybind |
|---|---|
| Auto Attack | |
2 | |
3 | |
4 | |
5 |
for a minor Damage increase at a cost of Condition Removal.
for a slightly noticeable Damage increase at a cost of Superspeed.
for structure bosses without Defiance Bars.
and can be taken instead of and if Quickness is already covered.
Feel free to run the same equipment as the raid build for Power Quickness Catalyst. The equipment listed here is easier to obtain due to not requiring .
You can also run the same equipment as the raid build for Power Catalyst and the following traits if you already have Quickness covered.
Staff can be taken instead of Spear if you do not have access to Janthir Wilds (JW).
can be replaced when needed:
Janthir Wilds Relics:
Secrets of the Obscure Relics:
Core Game Relics:
Auras will help negate damage, specifically Magnetic Aura and Frost Aura.
Using in provides you with a personal, high-health tank. Use off Cooldown for Protection.
provides a Water Field. Blast / Leap Finishers will provide bonus Healing from a Water Field.
provides you with Protection and Aegis due to .
has plenty of defensive skills:
has plenty of Healing and Condition Removal options:
grants you Superspeed when you attune to . Use this to your advantage to catch up to foes...or to run away.
| Skill | Defiance Damage | Source |
|---|---|---|
| 232 | Dagger: | |
| 200 | Dagger: | |
| 150 | Staff: | |
| 200 per Charge | Alternate Utility | |
| 200 | Alternate Utility: | |
| 150 | Alternate Utility: | |
| 232 | Alternate Utility: | |
| 200 on contact | Alternate Utility: | |
| 200 when crossed | Alternate Utility: | |
| 150 | Alernate Elite: in | |
| 150 | Alernate Elite: in |
turns you into, you guessed it, a tornado, which can Launch enemies within the skill's Radius every three seconds. It pulses a maximum of five times.
Here's what you need to know:
Here's what's nice to know:
| Skill | Defiance Damage |
|---|---|
| 232 | |
| with | 150 + 232 |
| 332 |