元晶师 Catalyst - Celestial S/F Roamer

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此配装转载自 https://metabattle.com/wiki/Build:Catalyst_-_Celestial_S/F_Roamer

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擅长:Hybrid damage机动性

使用场合:战场游走 WvW Roaming

Difficulty:
Easy

概述 Overview

A hybrid/condition focused Scepter/Focus Catalyst build for WvW Roaming.

技能 Skill Bar

Scepter/Focus
Utility

技能变体 Skill Variants

Utility

can be replaced by:

Heal

模板代码 Template Code

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特性 Specializations

装备 Equipment

头部
Celestial
肩膀
Celestial
上衣
Celestial
手套
Celestial
腿部
Celestial
足部
Celestial
背部
Celestial
饰品
Celestial
饰品
Celestial
项链
Celestial
戒指
Celestial
戒指
Celestial
节杖
Celestial
聚能器
Celestial
法印
法印
符文
x6
灌注
x18

Sigils

  • - adds a new condition to the build, making it harder for enemies to cleanse your more important ones while also doing some damage.
  • - if you're having trouble dealing with conditions.
  • - AoE damage proc that could be used to instantly apply the Poison Poison from the Doom sigil the same time this sigil strike an enemy, but the proc has melee range so sometimes it could go to waste if you're too far away from the targetwhen swapping attunements.

符文

  • - way better cleansing, strong synergy with various traits like or even if you chose that heal.

消耗品 Consumables

食物 Food
  • - passive damage mitigation and a boost to all of your stats, goes well with all Celestial builds.
  • - defensive option with more evasion.

增强 Utility

使用说明 Usage

Elite specialization basics

  • Catalysts gain access to Deploy Jade Sphere which drops an AoE combo field with pulsing boons depending on the attunement they were used in.
  • The Jade Sphere costs energy to deploy, you build energy by hitting enemies or swapping attunements thanks to
  • Jade Spheres are instant and can be used while casting skills or sitting in a CC.

General

  • Because of you should almost always be casting something for the passive healing, even if it's just an autoattack that's not even hitting anything. An exception to this would be having high enough Confusion Confusion stacks in which case you'd take more damage then the signet could heal.
  • 's main purpose is to reset/reduce the CDs on :extra sustain, but if you want to get greedy it could also reset burst and CC cooldowns in other attunements.

Auras

  • You gain Stability Stability and cleanse 1 condition whenever you gain an aura thanks to
  • grants an aura based on your current element when you execute a combo.
  • Combo finishers in the build:
    • on Fire.
    • on Water.
    • (chain skill of ), and the first dodge you perform after swapping to this element thanks to 。 There's also the autoattack but that's a bit random.
  • As you can see Air has no combo finishers, but that doesn't mean the build has no access to 。 All you have to do is make one of your finishers land while you're attuned to Air, for example a which has a travel time.
  • Aura combos like this from can only happen once every 10 seconds per attunement, so while it's possible to swap attunements for a different aura keep the CD in mind!
  • There are also some less complicated ways of obtaining auras. Fire #5 directly applies a Fire Aura (and flips over into a chain skill which lets you transmute it for extra effects or more cleansing via )。 Another easy one is to simply swap to :a proc. These are both instant and can even be done while casting skills or sitting in a CC, preventing enemies from piling more CCs onto you.
  • As the Jade Sphere is instant you could even drop a combo field in the middle of your dodge in Earth to obtain an aura.

Damage

  • Fire is your strongest element.
  • is an autoattack which is more dangerous than it looks, capable of rapidly stacking burning on enemies if you're allowed to freecast for a few seconds. Quickness Quickness from the Air Jade Sphere can help a lot with that along with when used in Fire, so dropping the sphere on Air before switching to Fire is always a good idea.
  • both do good damage and are Blast finishers. Other than stacking auras they have inherent value as combo tools, for example if used inside the Fire Jade Sphere these two are going to stack Might Might which increases your damage.
    • Both of these skills work on targets behind your character, allowing you to effortlessly pressure enemies even while kiting them.
  • can sometimes be hard to get value from, but it's good against CC'd or downed enemies.
  • Air skills don't do a whole lot of damage compared to Fire but offer good cover conditions to make your Burning stacks harder to cleanse.
  • While offers a passive stat increase, most of the time people tend to go immediately for its chain skill to deal damage. Hurl launched 5 projectiles which apply Bleeding Bleeding that are guaranteed projectile finishers,these are best used inside the Earth Sphere to combo Poison Poison or a Fire Field for Burning Burning
  • adds more condition variety to your bursts on top of being a great defensive skill.
  • isn't quite as good of an auto as but it's an okay filler skill when you've got nothing better to do.

生存

  • Simply swapping to Earth can already help you out against direct damage as you'll gain Protection Protection。 Earth Jade Sphere grants the same boon plus Resistance Resistance
  • Fire and Earth are the best attunements when it comes to dealing with condition pressure. Fire has 2 auras, one from and another on skill #5. Gaining auras removes conditions and transmuting an aura removes 2. also removes a condition.
  • If you need to cleanse a lot of conditions do the following chain:
  1. - cleanses 1 condition as you gain an aura.
  2. - cleanses 2 conditions.
  3. Use Focus #5 ,removing yet another condition.
  4. Transmute again for another 2 cleanses.
  5. if necessary for another cleanse.
  • Earth's instantly cleanses several conditions and reflect projectiles. This plus can make you quite durable against projectile-based specs.
  • The first dodge you perform on Water cleanses 1 condition and heals for a small amount.
  • is rather straightforward, heals when it strikes an enemy.
  • Water Attunement's Jade Sphere is a Water field, dropping blast finishers inside it is a good way of resustaining yourself. has nice synergy with that while the Daze creates a bit of breathing room for your. Swapping to Earth right after and following up with a dodge + Magnetic Wave for 2 more blast finishers is a common play.
  • Chill Chill can help you kite enemies.
  • mitigate damage via Blind Blind spam, but Blinding Flash also has Weakness which is quite nice against power-based specs (and it's instant so could even be used while CC'd)。
  • are both strong barrier sources for damage mitigation, and Fortified Earth even has a rather long block duration.
  • is the ultimate defensive skill in the build, protecting you from all types of damage except for fall damage.