元晶师 Catalyst - Scepter Condi Cata

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

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擅长:症状

使用场合:征服模式 PvP Conquest

Difficulty:
Easy

概述 Overview

A condition S/D Catalyst build making use of the new Scepter buffs.

Archival note: made obsolete by signet buffs and the emergence of Signet Catalyst

技能 Skill Bar

Scepter/Dagger
Utility

技能变体 Skill Variants

Utility

模板代码 Template Code

[&DQYfKiUeQx90AHUA7xpPAeYAkAAcAesA9xqWAAAAAAAAAAAAAAAAAAAAAAA=]
请手动复制

特性 Specializations

装备 Equipment

节杖
匕首
法印
法印
符文
项链

装备变体 Equipment Variants

Runes

  • - more tanky option, sacrifices some condition damage but retains the Burn Burn duration and adds a very useful aura proc on low CD.

Sigils

  • - improves your strongest condition.
  • - better condition variety and some healing reduction.

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.
  • Whether you need to get around the map faster or want to disengage from a lost fight, is a very strong mobility skill. Just make sure you have "auto-targeting" disabled in the options and use it without a target selected if you want to escape a fight, otherwise it's going to take you right back into the action.
  • grants you Swiftness Swiftness whenever you swap into Air. Swapping in and out of Air as much as you can while roaming the map increases your mobility.
  • (the elite) reduces the recharge of every weapon skill on your current attunement. Use it on:
  • Air if you need mobility/CC/evasion.
  • Fire for extra burst damage.
  • Water for healing/cleansing.
  • Earth for CC and minor sustain from Blind Blind and barrier.

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.
  • The spread of combo finishers on S/D isn't optimal for aura stacking with Elemental Epitome - Air and Water don't have any while Earth has 5. This however can be remedied with good timing and a little bit of creativity by switching attunements at the right moment, causing some finishers to land in a different attunement.
  • An example of spreading out finishers would be dropping the Jade Sphere on Earth, following up with and swapping to Air for
  • 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.
  • 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're also some less complicated ways of obtaining auras. Water #4 creates a (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, so dropping the sphere on Air before switching to Fire is always a good idea.
  • Every skill used on Fire stacks Might Might:you, even the autoattack. A good opener on this attunement would be followed by spam to buff yourself while waiting for DT to go off, and then unloading your other skills with sufficient Might stacks before falling back on the Flamestrike spam.
  • 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.
  • is a simple AoE that burns foes when cast (and whenever they cross the ring)。 It's also a combo field.
  • should always be used when the target has Burning Burning:the extra damage. Considering how every other weapon skill on this attunement inflicts burning that shouldn't be hard.
  • 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
  • Water is the best attunement when it comes to dealing with condition pressure.
  • The first dodge you perform on Water cleanses 1 condition and heals for a small amount.
  • If you need to cleanse a lot of conditions do the following chain:
  1. Cast any of your finishers that can be carried over to another attunement, for example in any Jade Sphere while swapping to in the middle of the cast. The goal is to make it land on Water for Elemental Epitome synergy, creating a Frost Aura. This cleanses 1 condition.
  2. - cleanses 2 conditions.
  3. Dodge, heals and cleanses 1 condition.
  4. Use Dagger #4 for another ,removing yet another condition.
  5. Transmute again for another 2 cleanses.
  6. :another 3 (and some healing) if still necessary.
  • 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. While Water doesn't have any such finishers, swapping to Earth right after and following up with a dodge + Earthquake for 2 blasts is a common play. You could even try adding a but this has a rather long cast time while making you stationary, so not ideal under pressure.
  • 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 for buying time and surviving heavy pressure. With a block, an aura, a CC and an invulnerability frame this could bridge the gap in your defenses until your other CDs come back up or help arrives.
  • is your only stun break, luckily it's on short CD and the build has plenty of Stability Stability。 If you're good enough at reading the field you could even use it preemtively, Blind Blinding an incoming CC (or any other impactful attack skill) instead of reacting to it after you've been hit.
  • Other than just being a powerful CC tool also has an evade frame which is quite useful if you're out of dodges and need to avoid something important.

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