元晶师 Catalyst - Fresh Air Cata

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

The community gave this build a rating,making it top-tier: 极佳 Great

擅长:直伤机动性

使用场合:征服模式 PvP Conquest

Difficulty:
Normal
该配装最后更新于:1 月 04, 2024;并已与以下版本同步:1 月 30, 2024 patch.

概述 Overview

A Catalyts take on the Scepter archetype, this PvP Elementalist build brings the usual burst damage while adding some extra sustain and a variety of boons/auras to the mix. FA Catas aim to kite their opponents with Superspeed Superspeed and CC spam while keeping them pressured with ranged attacks.

技能 Skill Bar

Scepter/Focus
Utility

技能变体 Skill Variants

Utility

Weapons

模板代码 Template Code

[&DQYpKiUeQx90AHUA7xpPAZAAkAAcAesA9xoAAAAAAAAAAAAAAAAAAAAAAAA=]
请手动复制

特性 Specializations

变体 Variants
  • trades Vigor Vigor uptime for more healing.

装备 Equipment

节杖
聚能器
法印
法印
符文
项链
Relic

装备变体 Equipment Variants

Runes

  • - higher HP, slightly lower damage.

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

  • The build's all about swapping in and out of every few seconds, made possible by which recharges Air whenever you land a critical strike.
  • Swapping to Air triggers which you should immediately follow up with a :instant burst damage. Entering this attunement also grants you Ferocity from :a few seconds, which is why most of your heavy hitting skills should land in this small time frame. More on that later.
  • Recharging Air: to recharge Air you need to score a critical hit. The fastest way to do it on attunements with slower skills is to start channeling the air autoattack just before leaving 。 Swapping attunements doesn't break the channeling and Arc Lightning is almost guaranteed to critically hit at least once.
    • Jade Spheres are great for this too. While their damage is insignificant, they are instant cast ranged AoEs that strike multiple times and can crit.
  • This build can self-stack Might Might by blasting the fire field created by the Fire Jade Sphere and 。 Do not prioritize Might stacking, but do take advantage of the incidental opportunities which arise. Your blast finishers are:
  • The first dodge you perform after swapping to Earth attunement
  • is an excellent skill for setting up burst, use it right before swapping out of Air into another attunement.
  • '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.
    • With Off-hand 匕首 you should use the elite in Air for mobility/evasion, Water for cleansing/healing or Fire for burst damage.
  • Gaining an aura grants you 1 stack of Stability Stability。 The first combo you perform in a given attunement always grants you an aura via
  • A common tactic is to cast and burst enemies before it falls on them. This presents a no-win situation for many builds: they can either facetank your burst but dodge the tooth, or dodge your burst and facetank the tooth.
  • Try to aim slightly behind your target whenever you can. This skill passes through targets while doing damage, explodes on the ground, then returns to you once again damaging targets it passes through. The goal here is to hit the target with all 3 parts of the skill, not just the explosion damage.
    • Because of the slow travel time it's also best used in melee.

Notable burst combos

These are some potential combos you can use based on the techniques outlined above. The quicker you pull these chains off, the better.

From Fire:

  1. Drop your Fire Jade Sphere to passively begin stacking Might Might
  2. :more Might (it also does good damage in melee)。 Both the transmute and Dragon's Tooth have a delay, your goal is to get into Air by the time these go off
  3. - optional: right at your target before you finish casting Phoenix to make it near instant. You don't have to do that if you were already in melee.
  4. - swap to this while casting Phoenix
  5. to avoid taking damage in melee, but it's not required

From Earth:

  1. Optional: if you're in melee range of an enemy you may throw in a which can proc if it hits something.
  2. + then swap to during the channeling to make the projectiles land in the right attunement. Hurl is a guaranteed projectile finisher which has synergy with your Spheres, consider dropping one before doing this combo. Any Sphere except Water will result in a damage boost.

From Water:

  1. - the trident does more damage to Chilled enemies which is important. Shatterstone should secure that but can do the trick too.
  2. Swap to while casting Water Trident, preferably even before the 2nd strike of Shatterstone goes off so that it may benefit from Air's damage modifiers.

Survival

  • makes it easy to kite most specs. Avoid melee range whenever you can!
  • is a source of spammable Chill Chill which you can even place behind your back when running away. Chill is great at building distance.
  • Needless to say other CCs can also be used for shaking off pursuers.
  • provide excellent protection against enemies who use projectiles. These however do not work against unblockable projectiles, and some ranged builds - such as this one - are mostly unaffected by projectile reflects and blocks.
  • is the build's best condition cleanse which can also be used while stunned.
  • offers protection against all kinds of pressure.
  • is great at avoiding crucial skills by blinding enemies, and it also shuts down Power-based specs in general with the Weakness.
  • The first strike of Blinds enemies while the snare is useful for keeping distance.

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