This is a test build. You may comment and rate it.
Focused on: Healing,Support and Utility
Designed for: Raids
Expansions required:
Difficulty:
TBD
This build was last updated on March 29, 2024.
Contents
- 1 Overview
- 1.1 Pros
- 1.2 Cons
- 2 Skill Bar
- 2.1 Weapon Variants
- 2.2 Skill Variants
- 3 Template Code
- 4 Specializations
- 5 Equipment
- 5.1 Tanking
- 7 Usage
- 7.1 Boons
- 7.2 Energy Generation
- 7.3 Healing
Overview
This variant of Catalyst can provide Quickness,
Fury, 25 stacks of
Might,
Protection,
Resolution,
Swiftness and
Regeneration to their subgroup. It can also provide a small amount of
Vigor and
Resistance.
Pros
- Not Firebrand - Support Healer.
- Fast pickups via
Geyser,
Arcane Resurrection, and
Signet of Water.
- More fun(?)
Cons
- Not Firebrand - Support Healer.
Deploy Jade Sphere (Air) cannot be moved, so boons will suffer if the group is spread and/or the boss moves too often.
- Does not provide on-demand
Stability or
Aegis.
- Have to use
Conjure Frost Bow. If you hate Conjures, this may not be the build for you.
Skill Bar
Dagger/Warhorn
Utility
Weapon Variants
Staff is the only real option for players that don't own Secrets of the Obscure.
Skill Variants
Utility Skills
- Skills with high hit-rate are needed to generate energy quickly to sustain boons. The template uses
Glyph of Storms and
Conjure Frost Bow to generate hits for energy.
Arcane Power may be a decent skill to buff your subgroup, however you may find it difficult to generate energy without
Glyph of Storms. However, this is incredibly limited in use and probably isn't worth it most of the time.
Template Code
[&DQYROiUWQz8nDwAAvgEAAAUBAACPAAAAJgAAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code
Specializations
- Arcane is taken mainly for
Arcane Resurrection and
Elemental Enchantment, the other traits on the line do not matter as much.
- For tanking, you can take
Hardened Auras for some extra survivability. Your aura sustain is through
Elemental Epitome.
Equipment
Head
Harrier
Shoulders
Harrier
Hands
Harrier
Legs
Harrier
Feet
Harrier
Backpiece
Harrier
Accessory
Harrier
Accessory
Harrier
Amulet
Harrier
Ring
Harrier
Ring
Harrier
Dagger
Harrier
Warhorn
Harrier
Sigil
Sigil
- If you are especially confident, a few Magi's pieces can be swapped in. You have a lot of breathing room on this build, anywhere from around 80% to 100% Boon Duration is quite playable. The boon duration is quite flexible due to
Sphere Specialist.
Tanking
Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Dagger
Minstrel
Warhorn
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
- If you swap in Minstrel's to tank, Boon Duration may be lacking, take however much you need to feel comfortable. For bosses with more movement, higher Boon Duration is recommended.
- If blocks are required, you can switch
Signet of Water for
Fortified Earth or
Arcane Shield.
Food & Utility
Standard Healer Food works well.
- - standard ascended choice.
- - budget/standard non-ascended choice.
- - standard utility choice.
- - last resort/budget utility choice if you lack Boon Duration.
Usage
Boons
The majority of your boons come from Deploy Jade Sphere (Air) in various attunements.
- Fire -
Might
- Water -
Resolution and
Vigor
- Air -
Quickness and
Fury
- Earth -
Protection and
Resistance
On your first rotation, you will want to use Deploy Jade Sphere (Air) in Fire, Air, and Earth. In the second rotation, use it in Fire, Air, and Water (you will still want to attune to Earth to trigger
Protection from
Elemental Attunement). By rotating sphere usage between Water and Earth, you can maintain relatively high uptimes on
Protection and
Resolution. As
Protection is generally more useful, if you are struggling with uptime, use more
Deploy Jade Sphere (Earth) in Earth.
You will lack Might slightly on your first rotation. This can be mitigated slightly by blasting
Deploy Jade Sphere (Fire) with
Arcane Brilliance.
Might will be sufficient starting on your second rotation of
Deploy Jade Sphere (Fire).
- Due to
Elemental Enchantment the cooldown on
Deploy Jade Sphere (Air) is actually 13 seconds in each attunement (without Alacrity), not 15s. With Alacrity, the cooldown is 10.5s.
- Don't forget supplemental
Regeneration from
Healing Rain and
Swiftness from
Windborne Speed
Energy Generation
Important: You cannot generate energy through hits while any sphere is active! 2 Energy can be generated per attunement swap through Energized Elements even if one is active, however.This means that to cast 3 instances of
Deploy Jade Sphere (Air), we need to generate energy through hits quickly. This can be done using
Frost Fan on the
Conjure Frost Bow,
Glyph of Storms, or other fast skills, such as
Frost Volley,
Lava Font,
Flame Burst, etc.
Healing
As a Staff Elementalist build, you have a lot of healing through weapon skills in Water Attunement. Consistent healing comes from
Water Blast and
Water Arrow while you are using Frost Bow. Burst Healing comes through
Geyser and blasting the water field from
Healing Rain with
Arcane Brilliance and
Ice Spike.
Healing Utility is mainly Signet of Water. Don't hesitate to use this if needed, it has quite a short cooldown.
Your Elite Skill, Glyph of Elementals allows you to summon an Ice Elemental that can use
Crashing Waves. This is another huge, short cooldown heal that can be used to burst your subgroup back up to full.
You can also dodge to trigger Evasive Arcana in Water
Cleansing Wave
Spend time in Water Attunement when you are not using
Deploy Jade Sphere (Fire) in other attunements for
Soothing Mist uptime.