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Catalyst Feedback Thread


Fire Attunement.9835

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I liked the very general idea of the spe in question, but on the other hand it needs a visual rework,
already the orb should follow the character in question, the spirits should also be more visible...

And above all, ESPECIALLY this: I want us to constantly see the orb next to us. I'm sorry, but the Catalyst NPC has it all the time, they did it for the virtuoso with his daggers visible H24, so I want it. The Orb is clearly not enough at the heart of the gameplay, when it should be. (I don't really like the elite spell either, preferring the Weaver one otherwise, but hey...). I think if there is no real change I would go back to the weaver...

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I would like to see a bit of bruiser support? I feel like this was the way of the Catalyst, but maybe Anet then remembered the weaver.

 

Hardened Aura: Still get the reduction, also passive reduce strike dmg by X amount for under the 320 threshold.

 

Elemental empowerment: ICD 12sec in combat. Adds 230 vitality.

 

Enpowering Auras: Passive adds X amount of dmg against enemies within 320 threshold.

 

Staunch Aura: passive X amount of vitality as power

 

Maybe they should be added to middle row and top should be condi.

 

I feel that most other specs got a clear power/condi/support line, but it isn’t as clear for the catalyst, as it feels more like a supporting traitline (like Arcane) than an elite one.

like the bottom row that plays with the class mechanics.

Think we could have a strong passive vitality boost as the necro/ranger/guard.

 

Hammer 3 also feel out of place and weaver like.

maybe play around with the upkeep of energy?

if you have three hammer 3 active you get no energy while in combat beside from trait, if you got four it ticks down.

so you could have1-2 active but at the cost of fewer combo fields, or none if you rather want the support.

Final strike shouldn’t reward the amount of orbs, but be a way to remove the orbs (and upkeep of energy) and deal a bit of dmg.

 

 

 

 

 

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It’s pretty obvious that catalyst needs buffs. Every forum that ranks EOD specs puts Catalyst near the very bottom. Catalyst was advertised as a bruiser spec in the thick of battle, but it doesn’t have enough sustain to survive long fights. It’s a support spec that’s supposed to create its own niche aside from Tempest, but it’s often overshadowed by much better support classes. It lacks identity and a clear role. Plus, everyone seems to hate hammer and augments. So, here are some buffs to help with all of that.

Traits

·         Hardened Auras: This trait now also grants barrier to allies whenever you grant them an aura (Five Targets)

This trait now has support potential when combined with Powerful Aura in Water. Plus, Tempest doesn’t have barrier so Catalyst remains with its own Identity.

 

·         Energized Elements: (Remove energy bonus. Applied now to another trait) Gain fury when you switch attunements. And, Transmuting Auras grants Aegis to 5 allies in 240 radius.

Most Elem’s taking this trait will be dishing out power damage. Aegis allows more sustain for DPS builds that use Dagger or Staff.  

 

·         Spectacular Sphere: Switching attunements grants 5 Energy (Old effect from Energized Elements). Also, remove 5 might from using Fire Sphere. Fire Sphere now grants Aegis instead.

 

·         Empowered Empowerment: In addition to previous effect. All combo’s from Catalyst now grant Elemental Empowerment. No ICD

This skill is great for Cele Catalysts, but maintaining ten stacks is an unnecessary chore. If the Grandmaster is selected, the Catalyst should have 10 stacks at all time.

 

·         Sphere Specialist: In addition to previous effects, Jade Sphere now has a reduced cost by 5 and Jade Spheres now last 3 seconds longer

When Taken, Catalyst wants to provide support. Which means he wants his sphere out at all times. This trait makes that happen.

 

 

 

 

Hammer

Surging Flames (Fire 2): Projectile Finisher

Rain of Blows (Water 2): Evade for 1 sec

Hurricane of Pain (Air 2): Whirling Finisher

Whirling Stones (Earth 2): Whirling Finisher

These buffs to Hammer increase survivability. They also allow hammer to combo at range and more frequently, which grants more elemental empowerment and Auras.

Increase all range Fire and Air skills to 900 range. Come on, seriously Anet, why not?

 

 

Augments

These Utilities are boring Skills that compete with Stances and/or Signets and they don’t fare well. Catalyst is a support/bruiser spec, so make all Augments support their allies

Soothing Water: In addition to previous effects, if this is cast in range of your Water Sphere, apply bonuses to your allies in a 240 radius (5 Targets)

Fortified Earth: In addition to previous effects, if this is cast in range of your Earth Sphere, apply bonuses to your allies in a 240 radius (5 Targets)

Invigorating Air: In addition to previous effects, if this is cast in range of your Air Sphere, apply bonuses to your allies in a 240 radius (5 Targets)

Relentless Fire: In addition to previous effects, if this is cast in range of your Fire Sphere, apply bonuses to your allies in a 240 radius (5 Targets)

Shattering Ice: In addition to previous effects, if this is cast in range of your Water Sphere, apply bonuses to your allies in a 240 radius (5 Targets)

Yes, that mean’s 5 Man Barrier, Unblockable, Break Stun or Chilling Attacks. You’ll definitely give Catalyst an identity then. This can only be shared when the Augment is used within its right element. So the rotation and timing it would take to pull it off would warrant the reward.  

Elemental Celerity (Elite): In addition to previous effects, if this is cast in range of any Jade sphere, create an Ethereal Field at your location.

Give Catalyst Chaos Aura! And a way to apply new conditions: Confusion!

 

  Take all the changes or just some of them, but it’s obvious Catalyst needs a buff. These changes buff Sustain, Support, Hammer, and Augments.  

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3 minutes ago, skoda.4619 said:

After todays patch, i think it is time that i give up on catalyst

I'll definitely give up on this thread as well. Even if most changes for Catalyst take a lot more investment, simple QoL stuff like a small cooldown for grand finale so you don't misclick it so often would be soo easy to implement and go a long way.

They tunnel vision'ed on nerfing it and nothing else.

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It makes me really sad that Anet's reaction to Catalyst doing high damage when you can stand inside the hitbox due to the janky way the hammer 3 skill works is to nerf everything else making the rotation even more punishing than it already was. Catalyst now works way harder than any one else to get worse results. Elementalist has always been a favorite of mine but I feel I can almost never play it as it always ends up getting nerfed to the point where to do well, you have to follow a 10 page rotation and if you miss one step you loose all your damage making an extremely flexible class into one of the least flexible. This recent patch really feels like a knee jerk reaction to golem dps videos which are not an accurate representation of actual game play, many of the strengths catalyst shows on the golem will not hold true in actual content. For now I guess my ele is back on the shelf...

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So what can I write here after the changes...

...Terrible. 33.5k dps while you stay not inside the boss, so 33.5k dps in a "halfway realistic" scenario, so if u dont dodge and so on.
Ofc it would be even less with dodges. Make orbs hitting only once per rounding and you ll see what you did. Because none will stay inside the boss in a realistic scenario.

So my conclusion:
Terrible.

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Its not a good balance patch without severe and completely uncalled for nerfs to elementalist for seemingly no reason.

The best part:

Quote

Catalyst has landed strong in group content and currently has damage-dealing potential that is higher than intended when compared against other professions.

Meanwhile, Firebrand and Scourge. Top DPSing consistently while also providing the most utilitiy by far. Its as if there is some kind of "Hear no evil, see no evil" mindset in the office when it comes to these two specs. That, or whenever they are mentioned, they nerf ele.

Edited by Harrada.8041
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I think the main thing that needs to happen is that the dev team needs to ACTUALLY LISTEN TO THE PLAYERS instead of looking at numbers. I mean seriously, they gave us the hardest/wonkiest rotation and said "too easy, nerf". I'm going to give catalysts aura traits one more try (but I doubt it'll work as well as tempest) before I hang up catalyst entirely and debate on whether or not I want to continue even playing ele in the first place. why does arena net hate us eles so much 😿

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I've been supporting much of catalyst for a while now but wow...these recent changes kinda left me speechless. 

If they wanted a trade off for damage they could have freaken just added quickness to sphere specialist and have air give another boon as base. But now catalyst is pointless as dps and only worth it as quickness...

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32 minutes ago, scriptoimpium.7806 said:

I think the main thing that needs to happen is that the dev team needs to ACTUALLY LISTEN TO THE PLAYERS instead of looking at numbers. I mean seriously, they gave us the hardest/wonkiest rotation and said "too easy, nerf". I'm going to give catalysts aura traits one more try (but I doubt it'll work as well as tempest) before I hang up catalyst entirely and debate on whether or not I want to continue even playing ele in the first place. why does arena net hate us eles so much 😿

update, running with aura traits as catalyst is still wonky. catalyst is dead to me

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When EoD was announced I had high hopes, but when hammer ele was teased my hopes dropped.  Beta one shattered them, and beta 2 restored them a little.  Playing Catalyst has been okay at best.  Why are the new weapons a must use for the new specs? I just don't like Hammer, but the other weapons don't seem to work with the spec.  Other weapons don't have finishers in half the attunements. So in solo open world content it was difficult to maintain Aura Traits, and now I just don't want to.  GW2 is not sub based and since I already bought EoD I don't know if it matters that I stop playing.  I thought I loved ele, but I just don't understand.  

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16 minutes ago, Politsu.5763 said:

When EoD was announced I had high hopes, but when hammer ele was teased my hopes dropped.  Beta one shattered them, and beta 2 restored them a little.  Playing Catalyst has been okay at best.  Why are the new weapons a must use for the new specs? I just don't like Hammer, but the other weapons don't seem to work with the spec.  Other weapons don't have finishers in half the attunements. So in solo open world content it was difficult to maintain Aura Traits, and now I just don't want to.  GW2 is not sub based and since I already bought EoD I don't know if it matters that I stop playing.  I thought I loved ele, but I just don't understand.  

Hammer itself doesn't have good synergy with traits either because ur main source of elemental empowerment are ccs, hammer has none except air 4 (which u never use) and air 5. 

Synergy between traits and hammer is as bad as synergy between traits and other weapons. 

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"It had a short life, short but good."

- My Necromancer as the minion died.

 

2 hours ago, SeTect.5918 said:

which u never use

 

I used it like once or twice accidentally and it was quite the moment every time, like "Oh my! Where did I go?".

But at least I could use any of my gap closers on my bruiser type Elementalist to get right back into the fight! :classic_dry:

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To start, I think these nerfs are too heavy-handed. I've also been on record on multiple posts in this thread and in others on the ele forums that I'm not a fan of hammer 3 crowding out the potential for a more well-rounded weapon kit, the jade spheres not really sitting well as a new mechanic, and the spec's identity/utilities/trait line needing a rework. That being said, I agree with a few of the posts that have suggested giving Catalyst access to quickness baseline and not having it be a choice to build into might be the reason for these nerfs. Taking these latest patch notes into account, I would suggest a quick(er), short-term solution that could help create room for the reversion of some of these nerfs without the need for a complete rework of the whole trait line and mechanics:

 

Jade Sphere

  • Deploy Jade Sphere (Air Attunement): This skill no longer pulses quickness. It now pulses 2s of vigor.

 

Traits

  • Spectacular Sphere: This trait now grants 5s of swiftness when deploying a jade Sphere in air attunement.
  • Empowered Empowerment: This trait now grants the 1.5% bonus to all stacks of elemental empowerment. In addition to its previous effects, periodically gain quickness while at maximum stacks of elemental empowerment. 
  • Sphere Specialist: In addition to its previous effects, grant quickness to a target whenever you grant them vigor. This can affect multiple targets simultaneously.

 

Removing the group quickness from the jade sphere as a baseline would create a trade-off between support and dps Catalyst builds, while opening up room to give self-quickness as the bonus for maintaining max stacks of empowered empowerment. Borrowing mechanically from Kinetic Accelerator on Scrapper to enhance Sphere Specialist would create a reliable source of group quickness that maintains the strength of the jade sphere in air attunement. Using vigor as a substitute could also help play into the enhanced endurance regen of Invigorating Air, while giving Catalyst a bit more evasiveness baseline. Applying the 1.5% bonus to all stacks would also compensate for the 5% nerf to Relentless Fire.

Implementing a solution like this could allow for the reduction of the sphere cooldown to 10s or even back down to 5s, or potentially allow for energy to be gained while a sphere has been deployed.

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4 minutes ago, Tempest.8479 said:

To start, I think these nerfs are too heavy-handed. I've also been on record on multiple posts in this thread and in others on the ele forums that I'm not a fan of hammer 3 crowding out the potential for a more well-rounded weapon kit, the jade spheres not really sitting well as a new mechanic, and the spec's identity/utilities/trait line needing a rework. That being said, I agree with a few of the posts that have suggested giving Catalyst access to quickness baseline and not having it be a choice to build into might be the reason for these nerfs. Taking these latest patch notes into account, I would suggest a quick(er), short-term solution that could help create room for the reversion of some of these nerfs without the need for a complete rework of the whole trait line and mechanics:

 

Jade Sphere

  • Deploy Jade Sphere (Air Attunement): This skill no longer pulses quickness. It now pulses 2s of vigor.

 

Traits

  • Spectacular Sphere: This trait now grants 5s of swiftness when deploying a jade Sphere in air attunement.
  • Empowered Empowerment: This trait now grants the 1.5% bonus to all stacks of elemental empowerment. In addition to its previous effects, periodically gain quickness while at maximum stacks of elemental empowerment. 
  • Sphere Specialist: In addition to its previous effects, grant quickness to a target whenever you grant them vigor. This can affect multiple targets simultaneously.

 

Removing the group quickness from the jade sphere as a baseline would create a trade-off between support and dps Catalyst builds, while opening up room to give self-quickness as the bonus for maintaining max stacks of empowered empowerment. Borrowing mechanically from Kinetic Accelerator on Scrapper to enhance Sphere Specialist would create a reliable source of group quickness that maintains the strength of the jade sphere in air attunement. Using vigor as a substitute could also help play into the enhanced endurance regen of Invigorating Air, while giving Catalyst a bit more evasiveness baseline. Applying the 1.5% bonus to all stacks would also compensate for the 5% nerf to Relentless Fire.

Implementing a solution like this could allow for the reduction of the sphere cooldown to 10s or even back down to 5s, or potentially allow for energy to be gained while a sphere has been deployed.

I would think fury instead of vigor would have better synergy with traits.

 

But otherwise looks pretty good. 

 

If only the balance team would consider things like this but I'll believe it when I see it. I'm gonna lean more towards the pessimistic side from this point.

Edited by Serephen.3420
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Just now, Serephen.3420 said:

I would think fury instead of vigor would have better synergy with traits.

I thought of suggesting fury but then I figured it wouldn't create enough of a trade-off between damage and support. Eles already have ways to maintain plenty of fury on themselves, and aura-share builds can already give out fury to allies as well. I think fury could absolutely work, though.

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Hi everybody,

 

i think many people will read the same stuff, for tons of comments, but since this is a thread to discuss and give feedback i wanna share my feelings too:

 

Since yesterday's patch (15th of march) I can't really understand how the balancing act of the catalyst went so far.

 

I truly understand the issue that providing quickness by making ~38k dps (former quickalyst build) is compared to other sharing specs (harbringer and quickbrand) to high.

 

On the other side, this spec is compared to the other ones really hard to play and loses a high amount of dps only by not standing in the middle of the hit box.

 

I really liked  the idea of the catalyst and to see what you have to do to achieve the 43k (small hitbox, pure power dps) really intends me to challenge that (special thanks to Raul from snowcrows who really makes super ncie videos). And that you got high dps for big effort. And to be short, that's something I'm missing (by still seeing how much dps other professions are doing).

 

In my opinion they shall just change the boon giving idea of the sphere and put in a separate trait (or reduce the boon prog to once (1s e.g.) when using the sphere. The 15s cooldown is kitten high, too, but something i could be fine with.

 

But reducing all the dmg modifier really knocked out the full dps rotation, and i would be (but that will probably not happen) happy, if they give modifiers back.

 

They also could change the empowered empowerement trait so that they only boost dmg modifiers (prec, power, felocity, cnd dmg etc,.) without boosting concentration etc. Then you could rework the other trait (sphere specialist) in a way, that you HAVE TO use it, otherwise catalyst cant maintain the quickness, and loses throw this trait the tons of dps (and can be around 34, 35k).

 

In the end, first time of life, I'm doing forum posts, am really disappointed, because catalyst was really not an easy profession to play, and i bet the overall dps of most of the players who are not the craziest elementalists player are not even able to get burst dps (first 20% of the golem)  of more than 40k.

 

So my recommendation would be at this place, to increase the modifiers back to how there where before the patch, but try to cut out the quickness maintainance to another tried, which make it obligate to play quickalyst.

 

Thank you guys, your Ernst

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Took a break from game before EoD. Was hoping new expansion would justify my choice of Light Legendary Armor set.

It didn't. I want a time machine now to swap into Heavy or Medium legendary sets because I hoped I would finally enjoy my first main (Ele) that I had to forsake because of how unrewarding it was and how terrible it is to find a group on it. I ended up in Chronojail because of that, then Scourgejail... Now I'm back to them again and I highly doubt I'll ever try Ele in endgame again. Well played ANet. Hope you won't destroy my last 2 characters that I enjoy...

That was fun. Until it wasn't. (c)

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3 hours ago, Ruffy.2835 said:

Hi everybody,

 

i think many people will read the same stuff, for tons of comments, but since this is a thread to discuss and give feedback i wanna share my feelings too:

 

i think the main reason we are just complaining in this thread is because the devs won't listen to us. I doubt any of them have actually looked at this thread. if they did the catalyst would not have been what it was, even at launch.

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Not to sidetrack the conversation from the recent nerfs, but since I've now had time to dig into the spec, I still don't really think the augment skills are good or particularly interesting. I'm still not sold on the matching mechanic, and I've suggested ways to rework them before. Borrowing somewhat from my earlier ideas, I'd like for the matching mechanic to be removed altogether and the second part to each skill augment the next jade sphere deployed instead. That way the skills play into the themes of building momentum and catalyzing a reaction, while creating more interesting interplay between the utilities and profession mechanic. An example rework would look like this:

 

Soothing Water

Regenerate health and cleanse conditions over time. Applies the Soothing Water status effect. This status effect overrides any active augment status effect.

Soothing Water (Status Effect) (8s): Your next jade sphere grants regeneration and cleanses a condition with every pulse.

25s CD

 

Relentless Fire

Your attacks and conditions deal increased damage, and your attacks are unblockable. Applies the Relentless Fire status effect. This status effect overrides any active augment status effect.

Relentless Fire (Status Effect) (8s): Your next jade sphere deals increased damage and pulses burning.

20s CD

 

Shattering Ice

Your successful attacks will trigger an additional strike on nearby enemies that applies chill. Applies the Shattering Ice status effect. This status effect overrides any active augment status effect.

Shattering Ice (Status Effect) (8s): Your next jade sphere pulses chill. Enemies who are already chilled will be dazed instead.

20s CD

 

Invigorating Air

Gain increased regeneration and superspeed. Applies the Invigorating Air status effect. This status effect overrides any active augment status effect.

Invigorating Air (Status Effect) (8s): Your next jade sphere blinds enemies when deployed and pulses vigor.

Breaks Stun

25s CD

 

Fortified Earth

Block attacks. Gain barrier if the channel completes successfully. Applies the Fortified Earth status effect. This status effect overrides any active augment status effect.

Fortified Earth (Status Effect) (8s): Your next jade sphere has a 25% increased radius and pulses barrier.

30s CD

 

Elemental Celerity

Reduce the recharge of weapon skills of your current attunement. Applies the Elemental Celerity status effect. This status effect overrides any active augment status effect.

Elemental Celerity (Status Effect) (8s): Your next jade sphere grants might, vigor, fury, and protection when deployed.

90s CD

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Some thoughts from my community:

Catalyst needs a way to generate energy outside of combat.

Energy gain should also NOT be stopped while a sphere is out, I can't emphasize enough how annoying it is that the best way to use the sphere is to save up all 30 energy and then spam 3 different spheres down as quickly as possible, then repeat.

Energized Elements should be a flat "Gain 1 energy per second"

The fury gain on Energized Elements is useless as there's plenty of other ways to gain fury. Maybe change this to alacrity?

Staunch Auras should be changed from "Gain stability when you gain an aura."  to "Grant stability when you grant an aura"

Hammer needs more combo fields and combo finishers.

It's annoying when you try to queue up a skill after a channeled skill and it just interrupts the channeled skill. Keep the channeled skills going like how Meteor Shower works. Just imagine Meteor Shower stopping immediately if you stopped the channel of it.

 

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