Jump to content
  • Sign Up

Small Changes that would increase build diversity for Catalyst


Poelala.2830

Recommended Posts

Catalyst is an elite specialization that has two different mechanics that do not have strong overlap. This is the mechanic of elemental empowerment and energy. Energy gives access to jade sphere, its boons, and its fields. Jade spheres are great utility but lack any damage or attrition of any kind. Unfortunately as it stands now the very best way to upkeep on elemental empowerment is to take vicious empowerment and evasive empowerment, and the very best way to have loads of access to your spheres is to take energized elements.

 

This lacks any synergy whatsoever to fresh air as fresh air core does not use lots of CC to deal its damage, and it does not have the damage to be in melee long enough or consistent enough to evade. So in this sense, scepter is locked out of one half of the catalyst traitline, and it doesn't get access to the +20% buff from empowered empowerment. The only other route it seems for fresh air is to use the energy mechanic to spam jade spheres, which would work if fresh air wasn't meant to be an incredibly mobile build that kites and has an enemy that chases. Since jade spheres apply boons on an interval to maximize off these boons the catalyst would have to stay still, which means either they have the defense, offense, soft cc, or hard cc to make this possible. Since jade spheres do not do damage that would make its offense not a viable incentive to use spheres, and they do not offer any soft cc/attrition/hard defense to make their defensive prowess strong enough to justify standing still.

 

Catalyst also lacks any meaningful defense outside of staunch aura, which is a powerful trait, which makes it very difficult in sPvP to use dagger offhand. This is not necessarily a bad thing as a strong offense makes a strong defense, but there isn't any burst damage potential offered by catalyst to do this.

 

Trait changes to Catalyst:

Depth of Elements: Gain 1 energy when you strike a foe. Gain 2 energy when you critically strike a foe.

 

Spectacular Sphere and Sphere specialist are combined and placed in the spot of Sphere Specialist and retains the name Sphere Specialist. With this done, it allows for boon Elementalist to still apply boons and these boons are tied to the grandmaster line as to not give the Elementalist boons + damage which was a problem at launch.

 

Spectacular Sphere retains the same name but its functionality is entirely different. Hitting an enemy with your jade sphere applies 1 stack of elemental empowerment ~per hit~. Spheres' damage is increased from 3 to 130.  This makes it so when one chooses this trait they can choose to do even more damage with empowered empowerment or choose the boon route for high uptime of +10% boon duration and apply loads of boons. 

 

Hardened Auras + Empowering Auras: duration increased to 15s

 

Miscellaneous trait changes:

Rock Solid: Gain stability when attuning to earth. When gaining stability, gain 300 barrier. This makes my version of catalyst more so a bruiser when specializing in earth and staunch auras. 

 

Strength of Stone: Apply bleed when enfeebling (afflicting a non-damaging condition) a foe. (+ all other current effects)

Immobile: 3 bleed for 7 seconds. Chill: 2 bleed for 7 seconds. Cripple: 1 bleed for 10 seconds. Weakness: 2 bleed for 7 seconds. Blind: 1 bleed for 10 seconds.

 

Serrated stones: All current effects + bleeding you inflict is 33% more dangerous.

 

Diamond Skin: When you have protection, gain resolution (3 seconds per protection application). When above the thresh hold (5 seconds) gain resistance.

 

Earthen  Blessing: Increase energy gain from 5 to 15. 

 

A few years ago all cleanses were tied to water and regeneration, the change to fire made cleanse come reliably from either traitline. I hope with this change condition builds for the Elementalist will exist with earth. This will also make a scepter condition build viable as with focus and this trait every attunement you have access to could grant bleed. Fire attunement when traited with blinding ashes would make it so you can sometimes apply bleed and burn simultaneously. This will also make shattered ice much more effective. 

 

Utility Skill changes: 

Relentless fire: Cast time removed. When activated near fire sphere increase the duration of this skill and the possible unblockable attacks to 15. 

Shattering Ice: Increase damage from 80 to 120. Increase chill duration from .5 seconds to .75 seconds. Remove cast time. 

Elemental Celerity: Gain 15 energy. Gain 4 stacks of elemental empowerment. Refresh all spheres. Remove current effects.

 

 

  • Like 1
  • Thanks 1
Link to comment
Share on other sites

I actually really like these suggestions. I had some other ideas originally but I kinda prefer this😄

Gets my vote for whatever that's worth.

I know this is for pvp/wvw but I'm sure pve equivalents could be implemented as well.

Edited by Serephen.3420
  • Thanks 1
Link to comment
Share on other sites

On 4/20/2022 at 1:10 AM, Poelala.2830 said:

Catalyst is an elite specialization that has two different mechanics that do not have strong overlap. This is the mechanic of elemental empowerment and energy.

To be honest, that's not 100% accurate. Elemental Empowerment is easier to achieve on Catalyst due to the Sphere, which is fueled by Energy. Not saying that this is a big connection considering how many combo fields Elementalists have. But I'm quite certain this is the basic idea.

 

On 4/20/2022 at 1:10 AM, Poelala.2830 said:

Depth of Elements: Gain 1 energy when you strike a foe. Gain 2 energy when you critically strike a foe.

I'd like more traits and mechanics around energy but I don't think this is the way to go. This is simply a universal boost to all Catalysts and I don't think this is needed nor will lead to anything great.

 

On 4/20/2022 at 1:10 AM, Poelala.2830 said:

Spectacular Sphere retains the same name but its functionality is entirely different. Hitting an enemy with your jade sphere applies 1 stack of elemental empowerment ~per hit~. Spheres' damage is increased from 3 to 130.  This makes it so when one chooses this trait they can choose to do even more damage with empowered empowerment or choose the boon route for high uptime of +10% boon duration and apply loads of boons. 

In my opinion, this is exactly what ANet does NOT want. You either go for selfish buffs (on Aura), insane stat boosts that might need some group support to make the GM work (Elemental Empowerement) or do buffs with Spheres. Such a trait would not only make capping Empowered Empowerement extremly easy as soon as fighting more than 1 enemy, it will also add more damage/stats to boon builds which, at this point in time, isn't really needed. Additionally, this will make on Aura buffs even less desirable because Elemental Empowerement will probably be better even more often than it already is. On a different note, I'm having a really hard time how this all plays into Scepter gameplay.

 

On 4/20/2022 at 1:10 AM, Poelala.2830 said:

Strength of Stone: Apply bleed when enfeebling (afflicting a non-damaging condition) a foe. (+ all other current effects)

Immobile: 3 bleed for 7 seconds. Chill: 2 bleed for 7 seconds. Cripple: 1 bleed for 10 seconds. Weakness: 2 bleed for 7 seconds. Blind: 1 bleed for 10 seconds.

I guess you want to open up more condition damage aside from Immobilize? An issue I see with this is that this also bleeds over (haha...) into Fire (e.g. Blinding Ashes), Air and Water quite a lot. Maybe that's your intention? But I just don't see ANet doing this. It might be more realistic to go more down the Lightning Rod road and maybe add Bleeding to hard CC or even interrupts. This still creates some synergy outside of Earth but is way less convoluded and doesn't need different durations for each application.

 

On 4/20/2022 at 1:10 AM, Poelala.2830 said:

Rock Solid: Gain stability when attuning to earth. When gaining stability, gain 300 barrier. This makes my version of catalyst more so a bruiser when specializing in earth and staunch auras. 

Probably fine for Staunch Auras. But not sure how I feel about the interaction with Armor of Earth (vs. Stone Resonance). I think some Barrier on Elemental Shielding or even Stone Heart would be better.

 

On 4/20/2022 at 1:10 AM, Poelala.2830 said:

Diamond Skin: When you have protection, gain resolution (3 seconds per protection application). When above the thresh hold (5 seconds) gain resistance.

Maybe not all of the above, but either Resolution or Resistance would be an interesting addition. By the way... I'd really like to have Stone Heart and Soothing Mist to have a "Fresh Air"-like mechanic considering how reactive and niche those traits are. For example, reducing the CD of Earth Attunement when critically hit (won't work in Earth, but you can switch to it faster when pressured) or reducing the CD of Water Attunement when falling below a certain health threshold.

  • Like 1
  • Confused 1
Link to comment
Share on other sites

54 minutes ago, Xaylin.1860 said:

To be honest, that's not 100% accurate. Elemental Empowerment is easier to achieve on Catalyst due to the Sphere, which is fueled by Energy. Not saying that this is a big connection considering how many combo fields Elementalists have. But I'm quite certain this is the basic idea.

 

I'd like more traits and mechanics around energy but I don't think this is the way to go. This is simply a universal boost to all Catalysts and I don't think this is needed nor will lead to anything great.

 

In my opinion, this is exactly what ANet does NOT want. You either go for selfish buffs (on Aura), insane stat boosts that might need some group support to make the GM work (Elemental Empowerement) or do buffs with Spheres. Such a trait would not only make capping Empowered Empowerement extremly easy as soon as fighting more than 1 enemy, it will also add more damage/stats to boon builds which, at this point in time, isn't really needed. Additionally, this will make on Aura buffs even less desirable because Elemental Empowerement will probably be better even more often than it already is. On a different note, I'm having a really hard time how this all plays into Scepter gameplay.

 

I guess you want to open up more condition damage aside from Immobilize? An issue I see with this is that this also bleeds over (haha...) into Fire (e.g. Blinding Ashes), Air and Water quite a lot. Maybe that's your intention? But I just don't see ANet doing this. It might be more realistic to go more down the Lightning Rod road and maybe add Bleeding to hard CC or even interrupts. This still creates some synergy outside of Earth but is way less convoluded and doesn't need different durations for each application.

 

Probably fine for Staunch Auras. But not sure how I feel about the interaction with Armor of Earth (vs. Stone Resonance). I think some Barrier on Elemental Shielding or even Stone Heart would be better.

 

Maybe not all of the above, but either Resolution or Resistance would be an interesting addition. By the way... I'd really like to have Stone Heart and Soothing Mist to have a "Fresh Air"-like mechanic considering how reactive and niche those traits are. For example, reducing the CD of Earth Attunement when critically hit (won't work in Earth, but you can switch to it faster when pressured) or reducing the CD of Water Attunement when falling below a certain health threshold.

I didn’t read don’t really care but feel free to make your own post. This isn’t patch notes but theory craft.

  • Confused 4
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...