A few infos for those interested... - its not necessary to mash that many buttons...each spheres hits 6 times anyway so some skills recharge the rest That means... Lava font and eruption (the 2 in fire and earth) together with a few water skills (which you want to press as a healer) and more than enough to recharge your energy Its irrelevant what dmg you do. You just need to hit a target with 1 dps once to gain one energy Its just essential to place your sphere also where your teammates and at least one enemy (preferably the boss for larger hitbox) so that you benefit from the multihits of the spheres - condi cleanse and stab are always issues for ele but there are ways...you just need more build templates/storages 😂 ... The solution is fire or earth instead of the arcane traitline. You will lose the additional concentration and the nice rez trait and a few boons on weapon swap, but you spit out boons in overdrive anyway so thats not so bad. Fire with the powerful auras trait in water (instead of smoothing mist) will carry you through ANY condi heavy fight and earth is also a good alternative but its a bit less with condi cleanse (but still a lot!) but with easier stab access. So use your build storage slots for that (they are not that useful anyway ^^) That said i prefer for standard fights arcane traitline because of its overall better usefulness but feel free to switch if the situation demands it Healers need to know the fights best anyway 😊 - a VERY good alternative to the elite elemental is tornado for extreme breakbar dmg. Its more than basilisk venom if used in the short way and if the breakbar is up for a bit longer it can do over 2,5k breakbar dmg which is insane! - it is useful to learn the opener shown on snowcrows because it allows for a very quick might ramp up All in all i am very happy with the result. Its a pleasure the devs bring us builds like this. Especially the 150% boon duration is so good it allows for a loose rotation. What i enjoy the most is just the insane amount of boons pumped out of this build. This definitely brings out the happy juice for me ❤
thanks for that comment. i was just typing basically the same stuff when i noticed that someone already gave these pointers xD maybe just a few more: - yes, the opener on sc gives the fastest might ramp up which is essential for the happiness of your dps players. nobody cares if they have swiftness or prot in the first 10s of the fight, but they want to do damage. make sure to use your heal skill and arcane wave to blast fire fields whenever possible. on cata you have no heal skill that heals allies, so arcane brilliance is literally only there for the blast finisher. - stab is really a bit scuffed on the build, but you can make it work in most situations as long as you know the fights and when to expect getting cc'd. at least the transmute magnetic aura skill only has a 10s cd, so you can give stab rather frequently. - even without tornado you have really good access to cc. you have air 3 and 5 and earth 4 on the weapon kit. your air 5 and air sphere are also lightning fields which help with cc if someone in the squad uses a leap in it. you have arcane wave on a short cd. you can summon the air elemental for good cc on a very short cd (it also has a lower respawn cd than the water elemental, so you can have that up most of the time), but the water ele also does a bit of cc when you use its active skill. if all of that is not enough, you can just replace the glyph or the signet with frost bow and use 5 for big cc (and tell someone else in the squad to pick it up too to use the skill as well). frost bow would be my preferred utility since it doubles as a support skill by increasing your healing power while you wield it and heals allies on auto attack. for a little more cc even, you can also take lightning hammer and press 3 and 5 and maybe 2 (which is a leap) in the lightning field generated by 5. i kinda dislike tornado for the long cd, but if you only rarely have big breakbars in a fight, it's a good choice too.
@@didoma73 At the cost of changing weapons (which alters a number of other aspects of the build) focus 4 on air can serve as a projectile BLOCK (not reflect) but I haven't found a compelling fight to actually switch to focus from staff. I usually don't see the projectile block as compulsory as the other things staff gives (stab, cc, good healing/regen and revive potential with arcane)
Another tip for stability and earth aura: As cats you get an aura depending on what element you are in when you do a combo. The earth auto is a combo finisher so you can go to earth, drop a jade sphere and do an auto to then get a mag aura which you can transmute to give stability and the cd is much shorter than using the normal skill for getting mag aura. Doing it this way you can have 100% uptime on multiple stacks of stability. This is even easier when you run earth instead of arcane. The trade off is that earth has better cleansing via diamond skin (2 cleanse every blast finisher) you lose a bit of boon duration (from arcane) so you can take relic of herald instead of Karakosa. You also lose a bit of regen uptime from swapping into water but healing rain is more than enough regen. I would actually recommend taking earth over arcane because its stability uptime and cleansing is easier to play.
Regeneration can get extremely tight without the arcane traitline. Healing rain with the CD reduction from alac and the water traitline is 22.4 seconds. At 0% boon duration, healing rain gives 3x4 second if regen (12 seconds total). With 100% boon duration, you have 24 seconds of regeneration on a 22.4 second CD which means it's very easy to drop regeneration if you aren't pressing the button off CD, which is hard considering you only have access to the button 1/4th of the time, you will drop regeneration. You can do a little bit of finagling with projectile finishers in a water field to get a bit more regen, but that's inconsistent.
I can't deny, as a heal specter lover I was pretty envious when i saw how much this has been going around! That being said, I'm still glad the changes that put this build into motion were made
Just to throw some infos For stab : you can swap the traits to earth instead of arcane (since arcane is good but not the absolute best thing to exist), so you give stab when just swapping attunement iirc You also get stab when you deploy earth jade sphere and auto, since a cata trait gives you an aura on combos, you'll have magnetic aura and you can transmute it instantly (but it's still 3 buttons) And for cleansing, again earth traitline is good with diamond skin, since you often blast you'll often cleanse Qheal cata is now fun, and i appreciate it ! PS : elemental shielding also gives prot on auras, wich means water#4 will also gives prot, earth traits are so good
True, but for pure condi cleanse fights i still prefer fire traitline instead of earth (With powerful aura) The ability to gain auras as cata is truely incredibly and you will cleanse a LOT of condis that way! But earth definitely has its perks - especially if its a fight that requires quite a lot of stab and also benefits from additional condi cleanses!
@@Jmvars yep but one stack is one stack F.e. if we exclude glyph if the stars druid only has one stack, HAM only has one and many other healers too. Its enough in most cases except the most stab demanding fights like fractal CMs, Samarog CM and so on... But we must remember that much more stab stacks are possible by transmuting magnetic aura and it can be done without a cooldown on earth 3. The initial aura is on cooldown but the transmute can be done much more often So its really not bad - but as usual with ele 😊 - a bit unconventional 😆
@@Cross_111 The problem with dropping arcane or earth is that cata only gets a 6 second buffer on protection through the sphere alone. That means keeping track of a 12 second cooldown you can't see and limits your ability to hold for aegis and stability. I personally would recommend trying the earth line before fire if you need more condi cleanse.
@@zephyruspring true, there are always drawbacks with ele - nonetheless, i prefer concentration sigil instead of paral. to migitate the boon duration at least a bit if I need to move away from arcane. But you certainly have a point here - although i am having a bit of a hard time to think of condi heavy fights that require precise aegis executions. Are there any? 🤔
If you need more cleanse you just switch arcane with earth and the last major trait gives cleanse on blast finisher which you have a ton of access to. This also gives stability on entering earth which solves your other issue you raised about not having a 1 button stability.
I think the base build is good enought to have everything, just plan ahead the encounter, example: Sloth w2, Do i need cleanse? Yes, ok Use Healing rain and earth sphere 1st rotation to have alot of uptime in boons, and save it, for the 1st break bar use ur cc from Air to Earth so you have time to double tap the stability, or cast the earth sphere to Aegis the Fear. After that, the other important part is the shake, in that situation , stay in earth maybe cast ur earth 2 (delayed blast) , swap to water , cast 5 to blast ur water field and dodge, and you will have dodge cleansing , dodge heal , and still blasting ur healing rain.
It's cool, but I wish they'd get rid of the energy block altogether instead of tying it to one trait. It's such a significant quality of life issue for non-quickness Catalysts that I can't see myself playing any other way. Reminds me of Untamed, which gets fun double ambushes but only if you play the quickness version of the build; or Bladesworn, where if you prefer the shorter Dragon Slash charge, you gotta' play alacrity.
Thanks for the update it looks really cool. Also not sure how much it will do on Slaugthersour but wanted to mention that in this build dodge also cleanses burning and chilled combined with condition cleanse when attuning to water. I guess you could temporarily change water major grandmaster trait to cleansing water which makes you give a cleanse each time you give them regen. so I think its just that cleansing comes from a slightly different angle than usual.
10:22 When it comes to cleansing conditions, you have available: - Healing Rain (staff 5) minimum 4 conditions, max 6, in 6 secs ( 2 conditions every 3 seconds, duration 6 secs, but it pulses 3 times, I never paid attention to that because I never had a problem with conditions) Remove conditions every 3 sec and heal for each condition removed. - Stop, Drop and Roll (Water trait) dodge and remove Burning and Chill every 10 seconds with your dodge. (2 conditions). - Cleansing Wave (Water trait) remove 1 condition when you go into water attunement. -Cleansing Wave (Arcane trait) remove 1 condition and heal. You have a total of 4 conditions w/o Healing Rain, and 8 with Healing Rain min. If you worry about the CD of Healing Rain, don't worry, if you cast Healing Rain in the 1st rotation of elements, you will have alot of Regen uptime ( 20 secs) and each time you swap atuunement you give and get boons from Elemental attunement (Arcane Trait) 9.5 secs, same with protection and earth sphere, because you are rotating between elements you are giving boons anc choose wich sphere or skill to save once you have spammed the 1st rotation. If your team keep going down because of the fire of Sloth in W2, or boon rip in w5, 1st time is ok, you do ur job heal and cleanse the conditions, 2nd time ok, maybe he had a bad day, lets pass that, BUT 3rd time, we need to talk.
there is also cleansing water which removes a condi when ever ya give regen there is also diamiod skin in earth which removes a condi on a leap ( removes one condi from ur self) or two condis from allies when ya use a blast finisher
I like to run earth over arcane for heal cata, it gives me way more cleansing and stab options, and has innate damage mitigation so you can feel more comfortable in full harrier gear, too
When I need more cleansing I'll swap out the arcane trait line for fire so I can pick up smothering auras and swap the final water trait for powerful auras, same thing I do on tempest. Cata doesn't have as much on demand aura access as tempest but your combos can give 4 auras every 10 sec from elemental epitome (one in each element) plus whatever auras they generate naturally. Not super great for "someone just got all their boons corrupted and their condi bar is YES" moments, but it will add a lot of incidental cleansing over time.
Now qdps cata, is basically spam f5 and all ur skills and u can keep 100% boon uptime with I like tbh. Edit: glad to see that heal catalyst is now a thing :D
Heal Cata is a lot of fun and really good. Although, it still needs more QOL. Mainly core ele. It does lack a lot of good group utilities unlike what a tempest can bring to the table. When I play heal cata, I feel like I am missing out on great utilities. I don't really like the idea of delaying earth just for group stab or aegis. I would prefer if I have a utility skill to have it on demand. Just like what tempest can offer with shouts for group stab/aegis/etc. I'm glad Anet made the change with how jade sphere works with energy regen (hoping it be for all rather just one trait). It really makes cata feels less clunky and not having to worry about "Am I gaining energy?"
yeah, I came back to gw2 recently, and I was quite delighted to see that new skill allowing "play normally". ^^ Didn't try heal catalyst, though. I wonder how it performs with the spear? I'll have to look into it.
10:25 cleansing on this build isn't really a problem as long as you trait properly. If you swap the water grandmaster to powerful aura, and you swap arcane out for fire and take smothering auras, then you can just eat condis for breakfast. Slothasaur cowers before me!
W8 spoilers for start Decima.... Quick Heal Cata works wonders as Kite in the fight. You can just stand behind your subgroup healing and booning and every other arrow is Red which you place on the side trying to avoid super charging any pylons 👍 It is rather simple and you can do it in full givers. For utility you can take Blink to get behind pylons, Arcane Block for blacking damage and Water Signet for long range burst heal. I used Staff which works just fine and can assist the Melee Squad. Strat is to split in two groups and have dedicated Kite for Red who has to be farthest player. Just be careful if players fly out farther than you they get the Red. Safe Start is to stand as far as possible so no one accidentally gets the Red and your Quickness is 900 range AS LONG you hit the boss with them ;) I tried this out so always aim to hit the boss if possible. Between Auto-Attacking from 1200 range and dropping Sphears to hit the boss you will upkeep like almost 400% Quickness 😁
Oh and additionally the water elemental has a bugged (intentional?) shorter duration. It’s like 60 seconds rather than the 120 seconds of the other three which is why it feels so weird in its uptime compared to other specs like dps tempest which has the fire or air elemental out for much longer
The trait change to make catalyst able to generate energy while the jade sphere is out was a great change! Now make it baseline please, or better yet just get rid of the energy system entirely and make it a cooldown or counter recharge system.
You can use this build with pylon kiting and, apparently, hand kiting to get 1 more dps while still providing healing and boons. For pylon kiting, you lightning flash to grab the orb then fire 4 to come back. I haven't managed to get hand kiting to work yet, but I heard it's possible with conjure earth shield 5, fortified earth, and mist form.
Got more options than that to block mind crush. Aegis from earth jade sphere, Arcane Shield for 3x block - can also run the arcane trait for lesser arcane shield on elite use, best used with the greater elemental elite (though costs the arcane revive trait).
Its nice that you try all the healer or all healer for alac and quick have you tested quick heal deadeye? Ive seen a cm video it looks interesting but alot of target switching XD
What other healers have you tried that can sustain heal comfortably with very threatening environment setting on? Tried hfb and i have to be creative for it to live. Can this survive?
Absolutely. As long as you weren't doing any raid encounters where you did NOT want to be the tank (high toughness would make you the tank on those) on everything else you would be a healer that would be incredibly tough to kill. (but very very low damage, if you care about that).
tbh, the "can generate energy while spheres are active" should have just been made a baseline effect and not a talent. I still wont play this because of that.
Pretty much. You could technically go /focus for air 4 but you're giving up stab, regen, and healing output to get there so...not really worth it. It is also projectile block and not reflect which is sometimes relevant.
I'm really happy to see Cata get some QoL.. I'm REALLY afraid to get into it though. I love my Tempest and I'd be up to swapping between them if i didn't suffer a chronic FEAR of the balance team eventually ripping the rug out from underneath every time something seems to be performing better. I've been waiting for Tempest to get a nerf cause its been a bit better since the last-last patch? Lost count. Now Cata QoL feels too go to STAY true.. Halp plz, Dr Mukluk. I needz da therapy recovery of 'you did a damage point, NERF IT' of the balance teams real philosophy! Is it safe.. can i poke my head up again? I played Necro recently just to watch Scourge get crippled. lol. Joking of course, kinda.. sorta.. maybe a little true. Balance fatigue is real tho.
Catalyst (like half of EoD elite specs, tbh) still feels like an unlishished, barely conceptualized alpha version of half an elite spec. Why is there Energy at all? It has always been a source of balancing and gameplay friction. It only powers the spheres and nothing else. Removing the energy and dialing in the cooldowns would solve so many problems. Why is the UI still to this day so laughably awful? Why is there a small sphere icon next to the overcrowded attunements bar? Why is there an even tinier energy bar above it? Like... There is Revenanat in the game. Thre is Druid in the game, there is Necromancer in the game already. There are so many examples of doing a recource mechanic UI that are just miles above this nonsense, and some of those examples have existed since 2012. I was not expecting them to go back and actually finish the elite specs they released with EoD, but I hoped there would be something at some point. Sigh.
A tip for Fire: you can Cast 5 and move when it's half charged and the Meteor shower will still happen even if you do not complete the cast, I found it when I missclicked 4 and meteors were still falling as normal lol
Quick heads-up on cancelling meteor shower, while the duration is the same the number of meteors decreases if you cancel the channel. I've made the mistake in the past of assuming it's just an animation cancel and had some pretty weak meteor showers until I learned the error of my ways.
Seeing this video reminds me how uninteractive a lot of GW2 combat is. You're just doing your DPS/healing rotation regardless of what is going on for most fights. A lot of people hate the whack-a-mole healing in other games but it's a reactive playstyle that seems to be completely lacking here, other than pressing your revive or doing breakbar damage.
What's blowing my mind is you have all that utility without switching weapons and you used none of your utility skills. Yeah ele has 4 elements to cycle through, but still.
Aye, there was a LOT of buttons for this build and I had zero muscle memory for it so required a lot of focus to stay on top of things so I absolutely was not using everything to its fullest during this first session.
As an ele main I've been wanting heal catalyst to be a thing since catalyst came out and I'm glad to finally see it is working!
A few infos for those interested...
- its not necessary to mash that many buttons...each spheres hits 6 times anyway so some skills recharge the rest
That means... Lava font and eruption (the 2 in fire and earth) together with a few water skills (which you want to press as a healer) and more than enough to recharge your energy
Its irrelevant what dmg you do. You just need to hit a target with 1 dps once to gain one energy
Its just essential to place your sphere also where your teammates and at least one enemy (preferably the boss for larger hitbox) so that you benefit from the multihits of the spheres
- condi cleanse and stab are always issues for ele but there are ways...you just need more build templates/storages 😂 ... The solution is fire or earth instead of the arcane traitline. You will lose the additional concentration and the nice rez trait and a few boons on weapon swap, but you spit out boons in overdrive anyway so thats not so bad. Fire with the powerful auras trait in water (instead of smoothing mist) will carry you through ANY condi heavy fight and earth is also a good alternative but its a bit less with condi cleanse (but still a lot!) but with easier stab access. So use your build storage slots for that (they are not that useful anyway ^^)
That said i prefer for standard fights arcane traitline because of its overall better usefulness but feel free to switch if the situation demands it
Healers need to know the fights best anyway 😊
- a VERY good alternative to the elite elemental is tornado for extreme breakbar dmg. Its more than basilisk venom if used in the short way and if the breakbar is up for a bit longer it can do over 2,5k breakbar dmg which is insane!
- it is useful to learn the opener shown on snowcrows because it allows for a very quick might ramp up
All in all i am very happy with the result. Its a pleasure the devs bring us builds like this. Especially the 150% boon duration is so good it allows for a loose rotation.
What i enjoy the most is just the insane amount of boons pumped out of this build. This definitely brings out the happy juice for me ❤
Thanks for all the info on fire and earth. How do you solve for lack of projectile block/reflect? Is it just magnetic aura sharing?
thanks for that comment. i was just typing basically the same stuff when i noticed that someone already gave these pointers xD maybe just a few more:
- yes, the opener on sc gives the fastest might ramp up which is essential for the happiness of your dps players. nobody cares if they have swiftness or prot in the first 10s of the fight, but they want to do damage. make sure to use your heal skill and arcane wave to blast fire fields whenever possible. on cata you have no heal skill that heals allies, so arcane brilliance is literally only there for the blast finisher.
- stab is really a bit scuffed on the build, but you can make it work in most situations as long as you know the fights and when to expect getting cc'd. at least the transmute magnetic aura skill only has a 10s cd, so you can give stab rather frequently.
- even without tornado you have really good access to cc. you have air 3 and 5 and earth 4 on the weapon kit. your air 5 and air sphere are also lightning fields which help with cc if someone in the squad uses a leap in it. you have arcane wave on a short cd. you can summon the air elemental for good cc on a very short cd (it also has a lower respawn cd than the water elemental, so you can have that up most of the time), but the water ele also does a bit of cc when you use its active skill. if all of that is not enough, you can just replace the glyph or the signet with frost bow and use 5 for big cc (and tell someone else in the squad to pick it up too to use the skill as well). frost bow would be my preferred utility since it doubles as a support skill by increasing your healing power while you wield it and heals allies on auto attack. for a little more cc even, you can also take lightning hammer and press 3 and 5 and maybe 2 (which is a leap) in the lightning field generated by 5. i kinda dislike tornado for the long cd, but if you only rarely have big breakbars in a fight, it's a good choice too.
@@didoma73 unfortunately yes - this is the only way i know of...
@@didoma73 At the cost of changing weapons (which alters a number of other aspects of the build) focus 4 on air can serve as a projectile BLOCK (not reflect) but I haven't found a compelling fight to actually switch to focus from staff. I usually don't see the projectile block as compulsory as the other things staff gives (stab, cc, good healing/regen and revive potential with arcane)
@@dylanwarwick4429 the only fight that could use it is wing 2 Matthias (as main reflect)
But for the price to pay its not worth it...
At all 😅🙈
Another tip for stability and earth aura:
As cats you get an aura depending on what element you are in when you do a combo. The earth auto is a combo finisher so you can go to earth, drop a jade sphere and do an auto to then get a mag aura which you can transmute to give stability and the cd is much shorter than using the normal skill for getting mag aura. Doing it this way you can have 100% uptime on multiple stacks of stability. This is even easier when you run earth instead of arcane. The trade off is that earth has better cleansing via diamond skin (2 cleanse every blast finisher) you lose a bit of boon duration (from arcane) so you can take relic of herald instead of Karakosa. You also lose a bit of regen uptime from swapping into water but healing rain is more than enough regen.
I would actually recommend taking earth over arcane because its stability uptime and cleansing is easier to play.
Regeneration can get extremely tight without the arcane traitline. Healing rain with the CD reduction from alac and the water traitline is 22.4 seconds. At 0% boon duration, healing rain gives 3x4 second if regen (12 seconds total). With 100% boon duration, you have 24 seconds of regeneration on a 22.4 second CD which means it's very easy to drop regeneration if you aren't pressing the button off CD, which is hard considering you only have access to the button 1/4th of the time, you will drop regeneration. You can do a little bit of finagling with projectile finishers in a water field to get a bit more regen, but that's inconsistent.
I can't deny, as a heal specter lover I was pretty envious when i saw how much this has been going around! That being said, I'm still glad the changes that put this build into motion were made
Just to throw some infos
For stab : you can swap the traits to earth instead of arcane (since arcane is good but not the absolute best thing to exist), so you give stab when just swapping attunement iirc
You also get stab when you deploy earth jade sphere and auto, since a cata trait gives you an aura on combos, you'll have magnetic aura and you can transmute it instantly (but it's still 3 buttons)
And for cleansing, again earth traitline is good with diamond skin, since you often blast you'll often cleanse
Qheal cata is now fun, and i appreciate it !
PS : elemental shielding also gives prot on auras, wich means water#4 will also gives prot, earth traits are so good
True, but for pure condi cleanse fights i still prefer fire traitline instead of earth
(With powerful aura)
The ability to gain auras as cata is truely incredibly and you will cleanse a LOT of condis that way!
But earth definitely has its perks - especially if its a fight that requires quite a lot of stab and also benefits from additional condi cleanses!
The stability only applies when swapping to earth, and it's only one stack.
@@Jmvars yep but one stack is one stack
F.e. if we exclude glyph if the stars druid only has one stack, HAM only has one and many other healers too.
Its enough in most cases except the most stab demanding fights like fractal CMs, Samarog CM and so on...
But we must remember that much more stab stacks are possible by transmuting magnetic aura and it can be done without a cooldown on earth 3. The initial aura is on cooldown but the transmute can be done much more often
So its really not bad - but as usual with ele 😊 - a bit unconventional 😆
@@Cross_111 The problem with dropping arcane or earth is that cata only gets a 6 second buffer on protection through the sphere alone. That means keeping track of a 12 second cooldown you can't see and limits your ability to hold for aegis and stability. I personally would recommend trying the earth line before fire if you need more condi cleanse.
@@zephyruspring true, there are always drawbacks with ele - nonetheless, i prefer concentration sigil instead of paral. to migitate the boon duration at least a bit if I need to move away from arcane.
But you certainly have a point here - although i am having a bit of a hard time to think of condi heavy fights that require precise aegis executions. Are there any? 🤔
If you need more cleanse you just switch arcane with earth and the last major trait gives cleanse on blast finisher which you have a ton of access to. This also gives stability on entering earth which solves your other issue you raised about not having a 1 button stability.
I think the base build is good enought to have everything, just plan ahead the encounter, example:
Sloth w2, Do i need cleanse? Yes, ok Use Healing rain and earth sphere 1st rotation to have alot of uptime in boons, and save it, for the 1st break bar use ur cc from Air to Earth so you have time to double tap the stability, or cast the earth sphere to Aegis the Fear. After that, the other important part is the shake, in that situation , stay in earth maybe cast ur earth 2 (delayed blast) , swap to water , cast 5 to blast ur water field and dodge, and you will have dodge cleansing , dodge heal , and still blasting ur healing rain.
It's cool, but I wish they'd get rid of the energy block altogether instead of tying it to one trait. It's such a significant quality of life issue for non-quickness Catalysts that I can't see myself playing any other way.
Reminds me of Untamed, which gets fun double ambushes but only if you play the quickness version of the build; or Bladesworn, where if you prefer the shorter Dragon Slash charge, you gotta' play alacrity.
"if youre berserker with minions youll love this" HECK YEAH!!!!!!!!!!! ITS REALLY OP
Thanks for the update it looks really cool.
Also not sure how much it will do on Slaugthersour but wanted to mention that in this build dodge also cleanses burning and chilled combined with condition cleanse when attuning to water. I guess you could temporarily change water major grandmaster trait to cleansing water which makes you give a cleanse each time you give them regen. so I think its just that cleansing comes from a slightly different angle than usual.
10:22 When it comes to cleansing conditions, you have available:
- Healing Rain (staff 5) minimum 4 conditions, max 6, in 6 secs ( 2 conditions every 3 seconds, duration 6 secs, but it pulses 3 times, I never paid attention to that because I never had a problem with conditions) Remove conditions every 3 sec and heal for each condition removed.
- Stop, Drop and Roll (Water trait) dodge and remove Burning and Chill every 10 seconds with your dodge. (2 conditions).
- Cleansing Wave (Water trait) remove 1 condition when you go into water attunement.
-Cleansing Wave (Arcane trait) remove 1 condition and heal.
You have a total of 4 conditions w/o Healing Rain, and 8 with Healing Rain min.
If you worry about the CD of Healing Rain, don't worry, if you cast Healing Rain in the 1st rotation of elements, you will have alot of Regen uptime ( 20 secs) and each time you swap atuunement you give and get boons from Elemental attunement (Arcane Trait) 9.5 secs, same with protection and earth sphere, because you are rotating between elements you are giving boons anc choose wich sphere or skill to save once you have spammed the 1st rotation.
If your team keep going down because of the fire of Sloth in W2, or boon rip in w5, 1st time is ok, you do ur job heal and cleanse the conditions, 2nd time ok, maybe he had a bad day, lets pass that, BUT 3rd time, we need to talk.
there is also cleansing water which removes a condi when ever ya give regen
there is also diamiod skin in earth which removes a condi on a leap ( removes one condi from ur self) or two condis from allies when ya use a blast finisher
@@taylorgarrett793 not worth losing Sooting Power for 1 extra cleansing. At least for me.
@@drdc007 yea thats fair, guess it depends if ya need the extra condi cleanse etc
i swear the EoD elite specs have so bad UI. Especially Untamed and Cata really got shafted.
I like to run earth over arcane for heal cata, it gives me way more cleansing and stab options, and has innate damage mitigation so you can feel more comfortable in full harrier gear, too
When I need more cleansing I'll swap out the arcane trait line for fire so I can pick up smothering auras and swap the final water trait for powerful auras, same thing I do on tempest. Cata doesn't have as much on demand aura access as tempest but your combos can give 4 auras every 10 sec from elemental epitome (one in each element) plus whatever auras they generate naturally. Not super great for "someone just got all their boons corrupted and their condi bar is YES" moments, but it will add a lot of incidental cleansing over time.
Now qdps cata, is basically spam f5 and all ur skills and u can keep 100% boon uptime with I like tbh.
Edit: glad to see that heal catalyst is now a thing :D
Heal Cata is a lot of fun and really good. Although, it still needs more QOL. Mainly core ele. It does lack a lot of good group utilities unlike what a tempest can bring to the table. When I play heal cata, I feel like I am missing out on great utilities.
I don't really like the idea of delaying earth just for group stab or aegis. I would prefer if I have a utility skill to have it on demand. Just like what tempest can offer with shouts for group stab/aegis/etc.
I'm glad Anet made the change with how jade sphere works with energy regen (hoping it be for all rather just one trait). It really makes cata feels less clunky and not having to worry about "Am I gaining energy?"
Are you going to give heal specter another chance now that the scepter 2 skill is ground targeted?
That's a good idea, perhaps I should
yeah, I came back to gw2 recently, and I was quite delighted to see that new skill allowing "play normally". ^^ Didn't try heal catalyst, though. I wonder how it performs with the spear? I'll have to look into it.
Spear on ele is good fun power weapon. It works really well on quickness dps catalyst.
10:25 cleansing on this build isn't really a problem as long as you trait properly. If you swap the water grandmaster to powerful aura, and you swap arcane out for fire and take smothering auras, then you can just eat condis for breakfast. Slothasaur cowers before me!
W8 spoilers for start
Decima....
Quick Heal Cata works wonders as Kite in the fight. You can just stand behind your subgroup healing and booning and every other arrow is Red which you place on the side trying to avoid super charging any pylons 👍 It is rather simple and you can do it in full givers. For utility you can take Blink to get behind pylons, Arcane Block for blacking damage and Water Signet for long range burst heal. I used Staff which works just fine and can assist the Melee Squad. Strat is to split in two groups and have dedicated Kite for Red who has to be farthest player. Just be careful if players fly out farther than you they get the Red. Safe Start is to stand as far as possible so no one accidentally gets the Red and your Quickness is 900 range AS LONG you hit the boss with them ;) I tried this out so always aim to hit the boss if possible. Between Auto-Attacking from 1200 range and dropping Sphears to hit the boss you will upkeep like almost 400% Quickness 😁
i feel like there are more builds for this class. Earth, Water, and cata is a pretty fun build as well if you want to use DD
This build has been causing me so much joy the past couple weeks, staff ele will always be number 1 in my heart
Oh and additionally the water elemental has a bugged (intentional?) shorter duration. It’s like 60 seconds rather than the 120 seconds of the other three which is why it feels so weird in its uptime compared to other specs like dps tempest which has the fire or air elemental out for much longer
The trait change to make catalyst able to generate energy while the jade sphere is out was a great change! Now make it baseline please, or better yet just get rid of the energy system entirely and make it a cooldown or counter recharge system.
You can use this build with pylon kiting and, apparently, hand kiting to get 1 more dps while still providing healing and boons.
For pylon kiting, you lightning flash to grab the orb then fire 4 to come back.
I haven't managed to get hand kiting to work yet, but I heard it's possible with conjure earth shield 5, fortified earth, and mist form.
Got more options than that to block mind crush. Aegis from earth jade sphere, Arcane Shield for 3x block - can also run the arcane trait for lesser arcane shield on elite use, best used with the greater elemental elite (though costs the arcane revive trait).
Its nice that you try all the healer or all healer for alac and quick have you tested quick heal deadeye? Ive seen a cm video it looks interesting but alot of target switching XD
I have not, I honestly did not even know it was a thing.
@@MuklukUA-cam yeah i googled it and there was a video from someone who played it^^
What other healers have you tried that can sustain heal comfortably with very threatening environment setting on? Tried hfb and i have to be creative for it to live. Can this survive?
Would Minstrel's gear work well for this?
Absolutely. As long as you weren't doing any raid encounters where you did NOT want to be the tank (high toughness would make you the tank on those) on everything else you would be a healer that would be incredibly tough to kill. (but very very low damage, if you care about that).
tbh, the "can generate energy while spheres are active" should have just been made a baseline effect and not a talent. I still wont play this because of that.
Anet: wish granted but the -10% dmg trait is also back.
Jokes aside devs are clueless on how to balance this spec, alongside mirage.
Is the only source of projectile block from staff 3's magnetic aura?
Pretty much. You could technically go /focus for air 4 but you're giving up stab, regen, and healing output to get there so...not really worth it. It is also projectile block and not reflect which is sometimes relevant.
I'm not gona lie quick Cata seems fun but the APM makes me think a bit if i want to swap but maybe i'll give it a go on ez 3
Great video a good ele at least
Heal catalyst is pretty good! but need more stability.
I'm really happy to see Cata get some QoL.. I'm REALLY afraid to get into it though. I love my Tempest and I'd be up to swapping between them if i didn't suffer a chronic FEAR of the balance team eventually ripping the rug out from underneath every time something seems to be performing better. I've been waiting for Tempest to get a nerf cause its been a bit better since the last-last patch? Lost count. Now Cata QoL feels too go to STAY true..
Halp plz, Dr Mukluk. I needz da therapy recovery of 'you did a damage point, NERF IT' of the balance teams real philosophy! Is it safe.. can i poke my head up again? I played Necro recently just to watch Scourge get crippled. lol. Joking of course, kinda.. sorta.. maybe a little true. Balance fatigue is real tho.
Maybe someday, Anet will finally make an elementalist spec that isn't weaver.
You da man
Thank you for making this video, fellow human. I, too, like Gen 3 bacon (I'm sorry Mrs. Luk).
Catalyst (like half of EoD elite specs, tbh) still feels like an unlishished, barely conceptualized alpha version of half an elite spec. Why is there Energy at all? It has always been a source of balancing and gameplay friction. It only powers the spheres and nothing else. Removing the energy and dialing in the cooldowns would solve so many problems. Why is the UI still to this day so laughably awful? Why is there a small sphere icon next to the overcrowded attunements bar? Why is there an even tinier energy bar above it? Like... There is Revenanat in the game. Thre is Druid in the game, there is Necromancer in the game already. There are so many examples of doing a recource mechanic UI that are just miles above this nonsense, and some of those examples have existed since 2012. I was not expecting them to go back and actually finish the elite specs they released with EoD, but I hoped there would be something at some point. Sigh.
Catalyst dmg tempest healer 🎉
It's funny going from a 0 amp build to a catalyst build
I really wish they'd just *REMOVE* energy from the Sphere skills. It's entirely unnecessary.
A tip for Fire: you can Cast 5 and move when it's half charged and the Meteor shower will still happen even if you do not complete the cast, I found it when I missclicked 4 and meteors were still falling as normal lol
Quick heads-up on cancelling meteor shower, while the duration is the same the number of meteors decreases if you cancel the channel. I've made the mistake in the past of assuming it's just an animation cancel and had some pretty weak meteor showers until I learned the error of my ways.
Seeing this video reminds me how uninteractive a lot of GW2 combat is. You're just doing your DPS/healing rotation regardless of what is going on for most fights. A lot of people hate the whack-a-mole healing in other games but it's a reactive playstyle that seems to be completely lacking here, other than pressing your revive or doing breakbar damage.
What's blowing my mind is you have all that utility without switching weapons and you used none of your utility skills. Yeah ele has 4 elements to cycle through, but still.
Aye, there was a LOT of buttons for this build and I had zero muscle memory for it so required a lot of focus to stay on top of things so I absolutely was not using everything to its fullest during this first session.
No black thumbnail! Disliked!
Imagine. All future thumbnails like:
"catalyst"