Aller au contenu

Photo

All the problems I have with the Katari


  • Veuillez vous connecter pour répondre
8 réponses à ce sujet

#1
stysiaq

stysiaq
  • Members
  • 8 480 messages

First of all, I was very hyped to play as the Katari. He is the only Qunari in the roster, he wields a 2H weapon, he seems like a threat for enemies. Unfortunately from the gameplay so far he is so underwhelming; I don't think there's a single clear combo of powers that will make you a damage dealing threat, whereas for the Arcane Warrior the main message is really clear and effective - deal huge amoint of AoE damage building up your barrier.

 

With a Katari even in upgraded Tier II armor (I bought a color swap for extra armor) and a not-so-bad sword (I have no luck for items, but 180 dps with a rune already isn't abysmal) I feel that:

 

1) The charge is giving you little to none armor.

Remember ME3 charge? After each charge you had some invulnerability period. During the charge you were unkillable. If Raging Bull or whatever it's called should be anything like the Biotic Charge, then PLEASE stop my character from dying everytime I charge a group. Please make my Katari charge unblockable by the first melee mob I run into. Please change the physics that I knock down every foe I touch, not only the ones I hit with the most of my character. Give me more Guard, or some invulnerability period, because I need time to use at least some abilities that will keep me alive.

 

2) Skills and attacks are slow and hard to connect.

Apart from Whirlwind being pure useless gimmick (you're better off with normal attacks most of the time because Whirlwind initially damages for 70% of the weapon) all the skills I used so far required a good aim which can be hard to achieve sometimes. I can't count the times that I missed the charge by a small margin and went on cooldown because of it. I can't express my anger whenever I tried to pommel strike an enemy assassin or wizard and the skill didn't connect (at least it didn't go on cooldown).

The slow swings you do with your sword are a whole other story. Katari has passives that increase his damage against knocked down enemies. But when an enemy is knocked down, presumably after you hit him with charge, you often can't hit him with your sword unless he actually gets up! So the passive effectively does nothing.

 

3) Too low damage output, too little range on your 2H weapon.

First of all, I don't know why the single target 2H weapons don't have like 150%-200% of the damage of the AoE 2h weapons. Probably because then Whirlwind could possibly do anything useful. But what angers me more is the range of those weapons. With slow swings like this you cannot afford missing a hit - and it happens! With the kind of targeting this game has and the need to quickly manouver the Katari so it faces the enemy he is gonna charge the range of AoE 2h weapons should be extended to hit more often! When I charge too far - I'll miss! When I don't turn the character fast enough - I'll miss! And not dealing damage is practically equal to dying. And I could at least swallow all the control issues if there was a reward for dealing with this sh*t. As for now I think that a Katari using his charge is a "high risk no reward" class. I'm currently rebuilding him so he is less dependant on charge, but isn't that against the spirit of the character?

 

Also, might I add, Arcane Warrior has a leagues better skills to deal AoE damage. He actually has a way to gather all his foes in one point and blow em up at once. He has abilities to close the distance without taking damage on the way. Every times he deals damage he increases his chances of survival. Arcane Warrior skills allow you to do what Katari should be able to do.

 

In practice: with Katari I dash into a group of archers to die.



#2
stysiaq

stysiaq
  • Members
  • 8 480 messages

Oh, and the annoying problem: tier 2 armor looks the same as tier I armor. African-american, please.



#3
Naitaka

Naitaka
  • Members
  • 1 670 messages

Charge into Mighty Swing for 4k damage is too low AOE damage? Ok...180 damage 2-handed weapon is pretty abysmal btw, level 23 unique greatsword is 334dps while the level 22 rare axe is around 280dps. You should at least be using the level 21~23 common two-handed weapon to be effective.



#4
xROLLxTIDEx

xROLLxTIDEx
  • Members
  • 493 messages

This is how I play/spec my Katari.  I Charge in, build a little guard but more importantly knock enemies over, then I mighty blow the down enemy for no stamina cost.  Then I use Earthshaking strike immediately thereafter on the next closest enemy.  Then I sound the War Horn.  And then I go charging off.  I depend on the mobility from Charging Bull to keep me alive, not the guard.

 

2 - Clear a Path - Passive

3 - Mighty Blow - Active Skill

4 - Easy Target - Mighty Blow upgrade

5 - Warrior's Resolve - Passive

6 - Flow of Battle - Passive

7 - Opportunist - Passive

8 - Earthshaking Strike - Active Skill

9 - Shattered Ground - Earthshaking Strike upgrade

10 - Gore and Trample - Charging Bull upgrade

11 - Relentless - Passive

12 - Fervor - Passive

13 - Scenting Blood - Passive

14 - Blood Frenzy - Passive

15 - Adamant - Passive

16 - It'll Cost You - Passive

17 - Deep Reserves - Passive

18 - Guard Smasher - Passive

19 - War Horn - Active Skill

20 - Coup de Grace - Passive



#5
DarthLinebacker

DarthLinebacker
  • Members
  • 143 messages

Charge into Mighty Swing for 4k damage is too low AOE damage? Ok...180 damage 2-handed weapon is pretty abysmal btw, level 23 unique greatsword is 334dps while the level 22 rare axe is around 280dps. You should at least be using the level 21~23 common two-handed weapon to be effective.


22 Rare? 23 Unique? That's endgame of the endgame type gear man. If a class needs lv 20+ weapons to be effective instead of extraordinary something is very, very wrong.

#6
Naitaka

Naitaka
  • Members
  • 1 670 messages

22 Rare? 23 Unique? That's endgame of the endgame type gear man. If a class needs lv 20+ weapons to be effective instead of extraordinary something is very, very wrong.

 

Well certain classes scale better with gear while others have better baseline ability, Katari just happen to be one of those class that needs a good weapon before you can make full use of his kit. I agree that it isn't particularly fair, but there is a reason why it isn't one of the initial class given to the player for free. Oh and a level 22 common isn't that hard to come by and do around 260ish DPS with rune so that's another option. I'm not saying there's no issue with Katari but he IS viable in Perilous with the right gear.



#7
KalGerion_Beast

KalGerion_Beast
  • Members
  • 1 370 messages

I havent been having much trouble with him on threatening.  But yes, his skills definitely need buffing on an individual basis. Im certain my build and playstyle with him is different than what everyone wants.  I play him as a knockdown unit, with kite tanking abilities.  And by tanking I usually mean hiding behind a pillar so it can tank for me while other people kill the archers/draw aggro.  

 

Most of the time im abusing charge's knockdown mechanic (certainly needs buffed, shouldnt be stopped by attacks/blocks) and then finish off the last enemy I rampaged through.  By this time the formerly knocked down melee units are at me, so I counter them (generating more guard and knockdown) (also needs a buff of invincibility frames since you are locked in placed during action.  So many times have I countered just to get slashed in the back, loosing the guard and then some health).  Charge again through everyone down and then go for whatever archers are in that direction.  Repeat.  

 

I also use roll, for more effective dodging, and whirlwind.  Its actually not bad with the evo and passive that generates stamina on hits, but you definitely need to be careful about using it.  Very useful when aggro is elsewhere, as the damage keeps climbing.  Also needs a buff so that enemy units cant block me out of its use with a single sword.  



#8
Lenseflare

Lenseflare
  • Members
  • 81 messages

I havent been having much trouble with him on threatening.  But im certain my build and playstyle with him is different than what everyone wants.  I play him as a knockdown unit, with kite tanking abilities.  And by tanking I usually mean hiding behind a pillar so it can tank for me while other people kill the archers/draw aggro.  

 

I think that's the only way to play him on threatening. I have tons of problems making him effective without going on a suicide run.

I cant imagine having a very good survival rate on perilous.

 

Also Chain Hook is very very broken at the moment. Half the time it doesn't pull the mob correctly, and half the time the secondary effect doesn't trigger. Not to mention the firing angle is so low that it keeps getting stopped by every little piece of environment and dead mobs.



#9
CitizenThom

CitizenThom
  • Members
  • 2 429 messages

The problem with Katari isn't that its damage isn't equal to a mage. The problem is that it doesn't have enough tanking tools. I love hearing the clang against melee attackers...but first they need to attack you...and provoke is way down the skill tree. So you cant create enough guard to tank effectively. The Katari needs more tanking tools, or at least quicker access to threat generation.... and perhaps some missile attack defense. Archers seem to take me down a squickly as they can take down a mage.