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.





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