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Katari build?


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#1
N7 Tigger

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Just played my first two games with the Katari and it was kind of fun. But I can't decide on a build. So far all I've done is gone straight down Tactics to War Horn. The only decent weapon I've found is a level 13 rare maul "The Whale" which gains two guard on hit :) but is, unfortunately a fairly slow, single target overhead smash :(

 

Any advice on a good build?



#2
RaveHard513

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Transformers :) train+helicopter combo :) 



#3
xROLLxTIDEx

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Actives:

Charging Bull with upgrade (Gore & Trample)

Mighty Blow with upgrade (Easy Target)

Earthshaking Strike with upgrade (Shattered Ground)

War Horn - no upgrade

 

Passives:

Clear a Path

Warrior's Resolve

Flow of Battle

Opportunist

Fervor

Scenting Blood or  (Blood Frenzy)

Adamant

It'll Cost You

Deep Reserves

Guard-Smasher

Relentless

Bear Mauls the Wolves or (Blood Frenzy)

 

Charging Bull > Mighty Blow > Earthshaking Strike > War Horn > Charging Bull

 

Gear:

Highest AoE DPS 2-hander you have

Heal on Kill ring (common = 2%, rare = 5%, unique = 10%)

HP Belt (common = 50 Hp, rare = 100 Hp, unique = 200 Hp)

Strength or Cooldown Amulet


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#4
Catastrophy

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Don't really know, but I thought Charge - Whirlwind - Grappling hook with the kick where it hurts + one more ability yet to decide on might be fun. I had lots of fun with charging bull alone when I tried him first yesterday.

 

My idea is chaining Charge and Whirlwind. No idea where the grapple thing fits in but I want to kick stuff in the privies. Not sure about the war horn - it might fit the general theme of the Katari Express Freight Train, but I rather would see it activate during the charge. Maybe I'll try out a build with dodge - sometimes you just have to derail a wreck.



#5
Mindtraveller

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Charge, mighty blow, whirlwind, combat roll. Play smart, rek fools.



#6
xROLLxTIDEx

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Don't really know, but I thought Charge - Whirlwind - Grappling hook with the kick where it hurts + one more ability yet to decide on might be fun. I had lots of fun with charging bull alone when I tried him first yesterday.

 

My idea is chaining Charge and Whirlwind. No idea where the grapple thing fits in but I want to kick stuff in the privies. Not sure about the war horn - it might fit the general theme of the Katari Express Freight Train, but I rather would see it activate during the charge. Maybe I'll try out a build with dodge - sometimes you just have to derail a wreck.

 

I'm on my third play through with the Katari. 

 

Whirlwind is "fun" but ultimately you end up spinning around in the middle of the battlefield not being to terribly effective getting shot at from all directions.   It is nice if you can combine it with a skill that groups enemies together.  However, I feel like there are better offensive moves the Katari has than Whirlwind and the skill slot/skill points would be better utilized with a different skill.  But by all means, use what works for you.

 

Mighty Blow does BONUS damage to knocked down enemies.  Charging Bull knocks down enemies.   Charging Bull > Mighty Blow is VERY, VERY, VERY effective.  IF you have the Gore and Trample upgrade, this cast of Mighty Blow does not cost you stamina.

 

Earthshaking Strike is a powerful AoE attack that hits twice, once on the initial impact and then again when the fire erupts in a 12 m line which also puts a DoT on any enemy that walks though it. 

 

You charge in with Charging Bull, knock enemies over, mighty blow them on the ground, follow up with an earthshaking strike.  At this point you are probably surrounded by enemies, with only a little bit of guard from Charging Bull.  You are out in the middle, exposed with Charging Bull-Mighty Blow-Earthshaking Strike on cool down.  Use War Horn to make the enemies around you to panic, not attack you during the 3-4 second window in which you are exposed while you wait on the 8 second cool down of Charging Bull.  As soon as it comes back, Charge into the nearest remaining enemy for a little more guard, to knock them over and finish the group.

 

I find this very, very fun.

 

I have an HD PVR.  When I get my Christmas Bonus I plan on buying my gf a laptop.  When this happens, I'll be able to record my gameplay.  I'll make a video.  Give me a few weeks.


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#7
-PenguinFetish-

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I'm on my third play through with the Katari.

Whirlwind is "fun" but ultimately you end up spinning around in the middle of the battlefield not being to terribly effective getting shot at from all directions. It is nice if you can combine it with a skill that groups enemies together. However, I feel like there are better offensive moves the Katari has than Whirlwind and the skill slot/skill points would be better utilized with a different skill. But by all means, use what works for you.

Mighty Blow does BONUS damage to knocked down enemies. Charging Bull knocks down enemies. Charging Bull > Mighty Blow is VERY, VERY, VERY effective. IF you have the Gore and Trample upgrade, this cast of Mighty Blow does not cost you stamina.

Earthshaking Strike is a powerful AoE attack that hits twice, once on the initial impact and then again when the fire erupts in a 12 m line which also puts a DoT on any enemy that walks though it.

You charge in with Charging Bull, knock enemies over, mighty blow them on the ground, follow up with an earthshaking strike. At this point you are probably surrounded by enemies, with only a little bit of guard from Charging Bull. You are out in the middle, exposed with Charging Bull-Mighty Blow-Earthshaking Strike on cool down. Use War Horn to make the enemies around you to panic, not attack you during the 3-4 second window in which you are exposed while you wait on the 8 second cool down of Charging Bull. As soon as it comes back, Charge into the nearest remaining enemy for a little more guard, to knock them over and finish the group.

I find this very, very fun.

I have an HD PVR. When I get my Christmas Bonus I plan on buying my gf a laptop. When this happens, I'll be able to record my gameplay. I'll make a video. Give me a few weeks.


This is the exact same build as my theorycrafted build. Unfortunately i dont have any good 2 handed weapons so i havent had enough practice to warrent writing this up just yet.

#8
Shinnyshin

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Highest AoE DPS 2-hander you have


If you're using so many abilities for damage, wouldn't single target be better for the raw #s? Or does AoE still outweigh?

#9
xROLLxTIDEx

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This is the exact same build as my theorycrafted build. Unfortunately i dont have any good 2 handed weapons so i havent had enough practice to warrent writing this up just yet.

 

It just goes together.. very nicely.  It "feels" right. You are constantly on the move.  You can burst DPS with Charge > Mighty Blow > Earthshaking Strike.  You have survivability with war horn.  You do not run into any stamina problems if you have Gore and Trample. (unless you charge a VERY long way).  Cool downs are very manageable.  I am still playing with passives.  Bear Mauls the Wolves is a GREAT passive on all warrior classes. 



#10
xROLLxTIDEx

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If you're using so many abilities for damage, wouldn't single target be better for the raw #s? Or does AoE still outweigh?

 

It is my personal preference, but I REFUSE to anything other than an AoE weapon on a 2-handed warrior. 

 

If you Charge > Mighty Blow > Earthshaking Strike > Charge.. You will have a 5 second window after the second charge before you can mighty blow again.  I actually use the basic attack during these few seconds and I prefer AoE over single target. 

 

EDIT:  I should put aside my personal bias and give the single target 2-handed weapons a chance b/c you do have a point, but it'll take an unique weapon for me to give it a shot. 



#11
Mindtraveller

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I found a lvl 21 common maul with 16% ranged defense, which is why I feel the aoe of whirlwind is necessary for me. When I do use basic attacks it's only to finish off the few remaining enemies. Personally I really dislike earthshaking strike too.

 

You guys may want to reconsider war horn. Grisly mutation is working much better than I expected, going all the way down to war horn feels like a waste of points considering you don't even need deep reserves. Also the short cooldown of charge means you should never be getting cornered in vulnerable situations anyway. I also think combat roll is just too useful to pass up, it allows you to play more aggressively, especially against bosses and chest guardians.

 

However, I think Katari builds vary a lot depending on all aspects of your gear. It's one of those classes which you're probably better off figuring out yourself.



#12
Catastrophy

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I'm on my third play through with the Katari. 

 

Whirlwind is "fun" but ultimately you end up spinning around in the middle of the battlefield not being to terribly effective getting shot at from all directions.   It is nice if you can combine it with a skill that groups enemies together.  However, I feel like there are better offensive moves the Katari has than Whirlwind and the skill slot/skill points would be better utilized with a different skill.  But by all means, use what works for you.

 

Mighty Blow does BONUS damage to knocked down enemies.  Charging Bull knocks down enemies.   Charging Bull > Mighty Blow is VERY, VERY, VERY effective.  IF you have the Gore and Trample upgrade, this cast of Mighty Blow does not cost you stamina.

 

Earthshaking Strike is a powerful AoE attack that hits twice, once on the initial impact and then again when the fire erupts in a 12 m line which also puts a DoT on any enemy that walks though it. 

 

You charge in with Charging Bull, knock enemies over, mighty blow them on the ground, follow up with an earthshaking strike.  At this point you are probably surrounded by enemies, with only a little bit of guard from Charging Bull.  You are out in the middle, exposed with Charging Bull-Mighty Blow-Earthshaking Strike on cool down.  Use War Horn to make the enemies around you to panic, not attack you during the 3-4 second window in which you are exposed while you wait on the 8 second cool down of Charging Bull.  As soon as it comes back, Charge into the nearest remaining enemy for a little more guard, to knock them over and finish the group.

 

I find this very, very fun.

 

I have an HD PVR.  When I get my Christmas Bonus I plan on buying my gf a laptop.  When this happens, I'll be able to record my gameplay.  I'll make a video.  Give me a few weeks.

I was already looking at the mighty blow - charge synergy. Earthshake didn't sound so awesome like you describe it when I looked at it. War Horn is the escape plan - got it - I'll ive that whole thing a try after a respec.

 

For people who start out: Make use of the parry ability he starts out with - the *clang* sound is one of the best effects I've encountered so far.



#13
xROLLxTIDEx

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I found a lvl 21 common maul with 16% ranged defense, which is why I feel the aoe of whirlwind is necessary for me. When I do use basic attacks it's only to finish off the few remaining enemies. Personally I really dislike earthshaking strike too.

 

You guys may want to reconsider war horn. Grisly mutation is working much better than I expected, going all the way down to war horn feels like a waste of points considering you don't even need deep reserves. Also the short cooldown of charge means you should never be getting cornered in vulnerable situations anyway. I also think combat roll is just too useful to pass up, it allows you to play more aggressively, especially against bosses and chest guardians.

 

However, I think Katari builds vary a lot depending on all aspects of your gear. It's one of those classes which you're probably better off figuring out yourself.

 

Warrior builds will be the most gear dependent in this game.

 

As for the passives leading down to War Horn.. There are only 4 passives you have to take and these 4 passives give you a combined:

 

strength +9

Constitution +3

Armor +20%

15% Damage returned when hit

50% stamina regen when stamina is below 50%

100% bonus damage to guard.

 

^^That isn't a waste.



#14
xROLLxTIDEx

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I was already looking at the mighty blow - charge synergy. Earthshake didn't sound so awesome like you describe it when I looked at it. War Horn is the escape plan - got it - I'll ive that whole thing a try after a respec.

 

For people who start out: Make use of the parry ability he starts out with - the *clang* sound is one of the best effects I've encountered so far.

 

Charge > Mighty Blow is awesome!  Make sure you Charge through them and then turn around and Mighty Blow instead of charging through the enemies and then mighty blow on the one enemy you didn't charge through.  It'll take you a couple times of doing this before you catch what I'm saying.  It is a targeting thing.

 

Earthshaking Strike gets me the most comments from random teammates.  "Whoa, what is that?"  "Is that one of us doing that or is that the enemy"  I LOVE this skill.  It is beautiful and the animation rocks. It hits pretty hard and the best thing about it.. I never even target the enemy.  It auto targets.  I use it to follow up mighty blow regardless if I see an enemy or not.  If he is within range the skill will automatically track the crack on the ground towards the nearest enemy.  Upgrade it and try it.


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#15
Shinnyshin

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Warrior builds will be the most gear dependent in this game.


Not rogues? Legionnaire doesn't seem all that gear dependent (accessories I guess?) and moar damage doesn't actually help the Reaver as much as you'd think. Compare that to each rogue class... Or Arcane Warriors, who depend directly on staff damage for life. Heck, I'd say Necro might even be more gear dependent than your average Warrior.

#16
Mindtraveller

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Both deep reserves and guard smasher seem very unnecessary to me. I do consider Bear mauls the wolves necessary for any Katari build though.



#17
Mindtraveller

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Warrior builds will be the most gear dependent in this game.

 

As for the passives leading down to War Horn.. There are only 4 passives you have to take and these 4 passives give you a combined:

 

strength +9

Constitution +3

Armor +20%

15% Damage returned when hit

50% stamina regen when stamina is below 50%

100% bonus damage to guard.

 

^^That isn't a waste.

Both deep reserves and guard smasher seem very unnecessary to me. I do consider Bear mauls the wolves necessary for any Katari build though.

 

edit: what, how did I double post, I meant to edit.. I must be drunk.



#18
AussieAuthority

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mauls are great as they dmg is better if your constantly using skills as your main dmg source, though they are very slow when using auto attacks....and miss alot!



#19
xROLLxTIDEx

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Not rogues? Legionnaire doesn't seem all that gear dependent (accessories I guess?) and moar damage doesn't actually help the Reaver as much as you'd think. Compare that to each rogue class... Or Arcane Warriors, who depend directly on staff damage for life. Heck, I'd say Necro might even be more gear dependent than your average Warrior.

 

It is just my opinion.  Maybe it would be better to say that "melee" characters are more gear dependent than ranged characters.  Every character is dependent on a good weapon so the weapon is a push across the board.  I just feel that the warriors are more in need of having good accessories than the other classes.  

 

The Legionnaire is the least gear dependent warrior, IMO.  He has skills that give him immunity regardless of gear.  The other warriors don't have those skills.  



#20
Nitestick7

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One thing I will say about grappling chain, it is hilarious to watch two Kataris play tug of war with the demon commander, and when the boss has had enough and tries to get away, the chain can rip it right back out of the ground.


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#21
xROLLxTIDEx

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Both deep reserves and guard smasher seem very unnecessary to me. I do consider Bear mauls the wolves necessary for any Katari build though.

 

Deep reserves gives +3 strength.

Guard Smasher gives +3 strength

Grisly Mutation gives +3 strength.

 

The difference between them is the "other" ability of each passive.  Is 20% fear chance really any better than 50% stamina regen under 50% or 100% guard damage bonus?  I think that there are very little differences between these passives. All three are really negligible. The big benefit from each is the +3 to strength.



#22
Mindtraveller

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Deep reserves gives +3 strength.

Guard Smasher gives +3 strength

Grisly Mutation gives +3 strength.

 

The difference between them is the "other" ability of each passive.  Is 20% fear chance really any better than 50% stamina regen under 50% or 100% guard damage bonus?  I think that there are very little differences between these passives. All three are really negligible. The big benefit from each is the +3 to strength.

With my build the extra stamina regen is totally useless, I don't even need the upgrade to bull charge, and there are not enough enemies with loads of guard in the MP currently for guard damage to be worth a point for anyone. If you're killing enough the 20% fear chance is infinitely more useful than stamina regen or guard dmg. 6 strength is 3% attack which isn't really a big deal. But hey, if it works for you :) I just wanted to give my opinions on the usefulness of war horn compared to grisly mutation and combat roll.



#23
xROLLxTIDEx

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With my build the extra stamina regen is totally useless, I don't even need the upgrade to bull charge, and there are not enough enemies with loads of guard in the MP currently for guard damage to be worth a point for anyone. If you're killing enough the 20% fear chance is infinitely more useful than stamina regen or guard dmg. 6 strength is 3% attack which isn't really a big deal. But hey, if it works for you :) I just wanted to give my opinions on the usefulness of war horn compared to grisly mutation and combat roll.

 

War Horn gives a 100% chance of fear on command.  Grisly Mutation gives 20% chance of fear on kill.  Grisly Mutation is not as dependable as War Horn. Personally, I would rather have a guranteed chance of fear when I need it as a defensive measure than to rely on a 20% chance of fear on kill.  I'm not a big fan of Combat Roll. 

 

If Guard damage has zero usefulness and 20% fear is infinitely times more useful... infinity times zero is still zero.  There are passives that absolutely change the way characters play.  On the Assassin, 100% critical chance while stealthed, stealth reset on kill, and 50% damage to isolated enemies completely change what the Assassin is capable of doing.  There are plenty of other passives in this game that while helpful, do not make or break the character.  These passives that we are discussing do not make or break the Katari. 

 

You do make a point, that with all the passive Stamina regen that the upgrade to Charging Bull may not be needed and could be better spent on another passive elsewhere. I'll have to experiment.  I'm still playing around with passives.



#24
N7 Tigger

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I was definitely leaning towards Mighty Blow due to it's synergy with Charging Bull. My only concern was not being able to knock down elites (and I assume Perilous will have a sh*t-ton of elites). I was thinking Earthshaking Strike > Whirlwind but I was kind of leaning towards keeping Block and Slash.

 

I'm surprised no one has mentioned Coup de Grace (30% damage bonus to enemies that are knocked down).

 

Also, there is some discussion above about AoE vs. single target weapons. I only have a single target maul worth using at the moment but I am definitely hoping for a top notch AoE weapon due to Clear a Path.

 

I just figured out - the build I'm thinking right now, if I had just one extra point to spend I could take Block and Slash and Earthshaking Strike (and both their upgrades) and just switch up them depending on how I feel. Oh well, them's the breaks.



#25
N7 Tigger

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snip

 

You do make a point, that with all the passive Stamina regen that the upgrade to Charging Bull may not be needed and could be better spent on another passive elsewhere. I'll have to experiment.  I'm still playing around with passives.

 

I was thinking of leaving Gore and Trample until late in the build just to see if I had an issue with running out of stamina. But I do find myself charging fairly long distances and Mighty Blow costs 50 stamina so I may need it.