Hey everyone sorry for the long wait but I after experimenting around with some classes looking for my next guide subject I have decided to go with something many of you might find similar to my last one, the Katari. Similar to the Reaver the Katari is a two handed warrior who is focused on damage, crowd control and very little else so expect me to draw some comparisons with my previous guide here. Without further adieu here he is, the man himself; The Katari.
What Abilities should I bring?
While far less strict than the Reaver skill set the Katari has some pretty obvious Synergies that can get you started on your path to decimating enemy hordes.
- Charging Bull: This skill is going to be your bread and butter for this build. It has pretty much everything, need to get from point A to point B? Charge, need to knock down a horde of enemies? Charge. Need some guard to provide a little health buffer? You guessed it, charge.
- Mighty Blow: You know what is better than a group of knocked down enemies? A group of dead ones. Mighty Blow does a tremendous damage spike to enemies that are already knocked down, when perked into it does even more and with the passive Coup De Grace you will always deal 30% more damage to knocked down enemies. Great for clearing waves of mooks. Did I mention it is also a detonator? Because it totally is.
- Earthshaking Strike: Deals decent damage in an large aoe and applies a burn when perked into. Decent skill all around and great for holding a choke point.
- Whirlwind: So you pull of your combo only to find yourself still completely surrounded or worse yet fighting an elite unit that cannot be knocked down, what is any barbarian to do? Flail his weapon madly of course. Whirlwind is an interesting skill in the fact it is better used in prolonged engagements rather than short ones. With the perk Rising Winds this skill gets better the longer you use it and with the passive Clear a Path it is more or less capable of going on indefinitely as long as there is multiple enemies to hit.
How do I play the Katari?
First of all, just like the Reaver the Katari is not a tank, but a damage dealer. He sacrifices the potential for infinite life that the Reaver has for easier positioning, guard potential and crowd control. You are a raging barbarian with a two handed weapon, if you were meant to have a shield you would have been given one. Your basic skill priority is as follows.
Charging Bull > Mighty Blow > Earthshaking Strike > Whirlwind
Something that should be noted is that unlike the Reaver the Katari is heavily reliant on positioning to do his job correctly, he is best suited at being behind enemy lines attacking them from the rear to create frequent procs on Opportunist and his main combo relies on lining enemies up to knock them down. While this can be seen as a detriment at first it is also a great benefit to the Katari; as long as there is a main tank he can frequently crit, and while his main combo relies on positioning he has the means to put himself into the correct position at all times. Once you knock down a group of enemies with Charging Bull cancel the skill (press the button again, enter another action or jump for a quick stop) turn around and cast Mighty Blow. This usually result in killing most members of a group almost instantly but should there be survivors Earthshaking Strike and Whirlwind insure you still have plenty of options.
The most essential thing to remember is that your job is to focus down the problem enemies. Charging Bull gives the Katari a great deal of survivability but most importantly, mobility. For the most part this skill cannot be stopped aside from shield Templar/Venatori and will make you pass through most enemies you encounter. This allows you to make a straight rush for the enemy back line, allowing you to kill of archers and mages before they can become a problem. Remember that aside from damage your most important role is crowd control. By using Charging Bull often you can insure a great deal of crowd control, allowing you to knock down and deal with enemies who might be on the edge of a battle or so alone they were not dealt with immediately. Charge everywhere. Seriously.
How do I deal with elite units?
Fantastic point, right now you might think that the build is very heavily reliant on the use of knockdowns correct? Well you would be right. Enemies who are highly resistant or immune to knockdowns are very resistant to the Charging Bull > Mighty Blow combo and as such can not be expected to be dealt with quickly by it like regular trash mobs can. With this in mind you want your priorities to shift towards positioning an Earthshaking Strike on to the enemy position and beginning to rev up your Whirlwind from behind them. As previously mentioned, Whirlwind (when perked) does increasing damage with every rotation. This makes it incredibly useful during extended fights, where keeping up aoe coverage and dealing increased damage is beneficial.
Why no Pommel Strike?
Really this is by far one of the hardest choices I have had to make on a build. Pommel Strike is an incredibly useful skill in any situation. It provides solid damage, has a low cooldown and a very long stunning effect. What isn't to love? In the end I chose Whirlwind based on personal preference and maintaining aoe coverage and low stamina consumption but is completely up in the air on this one folks. I enjoy spinning quickly while Scenting Blood is active, maybe I was a helicopter or a Demacian in a past life. If you would prefer Pommel Strike for the hard cc and benefits it gives you to elite units then go right on ahead.
Why no To the Death?
First things first, I want to let everyone know that I love this skill, it is very powerful when used correctly and you can't deny the benefits that the guard and damage bonus gives you. There are a couple of reasons I didn't add this skill in, but because it has some popular demand I will address it.
- I made the guide as a general purpose explanation and build path for the Katari with his main focus being disruption and damage per second. With this in mind you should ideally be running with someone who is an actual tank who can take the full benefit of the skill such as the Legionnaire.
- Increasing a bosses damage is a risky thing if not managed and coordinated correctly. Getting a large guard bonus is always cool, but you will find the main time you will be using this skill is against boss enemies. Boss AoE damage is not something to be underestimated, increasing the Templar Commanders damage during a spin can end up killing teammates who might have otherwise been fine, same goes for the Venatori and especially so with the Demon Commander.
- The Legionnaire can use To the Death to his hearts content due to his large damage mitigation and benefits to his maximum guard, you don't have those things.
- It also is a skill you will be using pretty much soley for boss/miniboss fights, other mob types simply get wiped out too quickly to benefit much from it. So while it can be a powerful tool to be sure, it definitely is not a general purpose one. Try it out yourself if you like just to give it a try and decide for yourself.
What should my skill tree look like?
(Keep in mind, the player has a total of 19 ability points to work with. Two skills are free)
Onslaught Line
- Charging Bull: It is free and one of your best abilities, providing decent damage but mostly mobility and synergy with Mighty Blow. You have no choice but to grab it so enjoy it, but don't perk it out.
- Clear a Path(1): One of the most beautiful passives a guy completely focused on aoe could ask for. Take it and enjoy the limitless stamina.
- Mighty Blow(2): Talk about a way to make sure a group of people are dead. Grab it
- Easy Target(3): Oh you mean a skill that makes Mighty Blow better in every way we want to use it? Yes please.
- Warriors Resolve(4): Not the best passive in the world, the ideal goal as a damage dealer is to not be taking damage in the first place but seeing as you have to pick it up you may as well get something out of it.
- Flow of Battle(5): I cannot tell you how much I love this passive, this really helps with solve any issues you might have had with cooldowns as long as you attack from behind to proc Opportunist
- Opportunist(6): Increased critical chance when attacking the enemy from behind, if this doesn't give you a good idea where you should be I don't know what will.
- Coup De Grace(7): More damage to enemies that are knocked down, obvious buff to synergize with Mighty Blow
- Shield Breaker(8): Obvious choice for someone who should be critting as much as us.
- Whirlwind(9): Spin it to win it.
- Rising Winds(10): Spin Harder
- Earthshaking Strike(11): Went over it earlier, pretty decent skill all around. Nothing crazy fantastic but certainly good to have.
- Shattered Ground(12): Provides stronger damage and choke point coverage for Earthshaking Strike. Who can pass up free damage?
- Fervor:(13) The guy meant to be killing things gets better at killing things when he kills things. Think about that.
- Scenting Blood(14): All around fantastic passive, movement speed affects skills and weapon speed as well. So getting high crit chance and speed just for being around nearly dead enemies (which should be all the time) is obvious. Increases how fast you spin, which means you spin more, which means you get the damage ramped up faster.
- Piercing Blows(15): More damage in general.
Tactics Tree
- Block and slash: It is free and we have no choice but to accept it.
- Adamant(16): Hey you are already wearing that heavy armor, might as well flaunt it for more value right?
- It'll cost you(17): Give a little sting back to those guys who dare hit you. Not a great skill but not bad for something we have no choice but to take
- Deep Reserves(18): So you know how I said that thing about unlimited stamina earlier? I meant it. Between this, Clear a Path and Warrior's Resolve you should have no stamina issues at all.
- Crippling Blows(19): Normally enemies with guard aren't so powerful as to require Guard Smasher so this is the obvious choice. If you are critting often (as you should be) then you will be constantly weakening your foes damage output. I would rather have a Pride Demon incapable of hurting anyone then one that was just dead a little faster.
What kind of Gear do I want?
Pretty much the same thing you would want with the Reaver, focus on base damage over most other effects and you will want to have Strength, Cunning and Constitution for attributes.
Closing
So here we are once again at the bottom of a new guide. once again I would like to remind everyone my guides are meant as a template for you to build on. Do not be afraid to try new things and swap things out and experiment. Tell me your own results or opinions on the class and know that while you can expect me to respond with either acknowledgement or a counter point it is always for the benefits of everyone involved that we discuss the class strategies in depth and learn more about it together. Thanks for reading everyone, I know a few of you have been requesting guides for other classes such as the Templar, Elementalist and Necromancer and know that I am listening to these requests and working on them but due to my work schedule may not be able to experiment with the classes and pump out these guides as quickly as I would like. Thanks again for reading ![]()
Update: Due to popular demand I have decided to address the skill To the Death and why I don't suggest it for a general purpose build.





Retour en haut







