The Katari is my favorite Warrior class, yet as most of us would agree pretty weak at the moment. In this thread I'm going go over the Katari class, its role on the battlefield, strengths and weaknesses and bring some suggestions on balancing this beast of a warrior. I'd like to invite you all to participate, bring suggestions of your own or give feedback on my analysis/balance ideas.
The Katari, is a Warrior that like the Reaver has his place in the middle of the battlefield. These classes fill a role that could best be described as Vanguard, they fight ahead of or next to the tank in the fray. Unlike the Reaver the Katari is less focused on damage and more on mobility, as an offtank/damage dealer one would expect the Katari to gain in durability what he doesn't have in damage. Sadly this is not the case. The Katari lacks the means of sustaining damage or avoiding damage while he is expected to be a frontline fighter, his maximum Guard is laughably small and he can't reduce his threat.
Let's take a look at the Katari's abilities. The staple ability for Katari is Charging Bull, which deals damage, knocks enemies down and builds guard. Let's add in some synergy. needs no improvement.
This skill synergises well with Mighty Blow which deals bonus damage on enemies that are already downed. These skills offter a nice mix between CC and damage and are fine. Suggestion: bonus damage +150%
Pommel strike, a quick single target jab that stuns, I'm not a big fan of single target CC in this game but considering the Katari's affinity as a duelist I can see its place in the Katari skillset. However it's not enough for that purpose, Suggestion: Rework the upgrade. "Pommel Strike ends in a defensive pose which slows movement speed but reduces incoming damage". movement is slowed by 20% and incoming physical damage reduced by 15%, rolling ends defensive pose, duration 5 seconds.
Whirlwind. AoE damage spin to win. This skill serves its purpose but is very situational and has a long cooldown. Suggestion: reduce the cooldown to 10 seconds, reduce the windup time for the initial spin by 30%, If you spin you lose your guard. +30% chance to crit. Damage reduced to 60% weapon damage. The idea behind these changes is to make Whirlwind more flexible (it becomes feasable to spin after landing two normal blows for extra damage) and make it a clear offensive choice with drawbacks.
Earthshaking Strike: Mighty Blow's big brother. Not really. While it looks flashy its animation takes a while and the damage is not impressive, as it is it's just a worse version of Mighty Blow. Suggestion: burning damage to 100% weapon damage per second, reduce the duration to two seconds. Enemies that stand on the Fissure are weakened. The idea here is to give Earthshaking Strike its own niche, we get more damage mitigation and a bit more competitive damage.
Block and Slash: Block and counterstrike.This skill is alright, but could definitely be improved upon. Suggestion: Make the AI more inclined to attack when you're blocking "mini taunt", guard amount increased to 20%, damage reduced to 100%->150%, critically strikes if your target is taunted.
Grappling Chain: GET OVER HEEERE. Major fun factor. Let's give it a bit more. Suggestion: Fix the kick to be more responsive, skill duration +0.2s, cooldown is refreshed if you critically strike, make gold piles targetable. Damage reduced by 50%. Stamina cost ->30. damage -50%
Combat Roll: Roll away from danger! Does make you harder to hit but doesn't drop your aggro, we'll fix that. Suggestion: Upgrade: After rolling you have 10% chance to dodge projectiles.
To The Death: This skill is fine, but I'll do suggestion anyway. Suggestion: Guard improves on main skill. Upgrade: "While To The Death is active incoming damage is dealt over three seconds.
Challenge: Does too little for an entire skill slot. Solution new skill. Suggestion: Bonus stamina regeneration ->20
Empower: toggle: "You empower your normal attacks while rapidly draining stamina". +50% weapon damage on normal hits and double stagger, cost 15 stamina per second +15 per hit. Upgrade: While empowered you gain 15% chance to dodge projectiles."
Cutting words: Your party does 20% more damage but you don't.
There's still some basics I wanted to buff but that's best done in the form of passives.
New passives:
Tough: Maximum Guard is increased by 50% (instead of Resillience)
Tough Skin: When you have no guard ranged damage reduced by 20% (new passive)
So to sum up, We have three new passives that gives Katari +50% guard and reduces ranged damage by 20% At this point an archer on Threathening does 33% of full guard per hit. When our guard is down we are 1.2 times more durable when faced with archer fire. If we take the most defensive skills possible we have another 10-25%(averaging 15) chance to dodge projectiles and 27% weaken. Durability against archer fire has been increased by 32% grand total and durability against melee by 27%. The buffs seem bigger than they are.
Damage gain is maximally between 200 and 300% extraweapon damage over 4 skills, average rotation time 10 seconds. Again not so big. If we look at the damage rogues can just **** out this seems more than fair.
That's that for my great overhaul of the Katari class, synergy EVERYWHERE, hah ofcourse I realise they'll never overhaul the class as in depth as this or as convoluted as this but 't was fun to do. Looking forward to your responses and balance ideas.





Retour en haut







