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Katari - Vanguard duelist (guide)


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#1
mission555

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Finally I have promoted Katari 5 times, have tried every possible combination of skills, so I'm writing a guide. I'll explain what works best for me and why, but of course feel free to find your own twist. I'll also go over the skills briefly and rate them.
The Guide
 
Our four skills are Charging Bull, Grappling Chain, Mighty Blow and To The Death. Grappling Chain and To The Death have their upgrades leveled. That leaves us with 15 skillpoints. We get Warrior's Resolve, Flow of Battle, Opportunist, Fervor, Coup de Grace, Scenting Blood, Blood Frenzy, Piercing Blows, Adamant, It'll cost you, Deep Reserves, Guard Smasher Challenge and Cutting Words.
 
We get Charging Bull because it's your core skill, its mobility is what makes the Katari, it also builds guard, can't swap it out. To The Death is the second unmissable skill, this skill will make tough enemies easier, fill your guard and allow you to tank packs without taking health damage. The next two skill slots are all about utility, after trying everything I found Grappling Chain nice for the utility and the synergy between all that CC and Mighty Blow is just too good to pass up. 
 
Playstyle:
 
Close in on the enemies and Grapple a high priority target (archer, caster, ice ******, demon), next cast To The Death and use Pommel Strike. Wail on them a bit and finish them off with Charging Bull, now you should be charging into the enemies. Ignore: melee guys, tanks, big targets go for: archers. From here on you're a Katari in the fray and should be as happy as can be. Make sure to use Charging Bull when it's off cooldown and try to hit as many as you can for maximum guard generation. In between large fights you always want to try and Grapple into To The Death to regenerate your guard. Another tip I can give you is that once dead there's a small window where you can still Charge into the corpse for extra guard.
 
Now your normal attacks should be cancelled after every hit, you do this by pressing sprint right after the hit lands. This makes you attack 50% faster. see
 
Skills rating:
 
Charging Bull: 10
Block n Slash: 7
Mighty Blow: 8
Pommel Strike: 8.5
Whirlwind: 4
Earthshattering Strike: 2
Grappling Chain: 6.5
Combat Roll: 8
To The Death: 9
Challenge: 6
Warhorn: 7
That's it hope somebody finds this useful.
 
I'll try and get a video of me playing up.
 
 
I went ahead and solo'd some Threathening. Open challenge to Katari players, solo Threathening first one to it is crowned king Katari. First to do DC crowned emperor.
 

 

I got to the Demon Commander, can you do better?



#2
SLooPPy JOE

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Interesting build! Would be great to see video

#3
IamTheAttack

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I have to test to the death!

I agreed with earthshock strike, i took it on this promote to give it a try and it's garbage. So long animation at landing the strike for so bad damage...

However, i do like mighty blow to take out a bigger threat after a charging bull (sin, mage, etc...)

 

Thanks for the feedback mate!



#4
mission555

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You know what, I'm pretty proud of this, me solo threathening. Made some clips as well but can't seem to upload them.

 

ZQQEpcD.jpg



#5
mission555

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Updating with some thoughts: On Threathening you often don't need To The Death I find, so you can grab Mighty Blow but I'd rather be as useful as possible in the most situations. I'm a fan of utility so I'm fan of Grappling Chain, To The Death and Block n Slash.
 
Grappling Chain has hidden power to it, you grab one off and it's dead before anyone really blows a cooldown. That means one less threat, out of an average of I guess 8 threats at a time this is a pretty big deal. Again, this skill is often redundant because your team is stacked enough to rush 8 threats. Even in its current form I find it worthwhile over other skills that can increase our damage/CC
 
To The Death fills guard, yes +250 health on Perilous is nothing. However when you're tanking 4 guys and hitting the main target you're generating 125 hp per second, so yes, we can tank a bit if we play well. I think being in the frontline is ultimately more beneficial than rushing the backlines on higher difficulties (which is exactly what most people with Mighty Blow do). When you rush the backline the damage of your party is not focused, if you die your team suddenly has to deal with more incoming damage while being a man down, rescuing someone who's in the backline is a nightmare. Again if you're playing threathening and your team is stacked you don't need To The Death at all, if you're lucky you use it to max your guard, not more.
 
I've replaced Pommel Strike with Block 'n Slash in my latest build because it's more CC, more often and helps our survivability.
 
In conclusion: I don't find the Katari's skills particularly good at doing more dps so I look at skills their utility. The goal for my build is not to "dominate" a match and be first on the scoreboard but rather to be as solid as possible in as much situations as possible. In other words, carry the matches you need to carry instead of rushing and stroking epeen.


#6
mission555

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After promoting my Katari twice more I must concede Mighty Blow is better than the Pommel Strike, on any difficulty.

 

I - I just can't get rid of Grappling Chain, Can't do it. That ability is too much fun. 

 

Updated build:

 

I went ahead and solo'd some Threathening. Open challenge to Katari players, solo Threathening first one to it is crowned king Katari. First to do DC crowned emperor.

 

https://plus.google....37897228304025 



#7
gay_wardens

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I've been wondering if you can Block and Slash the Demon Commander just before he pops up from underneath you.

 

Was getting really frustrated with Katari until I found like, one of the best two-handed weapons in the game, and started tearing things up. However I feel WAY more powerful as a Reaver.

 

And oh my god, even if I could get that slashing twice as fast exploit working on PS4, it would KILL my fingers... a cheap way to play IMO...



#8
Primeyuri

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I disagree about Earthshaking strike. Especially combined with charging bull. First you run over as many enemies as possible, do a 180 and then the strike which hits a straight line through the enemies you just hit doubling the amount of dmg.



#9
mission555

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I've been wondering if you can Block and Slash the Demon Commander just before he pops up from underneath you.

 

Was getting really frustrated with Katari until I found like, one of the best two-handed weapons in the game, and started tearing things up. However I feel WAY more powerful as a Reaver.

 

And oh my god, even if I could get that slashing twice as fast exploit working on PS4, it would KILL my fingers... a cheap way to play IMO...

 

Yeah Katari is pretty weak is the consensus. Which 2hander did you find? *sigh* I'm still using a Refined Hoffberg Twainer with useless bleed on hit and it's dps edged towards faster attacks. It's that or The Spoon. IIRC I've had Block and Slash block the demons coming out of the ground not sure about DC though. 

 

Primeyuri, on 15 Dec 2014 - 12:59 PM, said:
I disagree about Earthshaking strike. Especially combined with charging bull. First you run over as many enemies as possible, do a 180 and then the strike which hits a straight line through the enemies you just hit doubling the amount of dmg.
 

 

 
But why use it over Mighty Blow? The damage spacing is awkward and the burning damage negligable. I dislike the aiming too. I've ran with Mighty Blow and Earthshaking Strike as well, wasn't a fan. 


#10
simpatikool

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I like the upgraded Earth Shaking Strike for proccing "on hit" powers. The DoT it does seems to generate more procs.



#11
gay_wardens

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Slayer. I think there's a better weapon but not by much. Kind of sucks too though because of 30% Bleed. Wish Bioware would get their **** together and patch Bleed mechanics.



#12
Primeyuri

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But why use it over Mighty Blow? The damage spacing is awkward and the burning damage negligable. I dislike the aiming too. I've ran with Mighty Blow and Earthshaking Strike as well, wasn't a fan. 

 

because of range. You hit farther and don't have to be too close.



#13
Stinja

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I like Mighty Blow, and got the +30% ring too.  I'm considering dropping To the Death, as you can generate (the minimal) Guard with Charge anyway, and i'm only playing Threatening with him.

When soloing and kiting, i have noticed problems when you don't really want to melee, and for that reason i'm thinking of swapping TTD for Earthshaking.

 

In other news,  RNGgod gave me a second Sundering maul...  thanks RNG, i like it, but how about a greatsword, so i can get some of those challenges done?



#14
simpatikool

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In other news,  RNGgod gave me a second Sundering maul...  thanks RNG, i like it, but how about a greatsword, so i can get some of those challenges done?

 

I need to ask a question....What the heck does RNG mean? Random ..... ..... ..... ? 



#15
SoulRebel_1979

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I need to ask a question....What the heck does RNG mean? Random ..... ..... ..... ? 

Random Number Generator



#16
squaredgonzo

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OP, can you tell me why you didn't get the war horn?



#17
Broganisity

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I like this, though I personally favor War Horn and Block and Slash rather than Grappling Hook and a Mighty Blow."

You rely on charge and standard attacks (with animation cancelling) for your damage, but you get three ways to build guard (and quickly, with to the death on a tougher enemy), and war horn and charge also help scramble the enemy.



#18
diagorias

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because of range. You hit farther and don't have to be too close.


I also found earth shattering strike useful when taking bosses and chest guardians. You usually can't face tank them, but by using ESS you can still do quite a bit of damage, while waiting for the CD on charging bull. This way you can kite the boss or guardian in the AoE of ESS, until its duration is over.

#19
gay_wardens

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Hey I was building my Katari and I thought of you.

 

I want to try To the Death, but I don't trust the people in multiplayer to stay the hell out of my way. 

 

Your OP is confusing because you are telling us to use more than 4 abilities which is impossible. Also I am not even going to try the sprint & slash thing because I attempted it and the timing is too difficult and my thumbs already hurt enough from sprinting constantly in this game. 

 

Since I already got War Horn and upgraded Block and Slash, I'll try your build next time I promote him. I think I understand how you're pulling off To the Death, you just use Mighty Blow right after To the Death instead of Pommel Strike, right?



#20
mission555

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Hey I was building my Katari and I thought of you.

 

I want to try To the Death, but I don't trust the people in multiplayer to stay the hell out of my way. 

 

Your OP is confusing because you are telling us to use more than 4 abilities which is impossible. Also I am not even going to try the sprint & slash thing because I attempted it and the timing is too difficult and my thumbs already hurt enough from sprinting constantly in this game. 

 

Since I already got War Horn and upgraded Block and Slash, I'll try your build next time I promote him. I think I understand how you're pulling off To the Death, you just use Mighty Blow right after To the Death instead of Pommel Strike, right?

 

They won't stay out of the way. That doesn't matter that much since you want to cast To The Death on the biggest guy. You can even get some guard up by pulling a weak enemy in and running over his corpse with Charging Bull. In my views we want something in that skill slot to help yourself survive (because the damage options aren't impressive enough). To The Death has just worked wonders, I couldn't get half as far soloing without it. 

 


 
diagorias, on 16 Dec 2014 - 03:15 AM, said:
I also found earth shattering strike useful when taking bosses and chest guardians. You usually can't face tank them, but by using ESS you can still do quite a bit of damage, while waiting for the CD on charging bull. This way you can kite the boss or guardian in the AoE of ESS, until its duration is over.
 

 

Charging Bull is can't be replaced, To The Death adds unmatched survivability and Mighty strike has the edge over all offensive skills. What you do as fourth makes the least impact. I take Grappling Chain despite it being a pretty weak skill, it's useful though. Go with your dreams man.



#21
Kenaras

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Earthshaking Strike was the most disappointing skill in all of DAMP.

 

In single-player, anyone who has tried upgraded Earthshaking Strike can tell you that it is amazing. Seriously, the damage output is through the roof. Without damage modifiers, my Inquisitor auto-attacks for around 400, and the fire from his Earthshaking Strike ticks for around 500 per second. That damage doesn't require enemies to stand in the flames, either: if they leave, they continue burning for 500. With bonuses I've seen the flames tick for over 1000. A single Earthshaking Strike can easily deal over 5000 total damage per target; over 8000 under the right conditions.

 

In multiplayer, I don't have the gear or stats my Inquisitor has, but Earthshaking Strike clearly does not function the same way. I auto-attack for around 250, so if it was similar to singleplayer I'd expect the flames to tick for around 300. Instead, they tick for around 50.

 

Now, I'm fairly certain that the single-player version is bugged and the multiplayer version is working as intended. That doesn't change the fact that Earthshaking Strike is what makes non-Reaver Warrior DPS viable in single-player. Since the Katari doesn't have it, his DPS is lackluster.



#22
Anzer

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I'm curious why you wouldn't take the upgrade to Charging Bull for the stamina-free ability after using it?


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#23
ErtosiAngel

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Thank you for the great guide. I usually play mages or hunter but have been trying this guy out since rng blessed me with the Sulevin blade. I've solo'd Routine several times (meaningless, I know) but get mowed down by archers pretty quick on Threatening. And that with the +10 vs Ranged belt. I'll try out some of your ideas and who knows. Grappling chain certainly sounds fun so I'll try it next. Right now, I get my giggles from following my Charging Bull with an immediate Pommel Strike. Whammy! 

 

Oh, the Heal on Kill ring is a must for this guy! I only have the 5% one but I keep it on all of my characters. I feel like this guy benefits the most from it.



#24
mission555

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I'm curious why you wouldn't take the upgrade to Charging Bull for the stamina-free ability after using it?

 

It's a skill point. I don't ever have a stamina problem with my skill set up. That skill point gives me an essential passive and stats. 

 

Bears Mauls The Wolves is probably the weakest passive I take. But heck that's 3 constitution, I'd take just the three con over the Charging Bull upgrade. 

 


ErtosiAngel, on 21 Dec 2014 - 12:10 AM, said:

 

Thank you for the great guide. I usually play mages or hunter but have been trying this guy out since rng blessed me with the Sulevin blade. I've solo'd Routine several times (meaningless, I know) but get mowed down by archers pretty quick on Threatening. And that with the +10 vs Ranged belt. I'll try out some of your ideas and who knows. Grappling chain certainly sounds fun so I'll try it next. Right now, I get my giggles from following my Charging Bull with an immediate Pommel Strike. Whammy! 
 
Oh, the Heal on Kill ring is a must for this guy! I only have the 5% one but I keep it on all of my characters. I feel like this guy benefits the most from it.
 

 

 

Try Charging Bull past the enemies, turn around Mighty Blow, downed target + Flank = big damage. 

 

Oh yeah life on kill def very helpful.