My Katari seems to be made of wet tissue paper.
#26
Posté 10 décembre 2014 - 08:39
#27
Posté 10 décembre 2014 - 09:56
Just aim for HP gear and get as much healing procs as possible and you should have no problem.
Unfortunately that seems to be the answer for all the less viable kits... But should they not function fine, at least on threatening, with a decent weapon, gear and core abilities?
I've only got a blue 2handed Maul with 281dps, and yes i've no life-on-kill upgrades, no healing rings,etc - RNGgod plz! - and yet i don't need that stuff to extract on Threatening fine with Reaver, Elementalist, AW, Necro... you can play him, but he is much harder work, and much less effective than other kits; just saying.
- Valerius Anthar aime ceci
#28
Posté 10 décembre 2014 - 12:21
Unfortunately that seems to be the answer for all the less viable kits... But should they not function fine, at least on threatening, with a decent weapon, gear and core abilities?
I've only got a blue 2handed Maul with 281dps, and yes i've no life-on-kill upgrades, no healing rings,etc - RNGgod plz! - and yet i don't need that stuff to extract on Threatening fine with Reaver, Elementalist, AW, Necro... you can play him, but he is much harder work, and much less effective than other kits; just saying.
Exactly. And you can't "aim" for anything when you're constantly bent over the barrel and dry savaged by the crappy RNG system.
#29
Posté 10 décembre 2014 - 02:21
Imho, he just needs either tower defense or unbowed instead of to the death. Either would make him fine to use otherwise.
#30
Posté 10 décembre 2014 - 02:24
I think they have either nerfed some classes or upped the damage mobs do on Threatening, I just got wiped out in a game I would have walked through before the patch...something is definitely changed
#31
Posté 10 décembre 2014 - 05:41
I honestly think Katari is fine as it is...
Try Perilous without a pocket Barrier keeping you up and you won't find it viable I'm guessing.
#32
Posté 10 décembre 2014 - 05:43
Unfortunately that seems to be the answer for all the less viable kits... But should they not function fine, at least on threatening, with a decent weapon, gear and core abilities?
I've played a few hundred Perilous games and have yet to see anyone successfully use him. I am not saying it is not possible, but he is the least seen character in Perilous IMO and that should tell the Devs something right there.
#33
Posté 10 décembre 2014 - 07:03
IMHO Katari should have been given the reavers skill set instead of his usual junk, i mean only a Qunari is worthy of such beastly skills, but whatever its just another slap in the face to those that craved Qunari.
#34
Posté 10 décembre 2014 - 08:15
I think they have buffed some mobs. especially the demons, even the basic mobs seem to hit like a truck all of a sudden...haven't tried it on a tank character....are they having any issues?
#35
Posté 10 décembre 2014 - 08:22
I haven't noticed any difference on the katari, but projectiles have gone from dealing 1 damage per hit at the front of my templar, to 50
#36
Posté 10 décembre 2014 - 08:51
ok its definitely just the demons, I just did a threatening against red Templars and it was the same difficulty level as 2 days ago
#37
Posté 10 décembre 2014 - 08:58
Near-permanent stealth is a hell of a lot better than a guard bar that evaporates in one basic melee hit or ranged attack. Seriously, a full bar of guard on a warrior, even a two handed warrior, should not go poof because the DAI equivalent of a goomba touched you. Since Reavers get self healing to compensate for being in the fray, I think Katari should get some form of guard generation skill beyond TTD or Bull Rush, or perhaps give a skill that deflects projectiles while penalizing your movement or damage.
How about a combination of that, so Charging Bulls gets 50%+ ranged damage mitigation, maybe just to the front. Would allow the katari to not *instantly* die before generating guard.
#38
Posté 10 décembre 2014 - 11:46
How about they just fix his bugged health and stats? They are obviously bugged. He has the highest armor rating in the game, and his health stat is on par with Reaver, yet he gets killed in 2 shots. I can grab my necro and get hit in the face a dozen times and still be alive.
#39
Posté 11 décembre 2014 - 12:40
His Guard is just to weak. I generate Guard easily, but it just vaporize. I am fine with the lack of healing, but I think that since it is harder to generate Guard on him, it should absorb a lot more damage.
Otherwise I have some issues with Charging Bull. In my eyes, it should be unblockable because it is a
the core ability of the Katari, and it is not a very mobile gap closer. The Charge should also make him immune to Ranged Damage or, if that is too strong, he should have a very high % of damage mitigation to Ranged Attacks. Archers are his bane.
The Katari just falls short. He is a poor tank with very bad damage output, but with cool and unique skills. He has potential but is essentially just a burden on a team. It is conceptually fun to play, but he is the weakest class around and there really is no reason to play it.
#40
Posté 11 décembre 2014 - 06:29
I've been painfully trying to level my Katari from 15-20 so I can promote and get the proper skills this time. But man, I'd take wet tissue paper armor over whatever the Katari is wearing.
http://xboxclips.com...62-e7c4607a92e1- skip to 0:13
dat one shot. not to mention the charge that doesn't knock down the archer.
Wasn't even a Full Draw shot either....
Also, no, I'm not using a Berserk weapon.
#41
Posté 11 décembre 2014 - 07:21
I'd take wet tissue paper armor over whatever the Katari is wearing.
Looks reassuringly* like my games.
Katari: So ever fought a wyver... ooo look an archer, just a sec guys
Katari: CCCCCCHHHHHHHHAAAARRRRRGGGGGGGEEEEEEEEEEEEE!!!
archer: <bounce> ugh huh, is that supposed to impress me big boy?
archer: <calmly loads bow>
Katari: RAAGH! <smashes archer with two-handed maul>
archer: whatever dude <shoots katari in knee>
Katari: RRRRAAAAGGGGHHH! <combo smash archer>
archer: <calmy loads bow>
Katari: This is Qun! <combo smash>
archer: <shoots katari in face>
Katari: aeeeeiii! <dies>
archer: n00b, L2p
![]()
I guess you're exposing yourself in the open too much though. Hide behind a pillar and let the clothies fight those dangerous enemies...
* reassuring, as it's not just me
- crazycupcake aime ceci
#42
Posté 11 décembre 2014 - 07:27
Looks reassuringly* like my games.
Katari: So ever fought a wyver... ooo look an archer, just a sec guys
Katari: CCCCCCHHHHHHHHAAAARRRRRGGGGGGGEEEEEEEEEEEEE!!!
archer: <bounce> ugh huh, is that supposed to impress me big boy?
archer: <calmly loads bow>
Katari: RAAGH! <smashes archer with two-handed maul>
archer: whatever dude <shoots katari in knee>
Katari: RRRRAAAAGGGGHHH! <combo smash archer>
archer: <calmy loads bow>
Katari: This is Qun! <combo smash>
archer: <shoots katari in face>
Katari: aeeeeiii! <dies>
archer: n00b, L2p
I guess you're exposing yourself in the open too much though. Hide behind a pillar and let the clothies fight those dangerous enemies...
* reassuring, as it's not just me
It was 1 archer, the last one too. 900+ damage on 1 archer shot that isn't a Full Draw. Ate though my guard and all 846 HP my Katari has. Doesn't make sense when they have high armor too. My necro takes less damage from ranged attackers. Pretty sure he has less ranged defense % too
#43
Posté 11 décembre 2014 - 09:48
It was 1 archer, the last one too. 900+ damage on 1 archer shot that isn't a Full Draw.
Exactly.
The point is you shouldn't fight a single archer as a Katari, you're crazy for thinking otherwise, but should:
a) hide behind a pillar and let a mage kill it
beg for a Barrier, so you can stick your body out into the open for > 3 seconds
c) totally make sure someone else has aggro, then charge&smash
Work as intended, cheers Biower ![]()
- Slash_luke et Valerius Anthar aiment ceci
#44
Posté 11 décembre 2014 - 11:07
Exactly.
The point is you shouldn't fight a single archer as a Katari, you're crazy for thinking otherwise, but should:
a) hide behind a pillar and let a mage kill it
beg for a Barrier, so you can stick your body out into the open for > 3 seconds
c) totally make sure someone else has aggro, then charge&smash
Work as intended, cheers Biower
Man, what was I thinking I could take on 1 archer. Plz sir, I need a barrier!
#45
Posté 11 décembre 2014 - 11:17
The Katari just falls short. He is a poor tank with very bad damage output, but with cool and unique skills. He has potential but is essentially just a burden on a team. It is conceptually fun to play, but he is the weakest class around and there really is no reason to play it.
His damage seems pretty adequate to me..
#46
Posté 11 décembre 2014 - 12:32
It is a very cute clip and all, but that is incredibly hard to replicate when small hits tear through you.
His damage seems pretty adequate to me..
I just finished a Threatening match where a single Lesser Shade at level 8 tore through slightly half of my fully stored Guard in a basic swing. On a level 17 Katari.
I can do damage if I go full idiot, but you never go full idiot. You stay alive and do your best.
#47
Posté 11 décembre 2014 - 12:32
When it comes to Katari, he suffers primarily from 2 things: ranged missile attacks and long fights.
First, the obvious: archers. Every class in the game has a way to deal with or avoid arrows. Bow users can strafe if they're far enough, dual daggers can stealth, shield users block, and mages can barrier. The AW is immortal, the Necro is also fairly stocky with Ice Armor and Death Siphon, and even Reavers have leech via Rampage. Everyone but the Katari has a specialized way to deal with archers, in addition to common tricks such as avoiding agro and LoS. I'd venture to say that archers are unanimously agreed to be the biggest threats in the game, so it puts Katari at an extreme disadvantage not to be able to deal with them.
While not as damning as archers, the Katari also has a big issue with long fights. He may rarely run out of stamina, but every ability in his arsenal has a 15-32 second cooldown except for charging bull. No matter what build you run, if you/your team cannot kill everything before your 2nd non-Bull ability, your Katari may as well be benched for the rest of that encounter. Kataris cannot effectively retreat or tank hits, nor can he simply sit at range and worry about neither like an archer/mage (who, by the way, still have retreat options!). Normal attacks are a worst case scenario in which you will almost assuredly take a hit or two which is plenty enough to kill in Perilous and possibly Threatening.
With that in mind, there are easy solutions to fix the class.
-First and foremost, he needs something to either shrug off or at least reduce incoming missile damage. If Charging Bull had, say, a 50% ranged reduction on it or for a small period after it, Kataris would not drop near as quickly as they do.
-As a Qunari, I would also argue for a decently large health bump akin to Krogans in MEMP, who also had issues in general with movement yet were meant to be played very aggressively.
-Two Handed non-AoE weapons should have a large amount of built in hitstun/stagger on hit. While this could be an indirect buff to the already powerful Reaver, any Reaver can tell you he'd rather be Dragon-Rage'ing or Devouring as much as possible. In addition, there is no reason a lone archer should ever win against a Katari in a close range setting (they should not be firing at all when being melee'd in my opinion, but that is offtopic).
-Slight cooldown reduction on Earthshaking Strike. A 16 or 14 second cooldown seems more in line for a 50 stamina attack that doesn't even deal exceptional damage. This attack is, in my opinion, a very poor choice outside of round 5.
-Slight damage reduction OR block piercing OR missile deflection during Whirlwind. Mighty Blow, when perked, deals 500% weapon damage, which is doubled when the enemy is knocked down, plus Coup de Grace which is another 30%. Whirlwind is 110% weapon damage per hit. That means it would take more than 10 rotations to match the damage (which is also 100 stamina). Whirlwind, as great as it is, needs help. Straight damage reduction gives the Katari a way to stay in the thick of things without immediately dying. Block piercing, while not strictly as good, allows the Katari to spin to win even against Venatori/Templars. Missile deflection, like Spirit Blade's perk, would give the Katari exactly what he needs to simultaneously contribute to the fight AND protect himself against ranged attacks for a short amount of time.
#48
Posté 11 décembre 2014 - 02:15
I've been painfully trying to level my Katari from 15-20 so I can promote and get the proper skills this time. But man, I'd take wet tissue paper armor over whatever the Katari is wearing.
http://xboxclips.com...62-e7c4607a92e1- skip to 0:13
dat one shot. not to mention the charge that doesn't knock down the archer.
Wasn't even a Full Draw shot either....
Also, no, I'm not using a Berserk weapon.
Add me on xbox one. xROLLxTIDEx
I'll help you out.
#49
Posté 11 décembre 2014 - 03:01
When it comes to Katari, he suffers primarily from ... long fights.
...the Katari also has a big issue with long fights. He may rarely run out of stamina, but every ability in his arsenal has a 15-32 second cooldown except for charging bull. No matter what build you run, if you/your team cannot kill everything before your 2nd non-Bull ability, your Katari may as well be benched for the rest of that encounter.
I disagree.
Charging Bull - 8 sec cd
Mighty Blow - 16 sec cd
Pommel Strike (upgraded) - 16 sec cd
Earthshaking Strike - 20 sec cd
In a 48 second span you can Charge 6 times, 3 mighty blows, 3 pommel strikes and 2 earthshaking strikes. And if you Charge as often as possible, every 8 seconds, utilizing the upgraded charge you will not have stamina issues.
#50
Posté 11 décembre 2014 - 04:24
I disagree.
Charging Bull - 8 sec cd
Mighty Blow - 16 sec cd
Pommel Strike (upgraded) - 16 sec cd
Earthshaking Strike - 20 sec cd
In a 48 second span you can Charge 6 times, 3 mighty blows, 3 pommel strikes and 2 earthshaking strikes. And if you Charge as often as possible, every 8 seconds, utilizing the upgraded charge you will not have stamina issues.
In the same span of time, an Elementalist can completely shut down the room twice with a Firewall and a Firestorm (plus Flashpoint and Clean Burn/Gathering Storm giving more in a good scenario), Walking Bomb can detonate an infinite number of times and can be used twice, an archer can Lance through a bunch of enemies 6 times, an AW can PotA 4 times, and a Templar can Wrath/Purge twice.
For most of those examples, that is 1 or 2 abilities each of those classes have that completely overshadow anything a Katari can do, plus each one of those classes have far more survivability than a Katari. In addition, your example uses 4 offensive abilities which means no utility such as Block and Slash, Combat Roll, Grappling Chain, or To the Death. In a more accurate build, A Katari will typically have 3 combat abilities. Charging Bull is great, but doesn't deal that much damage; neither does Pommel Strike or Earthshaking outside of a Round 5 funnel. Mighty Blow or an extremely well placed/protected Whirlwind is where you deal the most damage.





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