squishy katari
#1
Posté 27 décembre 2014 - 06:18
#2
Posté 27 décembre 2014 - 06:20
double post?
#3
Posté 27 décembre 2014 - 06:46
Yes Katari is very squishy. The game in General has melee the highest risk with lowest reward. Guard is supremely sub par to barrier and harder to build. Yet they are face tanking most the mobs.
With that said I don't want nerfs to mages because they are very fun to play and you don't want to take away what's good. Instead Katari and all guard in general needs to be brought up to par or even superior as they are more often flanked and face tanking.
- gay_wardens aime ceci
#4
Posté 27 décembre 2014 - 08:46
I double posted earlier due to website lag.
Yes Katari is very squishy. The game in General has melee the highest risk with lowest reward. Guard is supremely sub par to barrier and harder to build. Yet they are face tanking most the mobs.
With that said I don't want nerfs to mages because they are very fun to play and you don't want to take away what's good. Instead Katari and all guard in general needs to be brought up to par or even superior as they are more often flanked and face tanking.
I couldn't agree more. I don't see why they had to make this leap to Guard/Barrier mechanics when what we had in DA2/Origins was working fine, and would've still worked fine in multiplayer.
#5
Posté 27 décembre 2014 - 09:55
Guard would be fine in multiplayer if its value was tweaked upward a bit closer to Barrier ( strictly for multi, no changes to single player ) or if all of the Warrior classes in multiplayer were given better access to Guard generating abilities from single player. Its not so much that Guard doesn't work as it is that not every Warrior class in multi has the tools to consistently generate enough of it for it to be of any use ( Legionnaire aside ).
#6
Posté 27 décembre 2014 - 10:07
I aim to do a Katari guide here once I hit 100 finished games (I'm currently at 72 or 73). I get the feeling I managed to get the idea of the class and now I do fine with it - unfortunately he is way too squishy for Perilious and even Threatening Demons can be little bit too much without Barrier help, but against Threatening Venatori/Red Templars I'm having a blast and die really rarely.
As for Guard... it should provide some serious defense against ranged attacks / elemental damage.
And OP, congratulations! I don't have healing belt or heal on kill ring and use stun on hit stuff - when I play as a Katari I focus on avoiding damage, and sometimes it's not so easy ![]()
#7
Posté 28 décembre 2014 - 03:29
He needs a passive Ranged Damage Reduction skill or something. That sort of makes the shield warriors a little less unique but Katari needs something to deal with ranged. Maybe have the perk to Charging Bull also offer %50 ranged damage reduction when it's active?
- Hanik Arran aime ceci
#8
Posté 28 décembre 2014 - 05:01
Oh great a katari! He's gonna die 3 times before the 2 stage. NO MORE! 10% hok ring I can finally be useful. Haha! Superb healing belt, my dragon hunter axe and cooldown amulet for spamming charging bull helps too.
Sadly, even these don't help him unless you have a pocket barrier keeping you alive.
#9
Posté 28 décembre 2014 - 06:24
They need to speed up some player animations, specifcially survival ones. Especially war horn (the warrior AOE fear/panic). The slow derpy axe guys can attack faster than that fear ability goes off.
#10
Posté 28 décembre 2014 - 07:57
Sadly, even these don't help him unless you have a pocket barrier keeping you alive.
#11
Posté 28 décembre 2014 - 08:04
- luism aime ceci
#12
Posté 28 décembre 2014 - 08:04
They need to speed up some player animations, specifcially survival ones. Especially war horn (the warrior AOE fear/panic). The slow derpy axe guys can attack faster than that fear ability goes off.
#13
Posté 28 décembre 2014 - 08:05
#14
Posté 28 décembre 2014 - 08:06
He needs a passive Ranged Damage Reduction skill or something. That sort of makes the shield warriors a little less unique but Katari needs something to deal with ranged. Maybe have the perk to Charging Bull also offer %50 ranged damage reduction when it's active?
#15
Posté 28 décembre 2014 - 08:10
#16
Posté 28 décembre 2014 - 08:26
#17
Posté 28 décembre 2014 - 08:41
#18
Posté 28 décembre 2014 - 09:47
They need to speed up some player animations, specifcially survival ones. Especially war horn (the warrior AOE fear/panic). The slow derpy axe guys can attack faster than that fear ability goes off.
I propose changing War Horn to War Fart (no animation at all, just a loud PPPFFFRRRFFFFFRRRFFT and people running away in fear). Right now War Horn isn't worth it at all, and you need to take pretty useless passives to get it. Also, add toxic damage to it's upgrade for more lulz and because Guard damage bonus is a joke. Nobody in this game has good guard anyway.
- Deuces Apples aime ceci
#19
Posté 28 décembre 2014 - 09:54
Whirlwind produces massive aggro--and with good reason--but it doesn't provide guard? Who designed that power, some kind of stupid person? Srsly, give Whirlwind +guard. BW pls
Atm Whirlwind is an abysmal skill.
Low damage.
High aggro.
No guard generation.
Not knocking down foes.
Slow as hell.
Underwhelming range.
Oh, come on!
- Gob Bluth, Arrested Development
#20
Posté 28 décembre 2014 - 02:31
Could be a gear issue ,the game is still new and more items will be introduced with time. I don't play perilous but I did fine on mine to 20. If you're in an unbalanced group they're not going to do well. They're dps and not meant to be the main tank.
I have Sulvine Blade and fully-decked out armor (top-tier). Katari can't even carry a Threatening difficulty. Sure it can wreck havoc... on Routine. If it's useless as a tank then it should be a DPS. However an archer with no healing devices has more survivability than this 'frontline soldier'. It's not at all a gear issue. The kit just sucks. The only reason I even bother to play it is to get the first 50 Agent challenges out the way.
#21
Posté 28 décembre 2014 - 02:33
What about the fear passive? It saves a slot and still works.
That passive is bugged, and can sometimes fear your own character as well as teammates.
- Kjubaran aime ceci
#22
Posté 28 décembre 2014 - 03:26
... unfortunately he is way too squishy for Perilious and even Threatening Demons can be little bit too much without Barrier help, but against Threatening Venatori/Red Templars I'm having a blast and die really rarely.
Sadly, even these don't help him unless you have a pocket barrier keeping you alive.
Katari can't even carry a Threatening difficulty. Sure it can wreck havoc... on Routine.
I'm also nearing my 100 games, with 6 promotions, and it does feel like he's got some learning curve, but i really don't get the comments that he's poor on Threatening or needs a pocket barrier mage.
While i agree he's very squishy, i run him fine on Threatening, and when PUGing typically without teamwork, or Barrier. As long as not all the aggro is coming onto you i really don't have a problem. Once you get too much aggro and your abilities are on cool down, then it becomes tricky... as you've got no way to mitigate damage, and your health+guard is insufficent. This is obvious when trying to solo, as you'll get swamped about Zone 3/4 on Threatening: i'm hoping once i get better gear i'll finally solo Threatening with him.
Play him like a melee-spec Volus Vanguard (without Reegar) on Gold+ basically.
On Perilous its rough. Frankly i've given up PUGing, until i get better gear, and don't want to be a burden on friends games. He really needs some sort of scaling damage reduction vs ranged (including ranged magic), as just buffing static-numbers will make Routing/Threatening a cakewalk, if buffed enough to make Perilous viable.
Then give more of his attacks and abilities stagger/stun/knockdown, as it's essentially a way of increasing survivability vs melee without having to fiddle health/Guard.
Overall though i love the kit.
He's much more fun IMO than Reaver and the tank-warriors, and i'm completely fine with him as is on Threatening (not saying no to a buff however
), it's saddening he's basically not viable on Perilous.
- luism aime ceci
#23
Posté 28 décembre 2014 - 03:32
Whirlwind produces massive aggro--and with good reason--but it doesn't provide guard? Who designed that power, some kind of stupid person? Srsly, give Whirlwind +guard. BW pls
I think the thing with a lot of skills were that they were balanced primarily for single player and won't really tweaked to function all that well in MP.
I mean ME3MP had most of the same problems when it first started, we just didn't have to wait as long for the balance changes to start rolling in.
#24
Posté 28 décembre 2014 - 04:58
I'm also nearing my 100 games, with 6 promotions, and it does feel like he's got some learning curve, but i really don't get the comments that he's poor on Threatening or needs a pocket barrier mage.
While i agree he's very squishy, i run him fine on Threatening, and when PUGing typically without teamwork, or Barrier. As long as not all the aggro is coming onto you i really don't have a problem. Once you get too much aggro and your abilities are on cool down, then it becomes tricky... as you've got no way to mitigate damage, and your health+guard is insufficent. This is obvious when trying to solo, as you'll get swamped about Zone 3/4 on Threatening: i'm hoping once i get better gear i'll finally solo Threatening with him.
Play him like a melee-spec Volus Vanguard (without Reegar) on Gold+ basically.
On Perilous its rough. Frankly i've given up PUGing, until i get better gear, and don't want to be a burden on friends games. He really needs some sort of scaling damage reduction vs ranged (including ranged magic), as just buffing static-numbers will make Routing/Threatening a cakewalk, if buffed enough to make Perilous viable.
Then give more of his attacks and abilities stagger/stun/knockdown, as it's essentially a way of increasing survivability vs melee without having to fiddle health/Guard.
Overall though i love the kit.
He's much more fun IMO than Reaver and the tank-warriors, and i'm completely fine with him as is on Threatening (not saying no to a buff however
), it's saddening he's basically not viable on Perilous.
Yes, I love the kit as well. Now if the Casper ghosts didn't have that dodge I'd love it even more.
As for the bolded part: I tested pretty much every skill (I promoted 6 times, will promote 7th time) and I'm using Charge, Pommel Strike and Mighty Blow - all of them do stagger/stun/knockdown. For 4th skill I take the fissure one, but rarely use it before wave 5, still I think that 3 skills that stun are enough. But I wouldn't mind if Whirlwind was buffed so it's a good pick for 4th skill.
- Nitestick7 aime ceci
#25
Posté 28 décembre 2014 - 05:17
I'm sorry all I heard was this:
(not saying no to a buff however
),
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