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Katari Guide (video)


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#26
stysiaq

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Also, I hit level 20 again and took Bear mauls the Wolves, I'll see how it works for me, regarding survivability.

 

And looking at the tree again I still think that ttD is not worth taking 2 useless passives - it's like the skill cost you 2 levels.



#27
DeLaatsteGeitenneuker

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This is how I play the Katari.  I hope this helps at least one person.  You do not have to play him this way.  If you do something else, that is ok.

 

 

Active Skills

Charging Bull

Mighty Blow

Earthshaking Strike

Pommel Strike

 

My unlock order:

2 - Clear a Path - Str+3, hitting multiple targets = 10% stamina per hit

3 - Mighty Blow - Active Skill

4 - Pommel Strike - Active Skill

5 - Gore and Trample - Charging Bull upgrade

6 - Warrior's Resolve - Const+3, 10% stamina restored for every 10% health lost

7 - Flow of Battle - Str+3, criticals reduce cooldowns by 1 sec

8 - Opportunist - Cunning+3, 10% critical chance when attacking from behind

9 - Earthshaking Strike - Active Skill

10 - Easy Target - Mighty Blow upgrade

11 - Shattered Ground - Earthshaking Strike upgrade

12 - Fervor - Cunning+3, 30% damage bonus when enemy dies within 10m

13 - Adamant - Const+3, Armor bonus +20%

14 - It'll Cost You - Str+3, 15% damage returned to melee attackers

15 - Bear Mauls the Wolves - Const+3, immune to flanking (mandatory)

16 - Lighting Jab - Pommel Strike upgrade

17 - Coup de Grace - Str+3, 30% damage bonus to knocked down/stunned enemies

18 - Relentless - Cunning +4, Str+3, Const+2

19 - Scenting Blood - Const+3, 50% movement speed/10% crit chance >enemies 35% health

20 - Blood Frenzy - Str+3, 5% damage bonus for every 10% health missing

 

Playstyle

First understand what you are.  I am an offensive weapon with a practically unlimited stamina pool that I am going to use to charge in and spam 1-3 offensive action skill strikes. I do not have a shield and do not ever intend to let any enemy hit me.  Any enemy within melee range should be knocked down, stunned or dead.  All of my skills have low cool downs.  Successfully charging gives me a 6 second window where I can use an offensive attack without costing myself stamina.  This allows me to ignore stamina and spam my attacks as fast as possible.

 

Every attack begins:

 

Charge > Mighty Blow > Earthshaking Strike

 

which I then have to decide whether I want to Pommel Strike > Charge or Charge > Pommel Strike.  This all happens in the first 4 seconds of each encounter.  After the initial attack, I then continue to charge and rotate my offensive attacks depending on which one is on cool down.

Why is every hit a crit (more or less)? Gear or passives or both?



#28
xROLLxTIDEx

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Why is every hit a crit (more or less)? Gear or passives or both?

 

I think I'm only getting criticals 20-25% of the time.  Pommel Strike normally hits for for ~1000-1500.  At one point in the video it criticals for 6500. 

 

I have Cunning +10 from passives in the build for 5% critical chance

I have Cunning +8 from promotions in this video for 4% critical chance (up to +10 currently)

I am wearing the superb ring of critical chance for another 10% critical chance

I believe my weapon adds another 4% critical chance.  I'd have to check to be sure.

 

So that adds up to 23%.  I want 30%.

 

Also, I get +10% critical chance when attacking from behind (who knows how often it really procs) & 10% critical chance with Scenting Blood which procs fairly often.



#29
DeLaatsteGeitenneuker

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I think I'm only getting criticals 20-25% of the time.  Pommel Strike normally hits for for ~1000-1500.  At one point in the video it criticals for 6500. 

 

I have Cunning +10 from passives in the build for 5% critical chance

I have Cunning +8 from promotions in this video for 4% critical chance (up to +10 currently)

I am wearing the superb ring of critical chance for another 10% critical chance

I believe my weapon adds another 4% critical chance.  I'd have to check when to be sure.

 

So that adds up to 23%.  I want 30%.

As usual very gear dependent, just started a few days ago so not sure if I will even bother with the Katari, do not have the gear.



#30
xROLLxTIDEx

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As usual very gear dependent, just started a few days ago so not sure if I will even bother with the Katari, do not have the gear.

 

He is very gear dependent, but not just gear dependent. He also needs promotions.  When you first start out with crappy weapons and no promotions he will feel very weak.  I'd recommend going and playing other characters, promoting for a decent base and then coming back to the Katari when you have good weapons and have built up your HP pool and damage resistances enough to take a few shots without kissing the dirt. 

 

The Katari is the guy who feels the weakest at the very beginning but will shine bright late in the game. 



#31
fivep1ece

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I disagree with you. I wouldn't change anything that I do for Perilous.  I would like better teammates and a heal on kill ring but I have no control over that. 

 

EarthShaking Strike hits twice, each hit at 150% weapon damage on an enemy up close for a total of 300% weapon damage.  It will hit once at range for 150% weapon damage.  It will apply a DoT as well.  It will hit multiple targets as well.  You don't have to like it or use it.    Earthshaking Strike does more damage to a standing enemy than Mighty Blow does.  Mighty Blow only does 200% damage (500% bonus damage to knocked down enemies) compared to the total 300% damage that Earthshaking Strike can do.  Both can hit multiple targets.  300% weapon damage while your main attack (mighty blow) is on cool down is not, "not efficient".  If I didn't take Earthshaking strike I would be gimping myself.

 

Also to note on Perilous, enemies have higher hp pools and do more damage.  It is on this difficulty where you need to put out as much damage as possible to overcome the higher hp pools of the enemies.  These same enemies do more damage per hit on your character as well.  Guard is based off your armor rating and hp pool.  Since your armor does not scale with difficulty, guard is less effective on the higher difficulties.  Perilous is where you need to do more damage to kill the enemies as fast as possible to stay alive and not waste time trying to build a guard that will be gone in 1 to 2 hits anyways.  With this in mind, why would I sacrifice the ability to do more damage and lower my DPS/damage output in order to rely on guard that provides a negligible defensive boost?  I would rather maximize my damage output and rely on knockdowns and stuns to keep me alive.  If I wanted to "tank"  I would take a different character.

 

The key to surviving in Perilous comes down to damage resistance and not guard.  You need to build up your damage resistances (melee, ranged) + hit points to take the hits you will take.  You can build your resistances by the upgrades to your armor pieces, accessories, stats on weapons, and promotions.

all of your points sound great in theory but in practice you would fall short. When I quoted the previous guy I'm sorry if that implied that I recommend face tanking most mobs with TTD. ES is a lackluster at best offensive spell but if you make it work cool. TTD is an awesome defensive cooldown with a party wide buff to boss mobs. it's not a waste of time building guard that will be gone in 1 to 2 hits, because you can keep building it, covering up for your lack of HoK. The "key" to surviving perilous comes from team comp, positioning, and party damage output. I'd rather be auto attacking, getting crits, reducing CDs.

 

ES < building stamina with AA.



#32
xROLLxTIDEx

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all of your points sound great in theory but in practice you would fall short. When I quoted the previous guy I'm sorry if that implied that I recommend face tanking most mobs with TTD. ES is a lackluster at best offensive spell but if you make it work cool. TTD is an awesome defensive cooldown with a party wide buff to boss mobs. it's not a waste of time building guard that will be gone in 1 to 2 hits, because you can keep building it, covering up for your lack of HoK. The "key" to surviving perilous comes from team comp, positioning, and party damage output. I'd rather be auto attacking, getting crits, reducing CDs.

 

ES < building stamina with AA.

 

Did you watch the video?

 

I'm talking about what I do in practice, not some theory.   I never have an issue with stamina nor do I ever have to auto attack to build stamina.  I use the upgrade to Charging Bull that allows me to utilize a skill without costing stamina.  I grab this upgrade very early, at level 5.  I am constantly charging then using an action skill for no stamina cost then charging and using another action skill for no stamina cost and on and on.  IF i stagger them I can;

 

Charge > MB > Charge > ES > Charge > MB > Charge > ES > etc, etc, 

 

IF you watched the video you will see what I'm talking about.  You will also see that I have full guard quite often using Charging Bull alone.  I seldom get hit by melee attacks because enemies within melee attack range are knocked down, stunned or dead.  Because I'm not getting hit and I'm consistently charging and knocking enemies down, i often times have a full guard bar.  


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#33
Galaxy_Siege

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using the build with a 245 dps weapon and i can solo routine at level 7. not sold on ES yet but there isn't another option if invested heavily in that side. i love the class. not as fun as the reaver, but dam can it do extremely well.



#34
ShintomeEX

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Like your playstyle though i.prefer playing him like a "yoyo of death."

Basically i left ranged attack first so enemies will start funneling to me. Throw down ES to lay the line, CB down the line of enemies and then WW back down the line making enemies I've pulled threat on take WW and ES dmg at the same time. Works well for me and is fun
:D