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Katari Build, Opinions?


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#1
phoenix fang55

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Alright, I've been playing around with the Katari, I'm leveling him up so I can promote him and rebuild him. As it is I have found a build I'm pretty satisfied with.

 

Active Skills

Charging Bull

Block & Slash

Grappling Chain

War Horn

 

Took most of passives in the second tree, focusing on building a bit more survivability into him. 

 

As such, this build could certainly be better, Grappling chain, while the concept is nice, its just too buggy to be good. Block and Slash is a decent skill, but I'm on the fence whether I want to keep it, it doesn't provide much guard, and its no shield wall, to face a different direction you have to reset, you can't move, and as long as you have it active it drains stamina, I actually find myself not using it that often.

 

For the next build, War Horn and Charging Bull are musts to keep, I have a blast with that one two punch that is highly diruptive to enemies, and with the right team, utterly deadly, did this with a reaver and a keeper.... oh lord.

 

So saying all that my new build will be

 

Focus: The focus of the build I'm going for is to make the Katari a Sapper/Dirupter. Basically to get into enemy ranks and just keeping messing them up while the rest of the team doles out damage. This build can do damage, but certainly won't be the main death dealing force on the team.

 

Passives I can Handle, I have a good idea of exactly what I'm aiming for

Actives

Must Have

Charging Bull and its upgrade: Guard Generation and knocks down enemies.

Warhorn and its upgrade: Panicks and weakens enemies, makes a great one two with charging bull.

 

On the fence

Block and slash: generate guard and knock down enemies, but its no shield wall and I do find I don't use it much as when you use it, enemies dance around and strike from the side and you have to reset, really only good as a twitch move.

 

Maybes I'm looking at

Earthshattering Strike: This I think would be a good combo with charging bull, turn around and lay this down for free right after knocking over a line of enemies for some good damage.

Mighty Blow: Good single target damage, especially against knocked down enemies.

 

So, what are your opinions, which actives would you reccomend, do I keep block and slash, or do I pick up something not on my list? Only Charging Bull and WarHorn are utter musts.



#2
gay_wardens

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had a similar build. ultimately dropped it because he spends way too much time running around getting hit by ranged attacks without the survivability of the reaver

 

having fun with To The Death on Legionnaire, and I can assure you it would be excellent on Katari as well. as long as you out-DPS whatever you use it on, you'll continue to generate guard at the same time as you kill the target. someone about a month ago who posted a perilous build suggested Pommel Strike or something to disable them while they're taunted by To The Death, so they can't injure you

 

one of my friends was talking about a Charging Bull Ring. other than that and heal on kill rings i really dont know how to make katari work. i've pretty much given up on it



#3
Saboteur-6

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Alright, I've been playing around with the Katari, I'm leveling him up so I can promote him and rebuild him. As it is I have found a build I'm pretty satisfied with.

 

Active Skills

Charging Bull

Block & Slash

Grappling Chain

War Horn

 

Took most of passives in the second tree, focusing on building a bit more survivability into him. 

 

As such, this build could certainly be better, Grappling chain, while the concept is nice, its just too buggy to be good. Block and Slash is a decent skill, but I'm on the fence whether I want to keep it, it doesn't provide much guard, and its no shield wall, to face a different direction you have to reset, you can't move, and as long as you have it active it drains stamina, I actually find myself not using it that often.

 

For the next build, War Horn and Charging Bull are musts to keep, I have a blast with that one two punch that is highly diruptive to enemies, and with the right team, utterly deadly, did this with a reaver and a keeper.... oh lord.

 

So saying all that my new build will be

 

Focus: The focus of the build I'm going for is to make the Katari a Sapper/Dirupter. Basically to get into enemy ranks and just keeping messing them up while the rest of the team doles out damage. This build can do damage, but certainly won't be the main death dealing force on the team.

 

Passives I can Handle, I have a good idea of exactly what I'm aiming for

Actives

Must Have

Charging Bull and its upgrade: Guard Generation and knocks down enemies.

Warhorn and its upgrade: Panicks and weakens enemies, makes a great one two with charging bull.

 

On the fence

Block and slash: generate guard and knock down enemies, but its no shield wall and I do find I don't use it much as when you use it, enemies dance around and strike from the side and you have to reset, really only good as a twitch move.

 

Maybes I'm looking at

Earthshattering Strike: This I think would be a good combo with charging bull, turn around and lay this down for free right after knocking over a line of enemies for some good damage.

Mighty Blow: Good single target damage, especially against knocked down enemies.

 

So, what are your opinions, which actives would you reccomend, do I keep block and slash, or do I pick up something not on my list? Only Charging Bull and WarHorn are utter musts.

 

The set synergy between Charging Bull and Mighty Blow is so significant I don't know why you'd ignore it. Mighty Blow is not a single target attack, it has a moderate pbaoe. Block and Slash is ok while leveling but I'd take something else for survivability. I roll with Charging Bull (without perk), Mighty Blow, Combat Roll, and To the Death.



#4
SLooPPy JOE

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Honestly this looks like the kind of build that someone would use to say "i beat perilous with THIS" like what the drell vanguard was in ME3.

Try something like
Charge
Mighty blow
Pommel strike
To the death

#5
phoenix fang55

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Right now I'm leaning towards CB, War Horn, MB, and Earthshattering, and why wouldn't you take CB's upgrade, a cost fee move after charging?



#6
Guest_Mortiel_*

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Charging Bull is an easy choice because not only is it a starting skill, but it closes the gap on enemies and minimizes the time you are at the mercy of archers. It and it's upgrade also goes great with Mighty Blow, as you can smash all the knocked-down enemies for extra damage and for no stamina cost.

Earthshattering Strike with it's upgrade have a bit of crowd-control/AoE, especially when laid out down a narrow corridor or into a doorway. Anywhere you can bottleneck enemies so they have to stand in the fire.

War Horn is a great crowd-control skill, but it may make taking down enemies a little tedious since the Katari is not as agile moving about the field as the Reaver (Devour and Dragon-Rage move you around quite a bit).



#7
phoenix fang55

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War Horn is a great crowd-control skill, but it may make taking down enemies a little tedious since the Katari is not as agile moving about the field as the Reaver (Devour and Dragon-Rage move you around quite a bit).

Warhorn is big for me for several reasons, first off, the passives in front of it are useful, especially the one that prevents flanking. Another reason is the best games I've had with the Katari has been acting as a disrupting force, knocking over lines of enemies and such. Warhorn is a great disruptive skills, it stops enemies from attacking for several seconds and when you're talking about archers, that's huge. 

 

Mind you, most of my testing has been done on Threatening, I'm getting some good weapons now, but for the most part, I haven't promoted my chars enough nor have I gotten the top tier weapons or any heal on kill rings, so I haven't touched perilous yet. When I combine charging bull, the perk that can panic enemies on kill, and warhorn, the katari becomes a very disruptive force that keeps enemies from attacking anyone. ANd thats what I'm really going for, making the absolutely most disrupting force I can.

 

How disruptive can ES be? Same thing for pommel strike and mighty blow? What are your opinions on Whirlwind, I've read on hear that those jedi zealots block it like mad?



#8
xROLLxTIDEx

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My opinions are in my guide. Link in signature.

#9
Guest_Mortiel_*

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Warhorn is big for me for several reasons, first off, the passives in front of it are useful, especially the one that prevents flanking. Another reason is the best games I've had with the Katari has been acting as a disrupting force, knocking over lines of enemies and such. Warhorn is a great disruptive skills, it stops enemies from attacking for several seconds and when you're talking about archers, that's huge. 

 

Mind you, most of my testing has been done on Threatening, I'm getting some good weapons now, but for the most part, I haven't promoted my chars enough nor have I gotten the top tier weapons or any heal on kill rings, so I haven't touched perilous yet. When I combine charging bull, the perk that can panic enemies on kill, and warhorn, the katari becomes a very disruptive force that keeps enemies from attacking anyone. ANd thats what I'm really going for, making the absolutely most disrupting force I can.

 

How disruptive can ES be? Same thing for pommel strike and mighty blow? What are your opinions on Whirlwind, I've read on hear that those jedi zealots block it like mad?

 

Firstly, Perilous is an entire new animal for the Katari. If you try to play Perilous like Threatening or Routine, you may possibly die very quickly. 

Earthshaking Strike is disruptive because it has a knockdown and then damage over time, but needs the help of the environment or teammates in order to keep enemies in the DOT area.

Pommel Strike is a good skill because it hits really quick (about three times as fast an animation as a 2h basic attack), and does good damage whilst having a solid single-target stun. Down sides: It is short ranged. The stun is only a single target crowd-control.  War Horn has better AoE crowd-control and Mighty Blow does the same damage (possibly more) plus a knockdown in a small AoE.

 

Whirlwind can be great if used smartly, but yes, the jedi Zealots and Templar soldiers auto-block it constantly, which stops it immediately.



#10
BraveLToaster

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I'm leaning towards Charge, Mighty Blow, To the Death, Pommel Strike.

 

Mighty Blow is great for flooring groups of ranged enemies before they pincushion you or outright killing them if you've Charged them down.

 

To the Death seems the best means of sustaining Guard, since charge adds only a small amount unless you've got a lane at a group that isn't going to run through arrow fire.

 

I find the range on Pommel Strike is a bit more than expected, since you'll slide towards a target to connect.



#11
stysiaq

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Charge

Mighty Blow

Pommel Strike

Earthshattering Strike

 

Right now I promoted Katari 8 times and I already tried every skill, and I'm sitting on 150 Katari wins and I won't stop until I get the banner. I play him daily.

First of all, Grappling Chain sucks, but you figured it out yourself.

 

Second of all, while skills like To The Death or War Horn may seem nice, they're not worth it. If you insist on keeping War Horn (which I had on my first 2 builds, I believe) don't upgrade it. The upgrade gives you armor sundering (20%) and damages Guard. There are not nearly enough enemies with Guard to justify taking skills or passives that damage it. That being said I consider To The Death not worth it, because:

 

  • You need to take Guard Smasher passive on the way to it
  • Your guard sucks anyway, and that skill slot would be better off with some damaging skill or even combat roll.

http://da-skills.net...110,000,00000,0

This is my standard build, that consists of the first tree almost maxed, and the passives leading to Bear Mauls The Wolves on the second tree.

 

On my first two builds I usually charged the group of enemies and used the horn to make them run while I take them down... but I realised the horn's animation is abysmally slow and you actually want to nuke enemies with Mighty Blow and Pommel strike ASAP. The fear effect you get from the passive. The passive that causes fear on kill is bugged and can target your team instead, but it's so rare that I keep it anyway. If you think it's risky take the passive that gives you 5% damage for 10% health missing. You can perfectly work without ever causing fear, also, you should never take it for granted, unless you charge a group of 3-4 mooks, knock 'em down and do the MB. Then you can be almost certain the fear will kick in and save you from remaining archers (you should Pommel Strike one of them as fast as possible, ofc).

 

As far as Earthshattering Strike goes, I don't think I'll ever drop it. Pommel Strike and Mighty Blow are sometimes both on cooldown, so ES is there to delay autoattacks dor as long as possible (it's still better than autoattacks). It's also good for burning multiple clustered enemies in the corridors on wave 5. 



#12
stysiaq

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Right now I'm leaning towards CB, War Horn, MB, and Earthshattering, and why wouldn't you take CB's upgrade, a cost fee move after charging?

 

 

That's because if you go for War Horn or To The Death you need to take the passive that speeds up stamina regeneration. With that passive CB upgrade is a waste of a point.



#13
III Poison III

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Just been watching Stinja wrecking with one!

#14
Saboteur-6

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Once Katari's Armor gets fixed...expect to see Quanri congo lines everywhere.



#15
BraveLToaster

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I don't really like Coup De Grace.  Sounds good on paper, but anything that I'm able to knock down or stun I can kill without the boost anyway, and the dangerous things are immune to those two effects.



#16
actionhero112

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I really like grappling chain, just because it interrupts the DC's fear scream. I think that's the only reason I have it. It's single target and the cast animation is too long, but yanking around the Demon Commander is incredibly useful. 

 

I think I'm running Charging Bull, Earthshattering Strike, Grappling chain and Mighty Blow.