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Katari players - how do you avoid taking damage when Charging (Threatening difficulty)?


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29 réponses à ce sujet

#1
QuickerBladeEHGH

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On Routine my Katari almost feels overpowered and it gets kinda easy. I take no damage with Charging Bull, and build up lots of guard and one-hit kill many enemies.

 

But the moment I go to Threatening, my same Katari is losing 30%-40% health per charge. I even have a 200 Health Belt, a +10 Constitution Amulet, and around 16 points Constitution from Promotions (no HoK ring yet), and he's way more fragile than my Necromancer and Alchemist in Threatening. :unsure:

 

What gives? Is this a bug or are there certain enemies I should not be charging? I do notice those Demons slash around a lot. I never noticed them in Routine since their clawing didn't even register. But charging into a group of demons in Threatening has me dying even on 1/5 and 2/5 and needing revives. It gets embarrassing, especially when I don't really run into constant health or revive problems with the other characters. But with Katari it happens a lot. I echo Katari's words: "You shouldn't have to do this. I should be saving you...." :(



#2
Saboteur-6

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Short answer: Positional Awareness, Line of Sight, and Practice.


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#3
-PenguinFetish-

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Something something good money.

 

Katari really isn't good until you get heal on kill rings unfortunately.


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#4
ALTBOULI

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Time your charges, you need to use hit-and-run tactics at times. Try to aim for mooks who are grouped together and are preocupied with one of your team mates. One of the worst things you can do is charge blindly into a group to initiate a fight, often archers will all aim at you and take you out quickly. Heal on kill rings really help him in terms of survivability

#5
BraveLToaster

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Something something good money.

 

Katari really isn't good until you get heal on kill rings unfortunately.

He's definitely viable on Threatening without Heal on Kill, you just want to have an alternative method of building guard.  I like To the Death, gives you 50% guard on each attack, so you can top off very easily.  Stay away from Perilous though, as your guard is woefully inadequate there.


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#6
Benman1964

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Something something good money.

 

Katari really isn't good until you get heal on kill rings unfortunately.

Isn't it so that 2H warriors' armor is still broke?

http://forum.bioware...ged/?p=18326148



#7
Stinja

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Corners:  pull enemies, then duck back around a corner (even a pillar), as they come around they will often clump up, charge then - either from one side of the door to the other, or if thru the door, duck back inside if there's ranged out there.

 

Let others take aggro:  unless pulling aggro, and then doing a doorway (as above), let others pull aggro.  Stay behind and to the side of the main aggro person (lego or mage usually), flank up the side while the enemies go for the aggro-puller, then charge perpendicular. 

 

Charge from cover to cover:  if there's a lot of ranged, charging from cover to cover is about all you can do - or pull aggro and retreat.  Then corner them, as archers will eventually come to get you.

 

Kill everything post-charge:  if there's only 3-5 enemies, and clumped up, charge, then hit them with Mighty Blow etc and try to clean up everything post-charge.  

 

Don't auto attack:  You really don't want to be auto-attacking at all, just the odd one-hit to finish an enemy, who is preferably downed.  Standing about auto-attacking gets you killed by ranged stuff.

 

 

It's basically all about hitting and running.  

When the game is going well, Your guard should be at full, and you rarely take health damage.  When it goes bad (like your charge gets blocked or you clip terrain that halts you, and you're out in the open) you go down quick.  You want to burst damage everything, then duck back for your cool downs.  He's essentially like the Reaver in that way - just you get more mobility, and no health regen.  

There's a few guides floating about by proper players (inb4 l2play Stinja U n00b), and a few videos too.  Pity the BSN search engine is rubbish...

 

Remember:   Hit 'n run.  Flank, don't tank.


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#8
Geth Supremacy

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Don't charge in first.  Let someone else take the aggro. 

 

Don't charge in a straight line and get hit by arrows meant for other people.

 

Go at an angle and hit them all and then might blow and bam they're dead.

 

I also use block and slash its a very good move and really good for cheesing up guard or negating big damage and finishing off targets like those red templar brutes after you charge in and do big damage to them.

 

I do all of this with 1 garbage (white) heal on kill ring and that is my only source of healing.  I am nearing the required wins for the Qun portrait.  I am within 20 just don't play as much these days.

 

Also pommel strike is a good ability.  Great damage, good recharge and a stun so it further helps you take less damage.  Depending on your weapon it can also 1 hit archers as they do their full draw and you don't even have to crit or be behind them.



#9
xROLLxTIDEx

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Watch my video guide. Link in signature.

I do not have heal on kill rings and I charge in 1st.

#10
Saboteur-6

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As you can tell OP there's a lot of YMMV but to answer your question "why am I dying", it's really all about Charging Bull timing and enemy spawn knowledge. Basically, Archer units are the bane of your existence and you need to be able to recognize enemy clusters that have Archers in the back that are spread out. If you Charging Bull towards them and they're spread out just enough to aggro and fire while you're at you mid-Charge, then you'll get pin cushioned easily. The good news is enemy spawns are always in the same location so you'll get a feel in what to expect.



#11
SandorClegamer

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Charging Bull ability ring, Hok ring, Superb Cooldown Amulet, Slayer, Sundering or better 2h weapon. Don't be the first person to enter a full room, if you have a ranged have them pull and los the entire group. Once they agro you go in and hit as many enemies as possible with Charging Bull. This should be easier since they usually come in a straight line or bunched up enough that you can hit quite a few them with Bull. Then Mighty Blow as many as you can get in that cone. Then finish with either regular attacks or los around a corner until Bull recharges and use it again to knock them down. You need to think of yourself not really as a damage dealer but as a chaos causing, combo detonating cc warrior.



#12
Drasca

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Strafe left and right as you move to juke and increase chance of dodging arrows. Use the same buttons + camera angle to adjust direction of charge to a small degree.

 

Otherwise, it is about character mastery, which takes time to learn.



#13
gay_wardens

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Little known secret: To the Death is amazing.

 

Am currently building a Katari with it, and I've already wiped the floor with Perilous using it on my Legionnaire multiple times.

 

You generate so much guard from slashing away at the taunted enemy, that most damage doesn't even bother you until the opponent dies. 

 

It's devastatingly powerful against bosses.


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#14
phoenix fang55

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I promoted my katari once already, and in the end I was playing him reliably in threatening. And I didn't have mighty blow or most of the usual stuff. ANd I have 0 HoK rings.... I really need those, though right now they're not needed for threatening. Basically I'm not even that well equipped except for decent weapons.

 

Basically, first and foremost rule, never attack first, let others do that, if you have a lego on your team, let him draw all the fire then charge through him, get a barrier from a keeper, play smart.

 

I suggest not using block and slash, its no shield wall and kind of a trap move, can be pretty awesome, but you can't move or turn while using it, so you're easily flanked, and it constantly drains stamina.

 

Others might not agree, but I'm a big advocate of war horn on the Katari. It allows you to.... be a little more stupid. I will run over a group of archers, mighty blow what I can, and then I blow that horn and skedaddle back towards my teamates as they run about screaming, or if my team is doing really good then its just mop up duty.

 

The basic build I'm working on right now is Charging Bull, Warhorn, Mighty Blow, and earthshattering strike. My goal with this build is not to be the main killer, its to be as disruptive as can be, run over enemies, scatter them, and just basically keep them from attacking my teamates. Don't know how well this will do on Perilous, but I know its going to rock on Threatening.



#15
Drasca

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 but I know its going to rock on Threatening.

 

The main difference on perilous is you take archer cover often. This does not mean staying still all the time. In fact the very opposite, constantly manuevering, strafing, and repositioning. The better you are the sneakier* you get and closer you can get without aggro'ing them, or able to approach from the side and smash through them. I approach them from alternate angles and get in as close as possible before charging, and break charge as soon as possible too I feel the spacing is good, to maximize stamina conservation, cooldown, and vulnerability time. Walk/Duck from cover to cover on your way toward the enemy while approaching from the side so your flank is never exposed.

 

If your team is any good, it'll have either LoS pulling, AoE CC, or invinci-aggro* members, you can charge through a tightly packed group and MB for the finisher. With ESS, you can lead with ESS through walls if they're approaching, or following.

 

*Lego means hammer and anvil tactics, and you end up being the hammer to the lego's AoE Taunt Anvil, and subsequently a primary killer.



#16
R Y A N

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Short answer: Positional Awareness, Line of Sight, and Practice.


Exactually, try to line enemies up before the charge, and keep something inbetween you and the archers, even a friendly works as cover.

Something something good money.

Katari really isn't good until you get heal on kill rings unfortunately.


I sadly haven't been blessed enough for a HoK ring, it's possible to make the Katari good in threatening it's just harder without this ring. Takes practice and a good weapon.

#17
QuickerBladeEHGH

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Thank you everyone for the tips. Lots of useful information. B)

 

I practiced more with Katari these last two days, and now I can sort of hold my own now in Threatening. You guys are right about not attacking too early, and making sure to use Charging Bull at less "suicidal" angles like I was doing in Routine.

 

I still haven't gotten a single HoK ring despite having hundreds of thousands of gold amassed after all this time, but your tips above helped me survive for now without one. The personal game-changer was getting To The Death. I didn't think much about it before (I was wasting time using Hookshot because I thought it was fun) but TtD is a life-saver for the Katari. I almost think the game is too generous in how much guard it gives. You get full replenished guard immediately with just a quick strike + Charge (don't tell Bioware!) :ph34r:


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#18
N7 Tigger

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Based on all the PUGs I saw doing the weekend challenge you don't enter a room until the Archer has gone in and drawn agro.



#19
J. Peterman

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Love the name OP



#20
J. Peterman

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Based on all the PUGs I saw doing the weekend challenge you don't enter a room until the Archer has gone in and drawn agro.

 

Ah, so that's what ALTBOULI and HeroicMass were up to? Scrubs.


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#21
N7 Tigger

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Ah, so that's what ALTBOULI and HeroicMass were up to? Scrubs.

 

Yup.

 

Also, OP - Don't take any Katari advice from Heroic Mass. His build centers around the Inquisition Greatsword.


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#22
stysiaq

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Herd enemies to the same spot, then charge and Mighty Blow.

Use To The Death for easy-peasy guard.

 

Also, you can adapt a strategy like TTD one enemy, slaughtering some other enemies, returning to the marked enemy to get Guard back.



#23
HeroicMass

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Yup.

Also, OP - Don't take any Katari advice from Heroic Mass. His build centers around the Inquisition Greatsword.

Dont hate on my inquisition greatsword f the dragon hunter.

That was one of the weirder glitches I have come across in a game.

#24
Jeffro0050

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I run Katharine more than any other class and usually top out the list on threatening unless a really good Mage or archer is in the group, which doesn't bother me at all since a win is a win, and the katari has a lot of untapped utility. I was sick of the constant deaths until I specced into "to the death." It's a game changer! Tag a brute, or heck, Any mob, and you WILL NOT die provided you have decent resistance or a somewhat competent group. Whirlwind(if you use it) makes you pretty much immortal unless you have 8 archers spamming you, or you can use anything else you prefer, like war horn, pommel, etc. my usual opener is ttd,charge, mighty blow, then face roll. What I will say is that more than any other class I've played the katari is by far the most gear dependent, but it scales very quickly. A suggestion I'd make is get familiar with all the warrior classes and build up constitution, the extra melee defense helps a lot. I also run with a 10% ranged belt, crit ring, crappy hok ring, stamina amulet, tier 5 arishok slotted with ranged and melee defense. Flow of battle is a must, as well as any, and I mean ANY crit you can muster.

As far as a specific answer to your question, go into a pull with full guard and use ttd, and you will not drop like a sack of potatoes if you know what you're doing on threatening. Also keep in mind that katari armor is supposedly bugged right now, so when that's fixed expect to see double your armor added as mitigation before defense is calculated.

#25
Jeffro0050

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Katharine... I love apple autocorrect!
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