Aller au contenu

Photo

Kal's "Big Bully" Katari Build


  • Veuillez vous connecter pour répondre
23 réponses à ce sujet

#1
KalGerion_Beast

KalGerion_Beast
  • Members
  • 1 370 messages

Welcome to my first guide.  With any luck, it might help relieve some Katari character issues (whether yours or pugs).

 

 

Abilities

 

Spoiler

 

Passives

 

Spoiler

 

Alright so with the build established, why is it called the "Big Bully"?  

 

Well its simple.  Charging Bull's knockdown, Mighty Blow's knockdown, Grappling Chains pull and knockdown, and the passive Coup de Grace, all require you to be fighting enemies that do not have physical immunity.  And in general if its a big enemy, it has physical immunity.  So, attack the runts of the group.  Push them down, and stomp them out.  Prevent them from even thinking about touching you.  Within your arsenal you have three knockdown abilities, and if you chain them you can control the battlefield. 

Essentially, this build dominates enemies who can be knocked down and pushed around, making the Katari the Big Bully.

 

That's not to say your useless against an enemy with physical immunity, your just less effective.  

 

Luckily, there are only a few enemies with physical immunity, and most aren't common:  All bosses, Venatori Brute, Wraith, Pride Demon, and Red Templar Knights and Behemoths is the entire list.  A few special enemies as well, like Arcane Horror, Revenant, and Large animals from the Destruction DLC.  

Really the only difficult one among the common enemies is the wraiths, and that's only due to the sheer number in which you find them.

 

Finally, the video.  Shows clips of the build in action, some common B.S. one might expect to find while playing the Katari, and a complete threatening solo against demons at the end.

 

Following Heroic Mass' idea/suggestion for including stats/kit info for videos, here's my stats and equipment that is in use.

Spoiler

 

 

On another note, I also feel the need to highlight the importance of trying to get some crit chance for the Katari when utilizing this, or any build.  I feel like no one has mentioned it, but knocking out enemy damage by 15%, 30% or 45% (seems to cap around 50%) through crippling blows, while also shortening your cooldown times with flow of battle goes a long way towards the effectiveness of the Katari.  Reducing enemy damage definitely helps increase the chance of surviving perilous, while also helping to off-set the damage bonuses the bosses receive from TTD.  

 

 

And finally, done.  Any thoughts, questions, concerns, guide/video suggestions, etc?


  • Drasca, Cheviot et nobodyspecial aiment ceci

#2
Zorinho20_CRO

Zorinho20_CRO
  • Members
  • 3 252 messages

Well,I would substitute Grappling chain (way too buggy for my taste) with Pommel strike or Combat roll.


  • CelticRanger275 aime ceci

#3
KalGerion_Beast

KalGerion_Beast
  • Members
  • 1 370 messages

Well,I would substitute Grappling chain (way too buggy for my taste) with Pommel strike or Combat roll.

All down to personal preference, and I've stated mine.  As long as im not trying to grapple enemies too far away it actually works pretty well.  

Hopefully when combat roll and evade are fixed to not take you back to where you were, Grappling chain will work perfectly even off host since it seems to suffer from the same connection related issues.  



#4
EVILFLUFFMONSTER

EVILFLUFFMONSTER
  • Members
  • 1 046 messages
I picked the usual chrging bull and mighty blow, but then chose whirlwind. It could be sooo good..if if didnt get blocked and cancel. I can deal with enemies blocking it, but I think they should not have it cancel the whole move and just let you continue spinning and damage the other enemies NOT blocking.

My other ability is the earthshaking strike. Im tempted to swap whirlwind for grappling hook, though it is nice when it works..

#5
hanoobken

hanoobken
  • Members
  • 192 messages

Interesting.  Thank you for posting this. Katari is my least favorite of all classes after trying so many times to make it work.  My original build wasn't very different from yours (had combat roll instead of grappling chain).  I watched the vid and learned that the difference was in how I engaged enemies.  Admittedly when using To the death, I just stood there like an idiot whacking away and wondering what it was all for since my attack speed is so slow it just couldn't compensate for the number of hits I was taking.  Watching the vid definitely re-ignited my interest in it.  I'm still farming for the superb life drain ring.  I've been farming for it for weeks.  No luck.

 

Thanks again. 



#6
KalGerion_Beast

KalGerion_Beast
  • Members
  • 1 370 messages

I picked the usual chrging bull and mighty blow, but then chose whirlwind. It could be sooo good..if if didnt get blocked and cancel. I can deal with enemies blocking it, but I think they should not have it cancel the whole move and just let you continue spinning and damage the other enemies NOT blocking.

My other ability is the earthshaking strike. Im tempted to swap whirlwind for grappling hook, though it is nice when it works..

Whirlwind is a bit, disappointing.  Beautiful when it works against demons, but against venatori and templars its either going to be blocked and stopped immediately, or and archer will dodge and instakill you.  Definitely needs some love before I will try it again.   


  • Drasca aime ceci

#7
Diego Vargas

Diego Vargas
  • Members
  • 63 messages

Pommel Strike will stun pride demons while grappling chain will fail.

 

Pommel Strike is also a pseudo interrupt/counter as I can be mid swipe/animation and instantly pommel stun somebody.

 

To the Death naturally synergizes with pommel strike since it does huge damage giving you full guard and renders the target stunned for a quick execution.

 

I tried grappling chain but man it is so damn buggy with laggy hosts.  Half the time the enemy would bounce back to where it was, very disappointed with that skill :(


  • Drasca et CelticRanger275 aiment ceci

#8
Jkregers

Jkregers
  • Members
  • 279 messages

Combat roll to victory all day erry day! 



#9
Drasca

Drasca
  • Members
  • 2 574 messages

in general if its a big enemy, it has physical immunity. 

 

That's not to say your useless against an enemy with physical immunity, your just less effective.  

 

Luckily, there are only a few enemies with physical immunity, and most aren't common:  All bosses, Venatori Brute, Wraith, Pride Demon, and Red Templar Knights and Behemoths is the entire list.

 

You've covered the basic mobs. You should manually list, Arcane Horror, the melee S&S Treasure Room guardian (name escapes me at the moment), big animals (especially druffalo and bear), and giant, since it isn't a big list. They're technically considered bosses  (elite mobs), just not commanders, but it helps recognition to see their names typed out.

 

Pommel Strike will stun pride demons while grappling chain will fail.

 

Pommel Strike is also a pseudo interrupt/counter as I can be mid swipe/animation and instantly pommel stun somebody.

 

PS also closes gaps. Nice to know about the PS stun/stagger. Learn something new... usually my Katari kills the PD too quickly for me to notice.



#10
Drasca

Drasca
  • Members
  • 2 574 messages

Hopefully when combat roll and evade are fixed to not take you back to where you were, Grappling chain will work perfectly even off host since it seems to suffer from the same connection related issues.  

 

That's a off-host positional issue not specific to the class. It sucks to be off-host, just sucks much less for ranged than melee. GC can miss for the same reason especially when targetting moving enemies at oblique angles. Notes on specific GC usage / target selection priority / rules of engagement are recommended.



#11
Jackyl

Jackyl
  • Members
  • 120 messages
Why no perk for charging bull?

#12
Robbiesan

Robbiesan
  • Members
  • 2 543 messages

Nice work Kal. 



#13
Beerfish

Beerfish
  • Members
  • 23 870 messages

I have to grudgingly admit the katari is not all that bad with good use of charge.  I had him pegged for the worst class in the game but lately I am changing that to the Reaver.  (as far as being face down too often).  I'm finally making better use of charge, still not great but better than before. 


  • Drasca et CelticRanger275 aiment ceci

#14
Jackyl

Jackyl
  • Members
  • 120 messages

I have to grudgingly admit the katari is not all that bad with good use of charge. I had him pegged for the worst class in the game but lately I am changing that to the Reaver.


Same here. After the rampage nerf the katari is just that much better. Way more cc than the reaver to begin with, and taking the insane health regen away from dragon rage makes her end up on the floor much more often. She's still viable, but i haven't seen to many people who can dominate with her like before.

#15
CelticRanger275

CelticRanger275
  • Members
  • 137 messages

I absolutely love playing the Katari; by far my favorite class.  As Beerfish stated, good use of charge is paramount.  With the superb stamina amulet, you don't need the extra upgrade point.  I also found pommel strike has become a staple.  Charge, mighty blow, pommel strike, To the Death.  HoK rings make the Katari a beast.



#16
Diego Vargas

Diego Vargas
  • Members
  • 63 messages

I absolutely love playing the Katari; by far my favorite class.  As Beerfish stated, good use of charge is paramount.  With the superb stamina amulet, you don't need the extra upgrade point.  I also found pommel strike has become a staple.  Charge, mighty blow, pommel strike, To the Death.  HoK rings make the Katari a beast.

 

More like,

 

To the Death -> Charge -> Mighty Blow, if its not dead (?) then pommel Strike.

 

HoK ring is really only needed on perilous, Between Charge and TTD you basically have perma guard if you play right.

 

Katari is a great class if you take your time.  Derps that rush in make the class look bad.



#17
Cheviot

Cheviot
  • Members
  • 1 495 messages

Thanks for this, OP!  I'd all but given up on the Katari, but this thread made me see the potential of the character (and also that I should've listened to people who recommended TTD - it's beastly!).  Like a lot of people, I'd swap out grappling chain for pommel strike, though.


  • CelticRanger275 aime ceci

#18
Drasca

Drasca
  • Members
  • 2 574 messages

 With the superb stamina amulet, you don't need the extra upgrade point.

 

If you have that, yes. Sadly I do not. SCD for me, upgraded CB, and CB + HoK  Ring. More charges, more opportunist, more FoB, more win.

 

I can't stand TTD though. It doesn't flow with my gear and playstyle. In the time I would cast TTD (3s), I would've flattened the entire group already (CB, MB, CR, PS) -- or get pincushioned by arrows.


  • CelticRanger275 aime ceci

#19
Zorinho20_CRO

Zorinho20_CRO
  • Members
  • 3 252 messages

If you have that, yes. Sadly I do not. SCD for me, upgraded CB, and CB + HoK  Ring. More charges, more opportunist, more FoB, more win.

 

I can't stand TTD though. It doesn't flow with my gear and playstyle. In the time I would cast TTD (3s), I would've flattened the entire group already (CB, MB, CR, PS) -- or get pincushioned by arrows.

I have(had) like five of them.Wanna trade Griffon for SSA?

I am always struggling between CR and TTD.

Combat roll is great for tactical positioning (and DC),but TTD is awesome for tough fights.Hard choice.



#20
Catastrophy

Catastrophy
  • Members
  • 8 498 messages

I've never tried TTD, but my last Katari used Pommel Strike and I really liked it:

 

Mook tries to run past you? Pommel Strike!

Screwed up your Mighty Blow? Pommel Strike!

Tired of shift-canceling the melee animation? Pommel Strike!

 

The quick animation adds a lot to the utility, imo.


  • CelticRanger275 aime ceci

#21
Drasca

Drasca
  • Members
  • 2 574 messages

Combat roll is great for tactical positioning (and DC),but TTD is awesome for tough fights.Hard choice.

 

What tough fights are you talking about for TTD? So tell me how you use TTD.

 

CR's great for every fight.

 

I can't imagine any fights that I'd choose TTD over CR. Giants + KD enemies (druffalo, brutes, etc) TTD wouldn't work, as you're knocked down if you tried it. TTD fails against Red Templars, as spike damage kills you faster than guard regenerates. Literal spike damage, from horrors (not to mention Red Knights that stun..) CR gets you out of those situations, and back into the CB-->MB combo, or CR PS CB MB. 

 

I don't know how much damage you do, but pretty much everything that isn't a boss dies around 3-5 seconds. Sometimes all at once (static cage / light of sight pulls / Sulevin Blade PotA proc)



#22
Zorinho20_CRO

Zorinho20_CRO
  • Members
  • 3 252 messages

What tough fights are you talking about for TTD? So tell me how you use TTD.

 

CR's great for every fight.

 

I can't imagine any fights that I'd choose TTD over CR. Giants + KD enemies (druffalo, brutes, etc) TTD wouldn't work, as you're knocked down if you tried it. TTD fails against Red Templars, as spike damage kills you faster than guard regenerates. Literal spike damage, from horrors (not to mention Red Knights that stun..) CR gets you out of those situations, and back into the CB-->MB combo, or CR PS CB MB. 

 

I don't know how much damage you do, but pretty much everything that isn't a boss dies around 3-5 seconds. Sometimes all at once (static cage / light of sight pulls / Sulevin Blade PotA proc)

Well,pretty much every enemy above basic mooks.We are talking about Perilous,I assume.

And I don’t have Sulevin,so...

Edit

Don’t get me wrong about CR.I think it is great skill and you can see that I am using it in video below,but for general pugging and solo purposes,I would take TTD instead.



#23
Innarra

Innarra
  • Members
  • 323 messages

Being able to use Combat Roll to get up when you yourself get knocked down (Axe wielder Venatori, Demon Commander, Red Templar spin to win etc) trumps the control element of using Grappling Chain to pull enemies to you IMHO. Definitely personal preference, but in Perilous mode (I'd rather just bring my Legionnaire) you need to survive, and Combat Roll lets you get out of the way or get up when you really need to.


  • Robbiesan et Drasca aiment ceci

#24
Drasca

Drasca
  • Members
  • 2 574 messages

Well,pretty much every enemy above basic mooks.We are talking about Perilous,I assume.

And I don’t have Sulevin,so...

 

Of course Perilous, otherwise the game would be Katari Bowling with everything dying to charge and mighty blow and seeing which katari can get the highest killstreaks.

 

What do you have? What do you consider basic mooks? Can you be specific? I consider everything that isn't an 'elite' (big animals, giant, revenent, arcane horror) or commander a basic mook. . . even then all those area easy once I take out the ranged enemies (or use cover) since they can't catch me-- thus cant hurt me.

 

I don't stop moving. I may do 1-2 attack cancel swings at any given time regularly, but charge usually comes back up quickly, but rarely more than that. If I'm in motion, enemy melee cannot hurt me, and enemy ranged have a difficult time hitting me.