Tree of Savior Forum

Anyone knows the exact behaviour of Catar stroke?

For what i tested, it always deals 4 hits, no matter the level.
Lvl5 skill. I charged for 0.5 seconds (first level), i dealt 4 hits of 500 damage each one.
Then charged 2.5 seconds (level 5), dealt 4 hits of 800 damage each, aproximate numbers.
Skill damage at lvl5 is like 400 so… it’s all true? How does it work?

THEN, what happens if i level the skill to lvl10-15? For example 10 (15 will follow the same behaviour). I can charge for 10 seconds to deal even more damage? AND HOW DOES THIS WORK if, at level 10, i still charge only 0.5 seconds like at previous level? I will deal the SAME damage as before (500), cause charged the same time (0.5 seconds), or more? I mean, the extra damage will only apply if i charge for lvl10 (5 seconds), or also works charging 0.5 seconds like before?

I’m C3 highlander and full charge do more damage.

I have the same question.

  1. It is more efficient to release the level 1 because of the less cast duration. But I think the level 5 or higher is situational. For example a noob boss who is slow to move/turn, I can cast the full level and hit him just twice of my catar. :smiley:

2.And does it get cancelled when you get stunned/froze or any king of CC? knockback/Knocup??
I know it is not cancelled when you are receiving normal attack, but how about CCs? :smile:

PS use the full cast for the OVERKILL :smiley:

use pain barrier before it

True, attacks dont cancel… for now, i only got cancelled like… 1 time from 100 so it seems SOME cc can cancel it.

Yea, basically in pvp, you CANT even charge level 4, so my point was to know if, upgrading to lvl10 and 15, does the damage from the lower levels go higher in damage, or u get more damage ONLY if you manage to charge for 10-15 levels (5-7.5 seconds). If you need full charge, then upgrading catar stroke with highlander c2-3 its useless for pvp, cross guard already is epic so… there’s no reason to go highlander c2 OVER SWORDSMAN c3, at least for pvp

PD: I heard pain barrier ONLY PREVENTS KNOCK BACKS, not stun, not anything else… if knock back interrupts catar stroke, then we have a good combo, and pain barrier is useful for something! PD: some said it also prevents sleep xD it’s like a “knock back”, right? U get knock backed to sleep. Also i think pain barrier makes u dont get stunned for 0.1 seconds when getting hit, so if u get surrounded by 10 enemies attacking at once, pain barrier is useful

The boss can still knockout me even my Pain Barrier is on. I guess boss’ KO attack is different from players one.

OK, so. If you see, the skill has base damage according to the level. At level 5 the base damage is different as in level 1. But, the charge system basically lets you chose what level of skill to use (but the mana cost stays lvl 5).
So having the skill at lvl 1 fullcharged hits for the same damage than having it at lvl 5, but charging it 1 second. Same with level 10 and 1 second.

Arkraven, questions

When u say to charge 1 second its maybe 0.5? So lvl5 is 2.5, lvl 10 is 5 seconds etc

So lvl10 and 15 is useless un pvp cause u cant charge it enough time right? Unless u can stun or freeze enemy for 7 seconds

If you want full damage, turn off the attribute ‘no knockdown’ - it’s bugged atm. :smirk: Of course, this way it works only on bosses. Normal attacks and most of flinching attacks (some exceptions) does not break charge gauge. Also even if you’ve got knocked down you still able to perform CS as long as you keep holding skill button (lol) - this is probably not intended.

it seems to be a random propriety on bosses’ attacks. some very especifics moves will just knock out you because they want to.

I think this skill should charge faster at early levels and slow down as it charges more. Max charge time can remain the same. Would make skill more useful because it is hard to charge against bosses but this skill is real boss killer.

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I also want to note that it works very similarily to Ragnarok’s Bowling Bash: you hit mobs before you and they get pushed back.
But Catar has some additional quirks to it: if pushed mob goes through some other mobs - they all will get damaged, so knock back and KB damage attributes are nice to have during grind time ( i just love that big mob explosion when you gather a large group and full charge CS there).
No Knockback attribute literaly kills this skill’s AoE. Not sure why they even implemented it (i guess for party play to not move mobs around too much).

Mobs that have “whilring” attack animation (scorpions, Pwndels, (some)chupacabras) can disrupt skill casting - they simply cancel any of your actions/animations, even auto attacks.

I got told that u need remove knockback to deal full damage in pvp. With knockb they would be knocked and only receive 1 tick , except bosses

And no, removing knockback doesnt kill aoe farm. I removed it and i oneshot 5 enemies at the same time

Thats what I thought. When knockback is on there will be collision damage.
But I kept trying and trying but I can really just kill 3-4mobs = the normal 4 hits.

But there are times that if mobs are lined up and knock back is on, I can destroy those mobs that are lined up. But it take some positioning and luck with regards to the position of the mobs it self.

ON 2F of TENET Chapel, there is a robot mob who shoots laser. I forgot the name. No matter what positioning I do I can only hit two of them, is that normal or Im doing something wrong?