A New Adventure The Guillotine Cross
A New Adventure The Guillotine Cross
Hello and Welcome to a New Adventure - The Guillotine Cross
What is the Guillotine Cross?
A: This is the next chapter after Assassin Cross, you gain access to more skills and more runes through this advancement.
By now, I'm sure that you are pretty familiar with how an assassin moves, and it is without a doubt we are children of the shadows? (more you than me, guess I'm to yellow skinned for this)
The GX is neither dagger nor katar, both builds work on it, with the exemption of a few skills, but majority of our new skills gives us a more defensive approach as well as a more offensive approach to things. Simply put, we can survive magic now... (yeah right.. @_@) and we gain a parry like skill that triggers another skill called cross impact.. (which relatively doesn't work.. don't ask me why)
As per China's translations this will be the skills that you gain, I'll run through them one by one to give you a better idea. I'll also take the time to put in if the skill has runes that correlate to it and some of the newer runes you gain.
Let's VOLT IN!!! errr, sorry let's begin!
To start off lets discuss the new skills:
Poisoning Weapon - adds poison element to weapon and gives added atk % per level, and 5% chance to poison target, and poison cannot be cured by panacea plus it can kill the target.
The only way to remove this is by using the next skill of GX which is:
Advanced Detoxify - This is the only way to cure poison afflicted by the new poisons. (sorry every other class, either you prevent the poison, my best suggestion just lied down and die)
Research New Poison - Adds poison rate chance and duration.
Poison Smoke - AoE Ground skill that adds stacking DOT damage (Damage over time) when target is poisoned. At max level you can stack up to 3.
Hallucination Walk - Adds Magic Dmg Reduction, move speed, flee and crit shield for a few seconds. At Full level reduces magic damage by 50%.
Weapon Blocking - Our version of parry, with runes it adds chance to trigger cross impact.
Wound Deterioration - This adds a chance to remove buffs when trigger the double attack or crit. (auto attack only builds - kinda nice if you wanna troll people)
Disclaimer: before you can remove the buffs, if target has KE or lif shield, those effects will need to be broken first before you can start cancelling buffs.
Deterrence - adds fear to soul breaker and more damage to them when afflicted by fear.
Cross Impact - Pretty much sonic blow without the stun but scales off the multiplier of Sonic Blow.
Dark Illusion - This is my favorite skill, its like having blink strike with a chance to trigger cross impact.
Rolling Cutter - This is melee aoe skill, it gives you charges for use of the the next skill which is
Cross Ripper Slasher - Uses all charges of Rolling Cutter to deal one massive damage, with runes and the right build this is deadly in boss hunting. (misses alot in pvp)
Phantom Menace - (Star Wars much?) This skill is added on once they introduce job breakthrough at the GX level. Its an AOE skill that reveals your targets and doesn't allow them to hide for a certain time. (this ignores flee)
Now all that is out of the way... I am guessing you are thinking that's a lot - this is true, but hey more flavor to the class.
It really opens up several build options for people, to either go offensive or defensive or both, its just a matter of how you manage it.
Now lets jump to runes, to put things in perspective let's watch our baby grow!
Infancy - Assassin
Toddler - Assassin Cross
Teenager - Guillotine Cross
Grown Up - Guillotine Cross with Deeper Runes
Whats noteworthy to mention is that there are added runes that benefit both types:
Here are a few that might tickle your fancy:
1. Katar Mastery Runes - 3 Runes adds total 75% to Katars.
2. Double Attack Runes - 4 Runes adds total 20% more Double Attack Damage.
3. Soul Breaker Int to Damage Runes - 3 runes adds total 18 more damage per int.
4. Poison Element Damage Runes - 3 runes adds total 3% more poison damage.
5. Hallucination Walk Runes - There are 2 types: 5 runes that add 6 flee and crit def / 3 Runes that add 8% Magic Dmg Reduction
6. Weapon Blocking Runes - 4 runes adds total 60% chance to trigger cross impact when patk is successfully blocked.
7. Strength Runes - 6 runes adds 1 strength per rune.
8. Rolling Cutter Runes - 5 Runes that adds 1% more damage when using rolling cutter per rune per rotation gained.
9. Cross Ripper Slasher Runes - 8 Runes that adds 3% more damage per rotation per rune.
10. Crit Damage Runes - 3 Runes adds 1% crit damage
Well those are all off the top of my head. Most of the others I don't personally use. But hey atleast you got an inkling of what the GX is.
To Note though, most of the things you learned from The following guides are still applicable to this stage:
The Dagger Sin's Handbook
The Katar Sin's Handbook
The Soul Breaker
The GT of it All
The only thing that you would need is the CRS build specific.
Anyway, that's it for now! Till Next time!