GX - Dagger and Katar
GX - Dagger and Katar
Hello and Welcome to the Combined Handbook for GX Dagger and Katar
Let me just start by saying most of the stuff that I will be telling you won't involve gears, as all of them are actually already in their respective handbooks.
Here's a link for easier reference:
The Dagger Sin's Handbook
The Katar Sin's Handbook
Moving on, what we need to talk about are skills (excluding CRS which has its own build altogether).
There are a few ways to play this, we can combine the several skills to create an offensive or defensive or a mix of both.
So as a GX (REGARDLESS IF YOU USE A DAGGER OR KATAR), the Main skills you would want are the following:
1. Poisoning Weapon 10
2. Research New Poison 5
3. Poison Smoke 10
4. Hallucination Walk 5
This leaves you with 10 points to play around with, which well you can put in either:
Weapon Block 5
Advanced Detoxify 5
Cross Impact 5
Dark Illusion 5
Wound Deterioration (PVE or Troll PVP)
Whichever you add is up to you. Personally I took Cross Impact and Dark Illusion.
Now at some point in Episode 5 they will add another breakthrough that will add 20 more points to your GX.
At which point the following skills break through:
Hallucination Walk 10 - Duration Extended
Poison Smoke 15 - Adds slow
Weapon Blocking 10 - Increases defense
Deterrence 15 - Increased Fear chance and Soul Breaker damage when using daggers.
Or you can even use the points to create a hybrid. @_@
To further expound, this base I'm laying out are ones that I've used for PVE, PVP and WOE. It doesn't matter to me where but i don't really change the skills that much.
Let me explain:
1. Poison Smoke (Main skill in woe and pvp) also known as fart - Bad ass skill that ignores flee, is a ground targeted skill that is an AOE, and is amplified by racial cards, dmg inc, ignore def, and all atk bearing bonuses you might think off. This also scales when you throw poison cast at them. The best part is when it stacks it can pretty much kill anything that is stupid enough to just stand there.
2. Hallucination Walk - I use this skill mainly to get through magic bosses or even defensive line ups in woe that involve a Warlock or a Wizard. Reduced magic damage increase my chances of survival.
3. Poisoning Weapon - Well its base attack and a better version of Enchant poison, it has no runes but hey I ain't complaining.
4. Cross Impact - I use this in tandem with our typical PVP combo which is ambush -> cross impact. It's a stronger version of Sonic blow without the stun chance.
5. Dark Illusion - I use this to get around quickly and pick off my targets one by one, fast and efficient. Because even when it doesn't trigger the cross impact i can simply just trigger it.
As for the rest, well I'll leave that to your imagination.
Lets move on to the main difference of dagger and katars, which are runes.
Double Attack Full Runes
It adds 20% more damage to double attack.
To build the map on the left you need a whopping 224 GM with 109 350 Contributions.
That doesn't even account for the rest of the stuff you would normally get.
Each Double attack rune adds 5% at 20 GM with 2700 Contributions
Katar Mastery Full Runes
It adds 75% more attack when equipped with a katar.
To build the map on the left you need a whopping 182 GM with 88650 Contributions.
That also doesn't even account for the rest of the stuff you would normally get.
Each Katar Mastery rune adds 25% atk at 20 GM with 2700 Contributions
Those are the only runes that you need to take note off that will be of significant changes between the two, the rest are pretty general.
What I would recommend is taking the time to go for are the following runes.
1. Poison Attribute Attack
2. Strength Runes
3. Hallucination Walk Runes
Poison Attribute Attack Runes
3 Runes that add 1% Poison Attribute attack.
116 GM & 50100 Contributions at full Runes.
20 GM & 2700 Contributions per rune.
Strength Runes
6 Runes that adds 1 Strength per rune.
152 GM & 82650 Contributions at full runes.
20 GM & 2700 Contributions per rune.
Hallucination Walk Runes
5 Runes that adds 6 crit def and flee per rune
3 Runes that add 8% M. Dmg Reduction per rune
Each rune costs 30 GM and 4500 contributions.
At full runes its costs 300GM & 114600 Contributions.
You may also opt to go for the other stuffs that are there but I won't go into that detail anymore. (and yes I didn't fucking include CRS here because as I mentioned I will put it elsewhere separately.)
Yes I do realize, that there isn't much here to begin with, but as I did mention the base gear that you do use for most of the builds are already in their respective handbooks.
If you cannot find it please learn to navigate the fucking menu.
Till NEXT time TOOODLES!