The Katar Sin's Handbook
The Katar Sin's Handbook
Hello and Welcome to the Katar Sin's Handbook!
Well if you haven't read the Assassins Guide to the Universe, please do so now!
What I aim for this part is to expound further on katar type Assassins.
Katar type Assassins are well Assassins who use Katars. Their early game path requires you to stick to a dagger till you hit job 20 Sinx at which point you will determine if you wanna switch. Why job 20? Because coif?
A few things to note:
- Katars like all weapons suffer some size penalty: Small: 25 | Medium: None | Large: 25%
- Size penalties are calculated at the end of the attack formula, this means that any and all damage coming from a katar when hitting medium or large is reduced respectively.
- Size penalties however can be removed by 2 things:
--Whitesmith Precision Stone 100% (can be bought in Exchange/Auction House)
--Whitemsith Skill Weapon Perfection (Love them smiths)
Note: DO NOT USE THE OTHER PRECISION STONE, the base one that removes 50%, it works on this premise;
i.e. if you are using a dagger and you are hitting large (which means you got 50% penalty) that stone will only remove 25% of the full penalty leaving you with 25% to deal with it.
So lets begin!
The ideal dagger type Assassin at late game should have the following things: (Same Shit as a dagger type)
1. High Attack
2. High Attack Speed
3. High Flee
4. High Hit
5. Moderate Survival (I say moderate cause you aren't supposed to be tanking stuff.)
Note: This section below is from the Assassins guide, but I am removing everything else and assuming that you took the time to read the first guide.
I. Katar Stats, Skills, and Gear Progression
The best thing about Katar types is Crit and Grimtooth. I truly had fun doing this for a long long time. But alas, times do change, but if you do decide to go katar, please do not compare base attacks while on a Holy Dagger.
Stats (PVE):
99 STR
70 - 80 AGI
30 - 40 LUK
Stats (PVP & WOE):
99 STR
60-70 AGI
Rest of the points to DEX
Skills:
a. Thief
1. Improved Dodge 10
2. Hiding 10
3. Envenom 10
4. Ambush 10
b. Assassin
1. Katar Mastery 10
2. Sonic Blow 10
3. Sonic Mastery 5
4. Advance Poison Research 10
5. 5 Backslide
c. Assassin Cross
1. Enchant Deadly Poison 10
2. Advanced Katar Mastery 10
3. Assassin Heart 10
4. Advanced Hiding 5
5. Add the remaining 5 back to back slide
D. Job 70 (PVE 30 Points Allocation)
1. Improve Dodge 15
2. Sonic Blow 15
3. Advanced Katar Mastery 20 (Adds 10% final damage similar to what Greatest General Does)
4. Assassin Heart 20 (Adds 30% more Crit Damage)
E. JOB 70 (PVP, WOE, WOC 30 Points Allocation)
1. Improve Dodge 15
2. Sonic Blow 15
3. Advanced Katar Mastery 20 (Adds 10% final damage similar to what Greatest General Does)
4. Enchant Deadly Poison 15 (adds def piercing 10%)
5. Advanced Hiding 10 (Adds moves speed so you ain't a turtle in PVP/WOE)
Gear Progression (PVE / Boss Hunting)
This gear set is a combination of things, it was meant to be used for your daily stuffs, like grinding, ET, boss hunting, as you your targets are mostly monsters that do not require too many special things.
Weapon: Katar of Quaking T3 or Katar of Agent / Blood Tears
Armor: Tights T3 (Yes i used this shit till level 100+) / Staunch Armor / Ninja Suit 2 +5 (minimum) +10 (optimal) +15 (in your dreams)
Off Hand: Rose Princess Bracer / Vintk Bracer or Golden Ornament
Garment: Ancient Cape / Windwalker Cape / Undershirt (this will have a crit modifier at +12 in the following episodes)
Shoes: Feral Shoes III or Advanced Feral Shoes +12 / Staunch Shoes / Holy Heavy Boots or Holy Boots
Headgear (TOP): Cat Ear Beret / Baphomet Horns / Orc Hero Helm (if you can get it to +10) / Rudolph Antlers (Stormy Knight Drop)
Facegear (MID) : Nut on Head / Hockey Mask / Masquerade
Mouthgear: Spiked Mask / Pipe
Accessories: Power Rings / Rings / Matyr's Leash / Flower Rings T3 / Fairy in Bottle (Best)
Back Gear: Devil Wings
Tail: Fox Tail / Petite Tail
(Surprise MOST OF IT IS THE SAME SHIT AS DAGGER 0_o)
Gear Progression: (PVP & WOE)
This Gear set was meant to be used for WOE and PVP, the logic of the gear set follows 2 paths one is the ignore def path and the other the damage path with anti fear as achieving 100% ignore def without enchants is tougher on katar than on a dagger.
1. Staunch armor and ring combination gives you additional atk and while the armor gives you anti fear, str and dex stats, and 3% atk & matk at +10 full tier while the ring gives you hp. As for the rest of the gear, they are your typical ignore def set. (more later on achieving 100% ignore def)
Weapon: Blood Tears (adds hit)
Armor: Staunch Armor +10
Off Hand: Rose Princess Bracer (ignore def)
Garment: Ancient Cape (ignore def)
Shoes: Staunch Shoes / Holy Heavy Boots or Holy Boots
Headgear (TOP): Cat Ear Beret / Baphomet Horns / Orc Hero Helm (if you can get it to +10) / Rudolph Antlers (Stormy Knight Drop)
Facegear (MID) : Nut on Head / Masquerade / Goblin Leader Mask
Mouthgear: Spiked Mask
Accessories: Power Rings (if +12) / Rings T4 / Matyr's Leash / Fairy in Bottle (Best)
Back Gear: Devil Wings
Tail: Fox Tail (Flee) / Petite Tail (Move Speed)
II. Ignore def - its importance and function in WOE & how to achieve it
Ignore defense is one of the most important things in the game. Ignore defense allows you to achieve higher damage against targets who have higher defense stats, mostly players and boss mobs. This could mean the difference between hitting 1M Sonic Blow or 500k Sonic Blow.
In PVP, WOE, and WOC, since your targets are players prepare to go against some highly geared characters, and since we are assassins, our main job is to mow them down and destroy the emperium.
Now achieving 100% ignore defense is a bit tricky in terms of HOW. But let me try and do my best to highlight these to you.
The first thing that you need to note are the importance of the Minoraus card and dessert wolf card's deposit effects.
Minoraus - Ignore def of monster by 50% when damage to large (modifier found in twilight, sandstorm or ninja suit 2 +5) is more than 50%
Dessert Wolf - Ignore def of monster by 50% when damage to small (modifier found in Grand thief clothes T8 and Holy Dagger T8) is more than 50% (unachievable on Katar)
Now what these two are basically saying, to achieve 50% ignore defense, you need to have achieve 51% to a target's size before it unlocks.
NON Enchant Dependent - Ninja Suit 2 +5 (Core item):
Any Katar with 2 minoraus equipped, 1 deposited = 50% ignore defense
Ninja suit 2 +5 (base refine) (5% damage to large to trigger the deposited effect of Minoraus)
Rose Princess Bracer = 25% ignore defense
Ancient Cape = 15% ignore defense
---- either of these combinations below ------
Nut on head = 5% ignore defense & Baby Desert wolf pet = 5% ignore Defense = 10% ignore defense
-or-
Majestic Goat = 10% ignore defense
-or-
Stormy Knight Horns = 5% ignore defense & Nut on head = 5% ignore defense -or- Baby Desert Wolf Pet = 5% ignore defense
All of this totals to 100% ignore defense.
As for enchant dependent ignore defense if you can get it that would be great, you just need to mix and match from the non enchant dependent above and eliminate either one or more of the items.
III. Def piercing - What is this? Thought we already doing ignore def?
Def piercing is a trait that enables characters to add additional break through damage against targets that have high refined gears. I'm guessing you've seen those numbers when you refine your armors, reduce damage stuff.
That is what def piecing breaks through, there are only a handful of items and skills that gain def piercing like andre star card, Stormy knight horns, Enchant Deadly Poison 11-20 and Double Armor 6-10.
Having this is awesome for things like WOE and PVP, but most monsters in PVE don't even have anything to def pierce. So please take not of this.
IV. Cards! Cards! Cards!
More often than not these are some of the questions i get on a daily basis. Lets start off by saying cards are segmented into the following categories utility, damage, and survival.
Now, the rule of thumb is that you always want your weapon to have the cards that deal the most to your target, but if you are broke AF like I am always. Well yeah stick to utility cards or cheaper versions of the damage cards. SO HERE WE GO!
Just to add, the cards are mostly the same for crit and dagger.
Cards:
Weapon: Dessert Wolf / Minos / Hydras / Elemental Cards & their cheaper versions (please see below)
Head: Deviruchi / Mummy Star / Ant Star
Off Hand: Marc
Garment: Whisper / Ninetails
Shoes: Male Thief Bug / Matyr / Ferus
Armor: Thara Frog / Argiope / Dokebi / Peco Peco
Accessories: Greatest General (Auto Attack) / Kobold (Crit) / Zipper Bear Star / Horong
Elemental Cards are a must have, always make sure you carry either these or their cheaper versions:
Mandragora for Wind Targets
Vadon for Fire Targets
Menblatt for Earth Targets
Drainliar for Water Targets --- Cheaper version is Flora for Fish Type
I would add peco egg cards, I KNOW ITS NOT AN ELEMENT, but it's nice to have when you go up against neutral formless monsters.
V. Grinding Tips
These are the spots I would recommend for grinding:
45 - 65 Metaller
65 - 85 Mantis
61 - 91 Orc Warrior / Archer / Stings / Anolians
77 - 97 Stings / Anolians / Injustice / Kobold Mace / Hammer / Axe / Sky Petite / Earth Petite
91 - Beyond Cruisers/ Zipper Bears / Myst Case / Orc Ladies / Penomena / Stem Worm / Clocks / Alarms
Wonder why this starts at 45 @____@... take a guess.
Now the fun part after all that basic and advanced stuffs! (looks like someone copied the original guide... yes i did cause I know you are too lazy to press the freaking linked stuff on top!)
VI. Now the Fun Begins
In case you are wondering this section we will discuss mainly a few things first things first, the weapon.
Katar of Agent - This is the Final Form of your Katar of Quaking (SEA). This bad ass Katar is what I would consider the Crit Katar's bestfriend. It pumps alot of Crit rate and Crit damage at the same time.
(In Episode 5 though it gains a synth, means it transcends the current weapon into a more bad ass version.)
Blood Tears - This is what I would call your PVP and GT friendly Katar. This adds % damage increase to grimtooth, and gives high hit and attack. This weapon remains to be one of the katars with the highest attacks in game.
Now people ask me about Loki's Nail all the time, well its a troll katar, that amplifies a GX skill called Cross Ripper Slash, in order to use Cross Ripper Slash, well you need to charge it with Rolling Cutter (Another GX Skill) that adds spin counters and at max, amplifies Cross Ripper Slash's damage by a significant amount. Problem is, that thing is useless without its charges, it misses in PVP and WoE, and it eats up a significant amount of badges to get it up to par with lets say your 1M Sonic blows. (I'm assuming, its doable but please stop testing on ORC HERO, because your damage is a lie!)
The two katars above are good enough to carry you all the way to WoE and PVP. The only thing you need to consider is the fact that Katar of Quaking or Agent Katar gives out so much crit rate and crit damage that it is good for auto attacking and boss hunting. As for Blood Tears, well this katar says it all, PVP, WOE, Boss Hunting but at the cost of losing all that yummy crit damage modifiers.
Runes:
For this section lets talk about runes, unlike their brother the dagger sinx, katar types, have a bit more massive consumption on runes. The priority runes i would say should start at poison, then moving towards crit damage runes.
1. Poison Restraint - Since you are an assassin take advantage of poison as your main elemental converter
2. Crit Damage Runes - At maximum you get around 20% crit damage from runes alone. I would suggest aim for the crit damage runes till 18% first, as the last 2% is at the lower left of the grid.
In terms of Numbers:
Poison Restraint Runes - 3450 Contribution 8 Gold Medals
Crit Damage 18% Runes - 74700 Contributions 144 Gold Medals
Crit Damage Full Runes - 132k Contributions 270 Gold Medals
Poison Restraint
Crit Damage 18% Runes
Crit Damage Full Runes
Now I know what you are thinking, this is too costly, Dude that's why I always say go dagger first, anyway, if you are still thinking about this originally what i did was aim for the cheapest runes I can do first.
My path consisted of something like this:
1. Poison Restraint Runes - (Image and descritption above)
2. Crit Damage 12% Runes - 43200 Contribution 56 Gold Medals
3. Demi Human Runes - 18750 Contribution 28 Gold Medals (5% damage to Demi Humans)
4. Medium Runes - 12000 Contribution 24 Gold Medals (7.5% to medium)
5. Poison Cast Runes - 132 Gold badge and 84450 contributions
6. Poison Runes - 54 Gold Medal and 31500 contributions
7. Katar Masteries - 55950 Contribution 106 Gold Medals (100% Damage to Katar Mastery)
(Item 3 and 4 can be swapped around depending on what you are grinding.)
Crit Damage 12%
Demi Human Runes
Medium Runes
Katar Mastery
Now that you are done with all these confusing and mix matching priority runes, your question is whats next? (I know right? I'm A FUCKING MIND READER)
Since there are a billion ways to do this, I will list down what i think would be the the most needed route.
POISON!!
Going Poison has a few advantages you get more damage to fire earth and wind, cheap converter for 500z for 5 minutes, and you will need this to trigger the most powerful and most awesome skill of a sinx, Poison Pitcher (CN) or Poison Cast (SEA)
The priority runes will follow this order:
Poison Restraint 2 Runes - Adjust poison damage to other elements by 20%
Enchant Poison 2 Runes - Increase Poison Elements Damage by 75% (adds 30-40 atk)
Enchant Poison Research 2 Runes - Increase Attack Gained by Poison Enchanting by 75% (modifies skill)
In terms of Numbers:
This path requires 54 Gold Medal and 31500 contributions
Full Poison Path
Now, that we are finished with poison runes lets move on to poison cast or poison pitcher.
Why is this rune so important, well what this Rune Skill Does is it amplifies ALL DAMAGE be it normal attack or skill damage when enchant poison by 100%.
To put it simply, Sonic blow has 700% damage under the influence of poison pitcher that's 1400%. <--- FUCK YEAH!
So here is the rune path:
Poison Cast has 8 Runes but the most important one is the top right which adds the 30% damage modifier first.
Then after take the last remaining 7 Runes that add 10% damage modifiers.
In terms of Numbers:
This path requires 132 Gold badge and 84450 contributions
Poison Cast or Pitcher Full Runes
Well How do we decide then, if you've been following the above, what happens normally is you will opt to follow the the way I did it, the best part is that you are in one way or another will be forced to take the crit damage runes to get the 18%.
Well after that? What's next?
Simply put at this stage you won't be a newbie anymore, since you went from 0 gold badges to 200++
Since runes are easily reset you can mix and match them and tailor fit to what you need.
Either way, this will be one of the things you will be trying to fulfill in the long run.
This guide is long, i know and I enjoyed writing it.
Thanks for taking the time to read it and enjoy!