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Pentao 08-30-2008 08:00 AM

Pentao's LaTale Dagger Explorer Guide
 
Introduction: Hello, I'm Pentao, and as I browsed through various sites, I thought that there weren't enough dagger guides for people to read. This guide is solely for the purpose of informing you about the playstyle of a Dagger Explorer. Without further ado, here's the guide.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Table of Contents
1. Dagger Explorer Basic Overview
-Overview
-Pros & Cons

2. A Dagger User's Skills
-General Overview
-Skill Descriptions & Analysis
-Skill Builds

3. Boss Hunting as a Dagger Explorer
-Invoke & Invoke EX
-Zoe
-Hyunmu
-Shaowee

4. Combos and PvP Strategies
-Combos
-PvP Tactics
-PvP Match Ups

5. Credits
-People to Thank
-Who Can Use This Guide
-Remaining Words
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1. Dagger Explorer Basic Overview

-The Overview: Dagger Explorers are the only sub-class of Explorers that have melee for both basic and heavy attacks. You may expect Dagger Explorers to be melee; however, they can fight at range if need be, with range similar to Bow and Crossbow users. Dagger Exps. tend to have high damage output, high critical and evasion rates, decent defense, HP, and SP. They are a class that early on, does not level at either a very fast or very slow rate, but start to pick up leveling speed later. Their general abilities can focus either in direct close-range combat, or ranged combat, or even both depending on your skill build. Also as all explorers, they can make money easily, and can even improve their treasure gathering skills if they so desire.

-Pros & Cons
+Great damage output at level 40 onward.
+Have both close-range combat and ranged skills.
+Have decent defense thanks to having a shield.
+Have flashy skills that aren't just for looks, as they are all useful.
+Defense actually is really good thanks to shields.
-HP remains sub-par. It's not impossible to tank as a Dagger Explorer, but it's not a good idea either way.
-Do not have good battle-related buffs.
-Can not support allies outside of dealing damage/treasure hunting buff.
-Not a lot of daggers specialize in aiding Explorers as there are daggers that aid Mages instead for some reason, despite most mages never getting dagger skills.

Dagger Vs. Bow & Crossbow
"What are the unique attributes of each weapon for explorers/treasure hunters?" is a pretty common question, and so, here is where I address it.
+Mobility. Bows only have three skills that actually move the character when used (Ice Arrow, Bird Hunting, Fire All, IIRC) and in most cases, it's not very much movement, while crossbows can only move backward on their explosive skill tree. Meanwhile, the melee tree allows dagger users to move forward and back, and the ranged tree allows for aerial movement as well (bombing daggers).
+Safety. Dagger users not only have a shield to buff their defense (and evasion if you enchant it), but they have many attacks that prevent the enemy from attacking for the duration (Illusion Dagger II, Masquerade I & II, Bombing Dagger I & II), combine that with mobility and you're able to keep enemies off you far easier than one would expect.
+Cooldown, dagger skills are pretty good at cooling down at the moments you need them, since some skills last so long anyway. Plus Dark Dagger II cools down so quickly you get overall higher DPS.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2. A Dagger User's Skills

-General Overview of Skills: Dagger Explorers have a plethora of misc. skills shared by all Explorers. However, aside from Good Luck, Evasion, Tiger Claw and Eyes of Falcon, none of the skills are practical for leveling or PvP, but are useful if you want to make money by unlocking chests or getting more drops. As previously stated, daggers can use both ranged and close-range skills, and they have the general mastery skills all weapons pretty much have (Accuracy Boost, Damage Boost, Critical Boost).

DAGGER SKILLS:

Basic Attack: A downward slash, followed by a quick stab. It's a quick attack, and if the enemy gets knocked back by it, you can consistantly keep them back too, until they do an attack. The dash attack version has you run holding the dagger backward slashing downward. It's great to start combos with, but you don't need to always do the second slash if you find you're not doing enough damage to make monsters flinch. It's jumping attack hits a wide range. For a basic attack, it's rather nice.
PvE Usage Rating: 6/10 [A quick slash 2-hit combo is nice in the early levels when you lack a variety of skills, and it can start up combos nicely if you can flinch foes. However in later levels monsters don't really flinch from it, and you'll have more skills available. Thus you may end up ditching this attack later.]
PvP Usage Rating: 3/10 [It's quickness is good for finishing off opponents, but it's not that useful otherwise. The jump attack can hit above you though, which is somewhat useful, and if your attacks all get interrupted, you may as well do a basic attack instead if you can't run.]

Heavy Attack: You take a full step forward while thrusting your dagger in a stabbing motion. It has good range, but it's pretty slow. It has pretty decent damage. However, due to it's slow thrust, you can often get hit before even launching the attack which hurts it's usefulness. Also if you use a skill too soon after starting the attack, the skill will completely over-ride the heavy attack's completion and it won't do damage. Thus, using a skill kind of cancels a heavy attack if you're too hastey with skilling. It's dash attack is a low-to-the-ground sliding thrust that is A LOT faster than the normal attack. The jump attack is a mid-air stab.
PvE Usage Rating: 3/10 [It's damage is decent. That's about all this attack has going for it unless you dash attack with it, but since you go through mobs when you dash attack, it's not that good of an idea. Plus due to it's slow start up, you can get interrupted by mobs that attack quickly.]
PvP Usage Rating: 2/10 [You won't have a lot of opportunities to use this move really, since it's slow enough to be interrupted by quicker attacks, and it's not really strong enough to interrupt others. The dashing attack can be used to psyche people out though since you go through them.]

Dancing Dagger: Your basic melee dagger skill. It's description says, do a strong side slash, but that doesn't really give you a good idea of what it looks like. It's more like, do a powerful backwards sliding slash. This is overall, a great skill. It's damage is about twice of a heavy attack, it executes instantly, costs little SP, and since it sends you backwards. You can defend if you want, or attempt to avoid the inevitable attack you'll receive after sliding back too, and you can even get away with back dashing at times. However you shouldn't rely on this opportunity since not all monsters attack slowly enough to let you guard right away.
PvE Usage Rating: 7/10 [This move is wonderful for ending combos, and it's highly spammable because of it's low cool down. Sliding back also helps you get rid of the recovery time of other skills you have. Despite the move being a "strong side slash," it's damage is not that impressive compared to your other skills.]
PvP Usage Rating: 8/10 [This move is great for escaping your opponent's clutches in close quarters, and at interrupting your opponent's attacks due to how freaking fast it comes out. If you're getting interrupted while using this skill, you have bad timing. It's a quick damage dealer that's nice for hit and runs, and a skill you can generally use defensively. When air-skilled, you fall to the ground faster and you can fake people out with it by jumping forward and sliding back in mid-air, or just turning around mid-jump and sliding behind them, then opening up into other skills to combo their backs. However, it doesn't do a whole lot of damage itself, which kind of hurts the usefulness.]
http://img.photobucket.com/albums/v5...ngDagger-1.gif

Sonic Dagger: You toss the dagger up a short distance catch it and chuck it at a downward angle at foes. It does better damage than Dancing Dagger, but it costs slightly more SP. The first skill of the ranged-skills tree, though it's range isn't impressive, it's noticeable enough to snipe across some small gaps. Still, it's nice damage makes it useful enough to get before dancing dagger at lower levels when you don't have much combo-potential.
PvE Usage Rating: 7/10 [It's decent damage carries up for a long time. It's a reliable damaging ranged move, despite it's low range. It's quick cool down makes it spammable like Dancing Dagger, and it's just overall, pretty plain and decent.]
PvP Usage Rating: 6/10 [Having range is always nice, but it's not that great of a ranged skill since it has trouble hitting people at a range where they can't already hit you, especially spears and 2h swords. Still the additional damage is useful and it being spammable makes it decent if you camp ladders. You can also air skill it to get rid of the (small) start up.]
http://img.photobucket.com/albums/v5...icDagger-1.gif

Illusion Dagger: This skill can be learned at level 20. It's a two-step attack that is a back-flip slash, followed by a lunging dagger rush covered in flames. It's a fast move to execute and it does great damage. The two individual attacks can miss, which is not a good thing, but they can also both crit, which is an awesome thing. Each individual part of the attack does less than Dancing Dagger's one, but combined they total to more damage than Dancing Dagger. The main flaw to this attack is how it leaves you pretty open after it finishes. Due to the lunging part of the 2nd hit, you're right in front of the enemy waiting to finish your move (as in go back to a neutral stance where you can attack again and stuff), leaving you wide open for attacks. It's other flaw is it's cooldown, which is noticeably worse than Dancing Dagger. That's where Dancing Dagger, again, comes in handy. If you combo this move into Dancing Dagger, you can escape both the long recovery time and being too close for comfort, which makes this move even more useful.
PvE Usage Rating: 8/10 [It's great for damage, especially if both hits crit. Since you're an explorer, you'll be critting pretty often too. It's overall addition to your damage output is a great help while leveling. It's issues are that since you rush forward, enemies that move a lot, like Canine Gods, can be annoying to hit.
PvP Usage Rating: 9/10 [It deals good damage, and is near instant in BOTH hits. It's a very hard to interrupt attack due to it's sheer speed, and it's sheer speed and good power let it interrupt other attacks fairly well too. The lunge also has good range that let's you catch foes who run away. However the major flaw of it's recovery time must be canceled out with dancing dagger or some other skill, or you'll be a sitting duck after this attack.]
http://img.photobucket.com/albums/v5...onDagger-1.gif

Assassin Dagger: This skill is also learned at level 20. For the most part, all the dagger throwing skills, save Bombing Dagger, look pretty much the same. Assassin Dagger starts how Sonic Dagger does, a small toss up of the dagger followed by catching it in midair, then chucking it. Except this time you throw it straight forward, giving you more range. Aside from the range difference, this attack's only differences from Sonic Dagger are that it does more damage, throws slightly faster, has more cool down and costs more SP. Overall standard fare. But at least once you get this move, you can combo Sonic Dagger into Assassin Dagger, and vice versa.
PvE Usage Rating: 7.5/10 [It's really just an upgraded Sonic Dagger you can't spam. PvE wise, it gives you more sniping ability on some monsters, but generally, you can just use it exactly how you used Sonic Dagger. The damage boost is nice though.]
PvP Usage Rating: 8/10 [Range makes a lot of difference in PvP. The boosted range really helps, albeit it's still a bit short at times. Catching people with this move is great, since it does enough damage to disrupt a lot of attacks.]
http://img.photobucket.com/albums/v5...inDagger-1.gif

Masquerade: This move can be learned at level 40, and it is the only dagger skill that doesn't have "dagger" at the end of it. The move itself starts up by throwing the dagger upward a short distance then catching it (like Sonic & Assassin Dagger), slashing your foe(s) low to the ground, then jumping while doing a triple spiral slash at your foe(s). It's a very cool move with nice animation. It has even longer cool down than Illusion Dagger, and costs even more SP (as all higher level skills do, so I'll stop saying the obvious). However, it's damage is incomparable to any moves you have up to this point. It's 4 hits are all about on par with the damage with the damage of Illusion Dagger, and they can all crit (or miss)! Once you get this move, you've pretty much added four powerful hits to your combo game. You can successfully juggle three enemies at once. Even if you miss with the launcher (the low slash), your spin attacks are low enough to the ground that tall enemies will still get hurt. Sadly, the weird multi-colored stuff don't count as hitboxes, thus this move doesn't not actually hit that high up.
PvE Usage Rating: 9.5/10 [Monsters are generally too stupid or too slow to dodge this attack, so unless you're fighting highly mobile monsters that jump back and fourth (like Canine Gods), this move is extremely easy to land. It's damage output is amazing, especially with criticals. The launching attack also prevents enemies from fighting back during the move, and since the move has somewhat lengthy duration, you can easily pot/cookie during the skill animation. You can combo this into the other melee dagger skills rather easily, and it's ending recovery isn't even that bad, so you don't have to use dancing dagger afterward, however you can still get hit if you try to end a combo with this move. I advise using this move and then Illusion dagger and dancing dagger, or after illusion dagger into dancing dagger. So long as your combo ends with dancing dagger you'll be fine in most cases.]
PvP Usage Rating: 2.3/10 [Well, now that the things we fight aren't utterly stupid enough to stay in one spot and let us hit them freely, the long start up of this move becomes all the more noticable. Still, if you do manage to land this move, it has that high damage output reward. Though you won't launch (itno the air) the bulkier players (knights, warriors, and some other dagger explorers), with this attack, but you can still hurt them with the spin slashes. Air skilling helps remove the start up, but if you air skill the move, you don't move forward once you land, and you'll triple slash in place, which leaves you wide open for ranged attacks if you miss. Overall the best time to use this skill tends to be after an opponent misses you completely while doing a skill and you're behind them, or when they're guarding. It's not unsuable, but Masquerade doesn't really help you in PvP outside of pressuring guarding players.]
http://img.photobucket.com/albums/v5...squerade-1.gif

Dagger Rains: The level 40 dagger chucking skill, also looks pretty similar to the last two. However, unlike the last two, there is no toss-up-the-dagger-and-catch-it-before-throwing animation, making it an extremely fast attack. It's animation is basically your character leaning back really quickly, then bending forward throwing (out of nowhere) tons of daggers. However don't be fooled, this attack doesn't hit multiple times. However, it's range is a huge improvement. You've actually pretty much the range of a crossbow with this skill! It's also got strange hit boxes since some of the thrown daggers curve up and down.
PvE Usage Rating: 8.5/10 [It can be used quite easily against monsters due to it's fast speed. It has high damage, and exceptional range, making it useful for sniping and for boss killing. You can also get a monster's attention from afar with it. There's really not much to say about this move for standard mobs and bosses other than the damage and range is a nice improvement.]
PvP Usage Rating: 10/10 [This is THE dagger skill you will be using a majority of the time in PvP (assuming you get it). It's huge range, fast execution, and great damage make it incredible for interrupting people and just plain damaging them. Air skilling it allows you to have an aerial projectile as well (the other two skills have enough start up that they don't get thrown until near the ground), and your opponents will find it annoying that you can easily play keep away with this move. Unless you fight crossbowmen or bowmen, enemies won't be able to touch you about 80% of the time you use this move at the appropiate range. While the skill is plain, it's usefulness is just plain awesome in PvP.]
http://img.photobucket.com/albums/v5...r/Untitled.gif

Dark Dagger: The level 60 Melee dagger skill. It's an awe-inducing four hit combo attack that starts with tossing up the dagger and catching it, quickly slashing immediately after the catch, then follows up with a kick that leads into yet another slash, ending with one final slash that makes the air you just cut up shine (not seen in the pic though, sorry). It's raw power at level ONE is already better than a level THREE Masquerade, and it has neither the long start up of masquerade, or the long recovery of Illusion Dagger. It even has great range for melee too, since the opponents get hurt by the blue sliced air. It truly is a skill only known by dagger masters.
PvE Usage Rating: 10/10 [While it drains TONS of SP, this move is just too awesome to get lower than a 10. It's damage output is better than Masquerade, and brings out the damage faster. It still has enough length in the move for you to safely eat a cookie (in game) during the move without having to worry about your combo ending, and if you want, you can even use this as a combo finisher, since it has low recovery. However I still think Dancing Dagger is better for finishing.]
PvP Usage Rating: 6.5/10 [It doesn't execute as fast as Illusion Dagger which is slightly dissapointing but it's still a very fast attack. Getting it in does a lot of damage and it knocks down weaker defensive-players like mages at the end. Your two issues with this move are landing it and landing it safely, which is a rather big issue. Despite this, it only takes some good timing and prediction to use this skill correctly, however, the landing it part can make things tough for this skill's usage. Even if you do hit, it may not always break the defenses of someone, and you might get killed due to beign stuck in the animation. However the move does great for finishing, and deals a nice amount of damage, with good crits.]
http://img.photobucket.com/albums/v5...rkDagger-1.gif

Bombing Dagger: The level 60 ranged dagger skill. This move has the most start up of the four, and it looks the most unique. A bomb the size of a quite round person drops from the air and lands on you with such weight you're forced to kneel just to hold it. You then preform a "HEAVE HO!" toss of the bomb forward, which immediately detonates it launching foes into the air. Knowing this, your character immediately jumps high above the explosion radius to toss 3 daggers down at your now airborne foes. The range on this move is a bit wacky, it's less than dagger rains horizontally, but more than assassin dagger, but it's got huge vertical range. It's also the only dagger throwing skill that hits twice.
PvE Usage Rating: 8/10 [This move's start up is a little awkward, and it's hitbox makes it hard to get used to at first, but all in all it's a very powerful 2-hit move. By the time you hit 60, this skill at level one can reliably do 1000 damage if you get both hits in, not including criticals. It's also got huge AoE, which is nice. Though against small, quick enemies, you'll be hard pressed to hit them with the slow start up. However the duration of this move is exactly why your other skills can cool off and be used again.]
PvP Usage Rating: 8/10 [While if you directly walk up to someone, chuck the bomb at them and try to hurt them, they'll probably run away in time, due to the bomb-throwing start up. However don't let that discourage you, the move is still quite useful. Because of the enormous hitbox of this move (explosion and three daggers thrown downward), it's great anti air if you time it correctly (which isn't hard), and it can prevent people from even wanting to come near you, making it effective for blocking gaps. Because of how high you leap, you can even hit people on rooftops above you at times. If you time this move properly, often with air skilling, you can also use the large jump after the explosion to completely dodge attacks below you. This isn't a plain use skill, it's a tactic skill.]
http://img.photobucket.com/albums/v5...DaggerII-1.gif

Skill Builds
Under construction.
Hybrid Dagger: A versatile build that allows you to attack close ranged and far ranged. It allows you to get both melee and ranged skill trees and max them, max all the passive masteries, and it lets you have a few points for the misc. section to boost your luck and evasion, or ely gain and whatnot. You can also level Eyes of a Falcon a bit, but otherwise this is pretty restrictive on the misc skills since you'll run out of points by level 80, but extra skill points from Iris stones and such will come in handy to add in those missing skills.
+You will have up to EIGHT skills at your disposal, prior to second job.
+Easier time with high HP/Defense enemies (mostly 3 ranked enemies).
+Easier time keeping combos going, especially in mobs.
+Close ranged and far ranged.
-Burns your SP like an SUV burns gas.
-Won't be able to get all the critical boosting skills in the Misc. section.
-May make it hard to organize your hotkeys.
-In second job, your second job skills are basically improved versions of your first ones, thus you'll have up to 16 skills which is just way overboard, and you'll probably end up not using them all.
Skill Build: NOTE! There may be some errors in this skill build. It is still a work in process. If you find any errors, feel free to point them out.
Level 2 - Dagger Mastery (Novice) - 1 Point
Level 3 - Dancing Dagger - 1 Point
Level 4 - Sonic Dagger - 1 Point
Level 5 - Dancing Dagger - 1 Point
Level 6 - Sonic Dagger - 1 Point
Level 7 - Dagger Mastery (Novice) - 1 Point
Level 8 - Dagger Mastery (Novice) - 1 Point
Level 9 - [Save 1 Point]
Level 10 - Dancing Dagger & Sonic Dagger (MAXED) - 1 Point Each
Level 11 - Dagger Mastery (Novice) - 1 Point (Maxed)
Level 12 - Good Luck - 1 Point
Level 13 - Good Luck - 1 Point
Level 14 - Good Luck - 1 Point
Level 15 - Dagger Mastery (Intermediate) - 1 Point
Level 16 - Dagger Mastery (Intermediate) - 1 Point
Level 17 - Dagger Mastery (Intermediate) - 1 Point
Level 18 - Dagger Mastery (Intermediate) - 1 Point
Level 19 - [Save 1 Point]
Level 20 - Illusion Dagger & Assassin Dagger - 1 Point Each
Level 21 - Dagger Mastery (Intermediate) - 1 Point
Level 22 - Dagger Mastery (Intermediate) - 1 Point
Level 23 - Dagger Mastery (Intermediate) - 1 Point
Level 24 - [Save 1 Point]
Level 25 - Illusion Dagger & Assassin Dagger - 1 Point Each
Level 26 - Dagger Mastery (Intermediate) - 1 Point
Level 27 - Dagger Mastery (Intermediate) - 1 Point
Level 28 - Dagger Mastery (Intermediate) (MAXED) - 1 Point
Level 29 - [Save 1 Point]
Level 30 - Illusion Dagger & Assassin Dagger (MAXED) - 1 Point Each
Level 31 - Good Luck - 1 Point
Level 32 - Good Luck - 1 Point
Level 33 - Good Luck - 1 Point
Level 34 - Good Luck - 1 Point
Level 35 - Good Luck - 1 Point
Level 36 - Good Luck - 1 Point
Level 37 - Good Luck (MAXED) - 1 Point
Level 38 - Dagger Mastery (Expert) - 1 Point
Level 39 - [Save 1 Point]
Level 40 - Masquerade & Dagger Rain - 1 Point Each
Level 41 - Dagger Mastery (Expert) - 1 Point
Level 42 - Dagger Mastery (Expert) - 1 Point
Level 43 - Dagger Mastery (Expert) - 1 Point
Level 44 - [Save 1 Point]
Level 45 - Masquerade & Dagger Rain - 1 Point Each
Level 46 - Dagger Mastery (Expert) - 1 Point
Level 47 - Dagger Mastery (Expert) - 1 Point
Level 48 - Dagger Mastery (Expert) - 1 Point
Level 49 - [Save 1 Point]
Level 50 - Masquerade & Dagger Rain (MAXED) - 1 Point Each
Level 51 - Dagger Mastery (Expert) - 1 Point
Level 52 - Dagger Mastery (Expert) - 1 Point
Level 53 - Dagger Mastery (Expert) (MAXED) - 1 Point
Level 54 - Free Skill Point*
Level 55 - Free Skill Point*
Level 56 - Free Skill Point*
Level 57 - [Save 1 Skill Point]
Level 58 - [Save 1 SKill Point]
Level 59 - [Save 1 Skill Point]
Level 60 - Dark Dagger & Bombing Dagger - 2 Points Each
Level 61 - Free Skill Point*
Level 62 - [Save 1 Skill Point]
Level 63 - [Save 1 Skill Point]
Level 64 - [Save 1 Skill Point]
Level 65 - Dark Dagger & Bombing Dagger - 2 Points Each
Level 66 - Free Skill Point*
Level 67 - [Save 1 Skill Point]
Level 68 - [Save 1 Skill Point]
Level 69 - [Save 1 Skill Point]
Level 70 - Dark Dagger & Bombing Dagger (MAXED) - 2 Points Each
Level 71 - Free Skill Point*
Level 72 - Free Skill Point*
Level 73 - Free Skill Point*
Level 74 - Free Skill Point*
Level 75 - Free Skill Point*
Level 76 - Free Skill Point*
Level 77 - Free Skill Point*
Level 78 - Free Skill Point*
Level 79 - Free Skill Point*
Level 80 - Spend all free points, and get ready to job change!

Pure Melee Dagger: Simply getting all the melee dagger skills so you can freely get misc. skills. With a high critical damage output near level 80, this build focusses on dealing damage rapidly, and surely.
+High critical damage output. (if you apt for the critical skills) Far more beneficial to you since you're melee and your combo does around 14 hits.
+Lets you have more flexibility with misc. skills.
+Melee skills alone are sufficient for most enemies anyway.
+Will not burn your SP extremely quickly.
+After second job you can get rid of the mobbing and rank 3/4 monster issues due to having up to 8 skills.
-No range.
-Has issues in PvP because of the lack of range.
-Rank 3-4 monsters and large mobs are a bit harder to take down without another set of skills to use while you cool off a majority of your skills.
Skill Build:
Level 2 - Dagger Mastery (Novice) - 1 Point
Level 3 - Dancing Dagger - 1 Point
Level 4 - Dagger Mastery (Novice) - 1 Point
Level 5 - Dancing Dagger - 1 Point
Level 6 - Dagger Mastery (Novice) - 1 Point
Level 7 - Dagger Mastery (Novice) - 1 Point (MAXED)
Level 8 - Good Luck - 1 Point
Level 9 - Good Luck - 1 Point
Level 10 - Dancing Dagger - 1 Point (MAXED)
Level 11 - Good Luck - 1 Point
Level 12 - Good Luck - 1 Point
Level 13 - Good Luck - 1 Point
Level 14 - Good Luck - 1 Point
Level 15 - Dagger Mastery (Intermediate) - 1 Point
Level 16 - Dagger Mastery (Intermediate) - 1 Point
Level 17 - Dagger Mastery (Intermediate) - 1 Point
Level 18 - Dagger Mastery (Intermediate) - 1 Point
Level 19 - Dagger Mastery (Intermediate) - 1 Point
Level 20 - Illusion Dagger - 1 Point
Level 21 - Dagger Mastery (Intermediate) - 1 Point
Level 22 - Dagger Mastery (Intermediate) - 1 Point
Level 23 - Dagger Mastery (Intermediate) - 1 Point
Level 24 - Dagger Mastery (Intermediate) - 1 Point
Level 25 - Illusion Dagger - 1 Point
Level 26 - Dagger Mastery (Intermediate) - 1 Point (MAXED)
Level 27 - Good Luck - 1 Point
Level 28 - Good Luck - 1 Point
Level 29 - Good Luck - 1 Point
Level 30 - Illusion Dagger (MAXED) - 1 Point
Level 31 - Good Luck - 1 Point (MAXED)
Level 32 - Dagger Mastery (Expert) - 1 Point
Level 33 - Dagger Mastery (Expert) - 1 Point
Level 34 - Dagger Mastery (Expert) - 1 Point
Level 35 - Dagger Mastery (Expert) - 1 Point
Level 36 - Dagger Mastery (Expert) - 1 Point
Level 37 - Dagger Mastery (Expert) - 1 Point
Level 38 - Dagger Mastery (Expert) - 1 Point
Level 39 - Dagger Mastery (Expert) - 1 Point
Level 40 - Masquerade - 1 Point
Level 41 - Dagger Mastery (Expert) - 1 Point
Level 42 - Dagger Mastery (Expert) - 1 Point (MAXED)
Level 43 - Free Skill Point*
Level 44 - Free Skill Point*
Level 45 - Masquerade - 1 Point
Level 46 - Free Skill Point*
Level 47 - Free Skill Point*
Level 48 - Free Skill Point*
Level 49 - Free Skill Point*
Level 50 - Masquerade - 1 Point (MAXED)
Level 51 - Free Skill Point*
Level 52 - Free Skill Point*
Level 53 - Free Skill Point*
Level 54 - Free Skill Point*
Level 55 - Free Skill Point*
Level 56 - Free Skill Point*
Level 57 - Free Skill Point*
Level 58 - Free Skill Point*
Level 59 - [Save 1 Skill Point]
Level 60 - Dark Dagger - 2 Points
Level 61 - Free Skill Point*
Level 62 - Free Skill Point*
Level 63 - Free Skill Point*
Level 64 - [Save 1 Skill Point]
Level 65 - Dark Dagger - 2 Points
Level 66 - Free Skill Point*
Level 67 - Free Skill Point*
Level 68 - Free Skill Point*
Level 69 - [Save 1 Skill Point]
Level 70 - Dark Dagger - 2 Points Each (MAXED)
Level 71 - Free Skill Point*
Level 72 - Free Skill Point*
Level 73 - Free Skill Point*
Level 74 - Free Skill Point*
Level 75 - Free Skill Point*
Level 76 - Free Skill Point*
Level 77 - Free Skill Point*
Level 78 - Free Skill Point*
Level 79 - Free Skill Point*
Level 80 - Spend all free points, and get ready to job change!

Pure Ranged Dagger: Throwing your dagger at foes as a primary source of force. It also boasts misc. skill freedom, and higher critical damage out put (though less than Pure Melee because ranged skills have less hits, thus less chances to critical), than the hybrid build.
+Range is always a plus.
+Misc. Skill Freedom.
+Will not burn SP extremely quickly.
+Ranged skills alone can deal with most enemies as well.
+You can PvP just fine without close combat.
+After second job you can get rid of the mobbing and rank 3/4 monster issues due to having up to 8 skills.
+Easy to control, and ranged skills have slightly less cooldown time than melee skills do.
-Rank 3-4 (4 is the star rank) and large mobs are a bit harder to take down without another set of skills to fall back on.
-Lowest damage output of the three skill builds.
Skill Build:
Level 2 - Dagger Mastery (Novice) - 1 Point
Level 3 - Sonic Dagger - 1 Point
Level 4 - Dagger Mastery (Novice) - 1 Point
Level 5 - Sonic Dagger - 1 Point
Level 6 - Dagger Mastery (Novice) - 1 Point
Level 7 - Dagger Mastery (Novice) - 1 Point (MAXED)
Level 8 - Good Luck - 1 Point
Level 9 - Good Luck - 1 Point
Level 10 - Sonic Dagger - 1 Point (MAXED)
Level 11 - Good Luck - 1 Point
Level 12 - Good Luck - 1 Point
Level 13 - Good Luck - 1 Point
Level 14 - Good Luck - 1 Point
Level 15 - Dagger Mastery (Intermediate) - 1 Point
Level 16 - Dagger Mastery (Intermediate) - 1 Point
Level 17 - Dagger Mastery (Intermediate) - 1 Point
Level 18 - Dagger Mastery (Intermediate) - 1 Point
Level 19 - Dagger Mastery (Intermediate) - 1 Point
Level 20 - Assassin Dagger - 1 Point
Level 21 - Dagger Mastery (Intermediate) - 1 Point
Level 22 - Dagger Mastery (Intermediate) - 1 Point
Level 23 - Dagger Mastery (Intermediate) - 1 Point
Level 24 - Dagger Mastery (Intermediate) - 1 Point
Level 25 - Assassin Dagger - 1 Point
Level 26 - Dagger Mastery (Intermediate) - 1 Point (MAXED)
Level 27 - Good Luck - 1 Point
Level 28 - Good Luck - 1 Point
Level 29 - Good Luck - 1 Point
Level 30 - Assassin Dagger (MAXED) - 1 Point
Level 31 - Good Luck - 1 Point (MAXED)
Level 32 - Dagger Mastery (Expert) - 1 Point
Level 33 - Dagger Mastery (Expert) - 1 Point
Level 34 - Dagger Mastery (Expert) - 1 Point
Level 35 - Dagger Mastery (Expert) - 1 Point
Level 36 - Dagger Mastery (Expert) - 1 Point
Level 37 - Dagger Mastery (Expert) - 1 Point
Level 38 - Dagger Mastery (Expert) - 1 Point
Level 39 - Dagger Mastery (Expert) - 1 Point
Level 40 - Dagger Rain - 1 Point
Level 41 - Dagger Mastery (Expert) - 1 Point
Level 42 - Dagger Mastery (Expert) - 1 Point (MAXED)
Level 43 - Free Skill Point*
Level 44 - Free Skill Point*
Level 45 - Dagger Rain - 1 Point
Level 46 - Free Skill Point*
Level 47 - Free Skill Point*
Level 48 - Free Skill Point*
Level 49 - Free Skill Point*
Level 50 - Dagger Rain - 1 Point (MAXED)
Level 51 - Free Skill Point*
Level 52 - Free Skill Point*
Level 53 - Free Skill Point*
Level 54 - Free Skill Point*
Level 55 - Free Skill Point*
Level 56 - Free Skill Point*
Level 57 - Free Skill Point*
Level 58 - Free Skill Point*
Level 59 - [Save 1 Skill Point]
Level 60 - Bombing Dagger - 2 Points
Level 61 - Free Skill Point*
Level 62 - Free Skill Point*
Level 63 - Free Skill Point*
Level 64 - [Save 1 Skill Point]
Level 65 - Bombing Dagger - 2 Points
Level 66 - Free Skill Point*
Level 67 - Free Skill Point*
Level 68 - Free Skill Point*
Level 69 - [Save 1 Skill Point]
Level 70 - Bombing Dagger - 2 Points Each (MAXED)
Level 71 - Free Skill Point*
Level 72 - Free Skill Point*
Level 73 - Free Skill Point*
Level 74 - Free Skill Point*
Level 75 - Free Skill Point*
Level 76 - Free Skill Point*
Level 77 - Free Skill Point*
Level 78 - Free Skill Point*
Level 79 - Free Skill Point*
Level 80 - Spend all free points, and get ready to job change!

*Free Skill Points, what do they mean?
Places where I put this remark are places where you can generally decide which misc. skills of an explorer you want to put in. You can consider these a "fill in the blanks" kind of thing. Here are the skills to consider:

Millionare Dream:
Get even more ely from killing monsters. I guess it's nice if you want to make money, it's not extremely important, but it leads to the other treasure hunting skills, and the skill really does give you a noticable boost after about level 3 or so.
Min Level to Learn: 10
Max Skill Level: 10
Cost Per Level: 1 Point
Requirement: Good Luck Lv. 10

Rare Item: (I forgot what this skill was actually called.)
Increases the chance of equipment being "Rare" as in Green, Blue, Gold or Red. It's nice to find colored equipment, but it's not incredibly important. Though the next treasure hunting skills require this, so you may as well get it if you plan to get the others as well.
Min Level to Learn: 20
Max Skill Level: 10
Cost Per Level: 1 Point
Requirement: Millionare Dream Lv. 10

Treasure Master: (Forgot what this was actually called too.)
This is a nice skill to have. It increases the chances that actual items will drop. Misc. Items, Soul Urns, Equipment, everything. If you made a dagger explorer with the idea of treasure hunting in mind, this is a must have skill.
Min Level to Learn: 40
Max Skill Level: 10
Cost Per Level: 1 Point
Requirement: Rare Item Lv. 10

Gold Rush: (Not sure if this is the actual name either lol.)
Boosts the ely gain of the party. Basically this is a Millionare Dream buff. It's helpful if you have poor friends, but this seems like it's overdoing it on the ely gain. It's also the only support buff dagger explorers have.
Min Level to Learn: 50
Max Skill Level: 10
Cost Per Level: 1 Point
Requirement: Treasure Master Lv. 10

Evasion:
Boosts the evasion rate of the character. Seems nice since it adds to your survivability, but it doesn't seem crucial to me. However it does open up the path to the critical bonus skills... so....
Min Level to Learn: 10
Max Skill Level: 10
Cost Per Level: 1 Point
Requirement: Good Luck Lv. 5 (?)

Escape:
Boosts your movement speed a ton in order to flee. It lasts for very few seconds and during it's duration you lose offensive power. It's nice to save your own skin, but you really shouldn't get into such situations unless you're in PvP.
Min Level to Learn: 30
Max Skill Level: 1
Cost Per Level: 3 Points
Requirement: Evasion (MAXED)

Eyes of Falcon:
Increases the chance to critical. Very nice skill, as huge luck + crit rate bonus = tons of crits, which is tons of damage.
Min Level to Learn: 45
Max Skill Level: 5
Cost Per Level: 1 Point
Requirement: Escape (MAXED)

Tiger Claw:
Increases physical critical damage, and by a good amount (3% per level). Very helpful for your criticals.
Min Level to Learn: 50
Max Skill Level: 10
Cost Per Level: 1 Point
Requirement: Eyes of Falcon (MAXED)

Mean Attack:
Increases the damage you deal when attacking a monster's back. While it sounds nice, almost all monsters turn around immediately after taking a backshot, unless they are attacking someone else already. It's nice if you party a lot I guess.
Min Level to Learn: 15
Max Skill Level: 10
Cost Per Level: 1 Point
Requirement: Evasion Lv. 5

Coward Stab:
An active skill that deals even more back attack damage. If you fail to do it though, it has terrible results; as it will increase the offensive abilities of whatever you failed to hit. Kinda lame skill if you ask me.
Min Level to Learn: 25
Max Skill Level: 10
Cost Per Level: 1 Point
Requirement: Mean Attack Lv. 5

Unlock:
This is a nifty skill and is probably the most tempting skill to get. With this, you can finally open those locked up chests and get whatever is inside. Which is usually colored equipment and whatnot. If you've got the points spare, you may as well get this skill. If you can't open a locked chest with this, it means your Unlock Skill Level is not high enough.
Min Level to Learn: 1
Max Skill Level: 10
Cost Per Level: 1 Point
Requirement: None

2nd & 3rd Job Skills

Basic Attack II: 3-Hit Combo: The new basic attack has been upgraded to an even faster 3-hit strike, with each hit being rather powerful (for a basic attack I mean), and thus good for finishing off opponents. It starts with a downward slash, followed by a quick upper-slash, and then finally a quick thrusting stab. Aerial and dash attacks do not change animation.
PvE Usage Rating: 6.3/10: It's still generally just there to finish off enemies. Despite the damage increase, it's still something you wish you had in first job, instead of finally getting in second.
http://img.photobucket.com/albums/v5...boDaggerTH.jpg

Heavy Attack II: 2-Hit Combo: It's actually, pretty damaging now. The two hits in this attack (which are both in one button input) deal up to damage comparable to the early skills of first job. The speed has been improved as well, but it's still noticeabley slower than your other attacks. The animation is a quick slash/stab forward then a very wide slash back out.
PvE Usage Rating: 6.3/10 [Yeah, it's also fast enough you may want to use it to finish off enemies. It really doesn't matter if you use this or the Basic Attack, but you've still got the issue of using your skills too early and canceling out the entire Heavy Attack, but with the speed improved, it's less of an issue.]
http://img.photobucket.com/albums/v5...HardAttack.jpg

Dancing Dagger II: The powered up version of dancing dagger comes with a huge explosive radius (though it's actually not that big of a difference of Dancing Dagger I's range) that's very shiny. You've still got the "move backward" part of the skill, so you can do a retreating assault kind-of-tactic by using this right after Dancing Dagger I. The skill cools down pretty fast, it's about the cooldown of Masquerade but quicker.
PvE Usage Rating: 8.5/10 [This move is way more powerful than Dancing Dagger one, and it's still got all the nice kicks to the original. Since you're now second job, adding this move to a pure melee set allows you to (finally) infinite all skills without having to stop for one to cooldown, so long as you do the right order. Until you get Illusion Dagger II however, you may find yourself moving backward TOO much, but this move's retreating movement is useful. With other skills you can approach with Illusion Dagger and then retreat with Dancing Dagger, then do the other Illusion Dagger, and retreat again. One of the most noticeable benefits is that Dancing Dagger's hitbox is really big now, it'll hit behind you as you retreat.]
PvP Usage Rating: 8/10 [A great attack as it's quick and moves you away. Really it's just dancing dagger but improved so you use it essentially the same way.]
http://img.photobucket.com/albums/v5...DaggerII-1.gif

Sonic Dagger II: Sonic Dagger's much nicer this time around. At first, it's most noteworthy uses were to be a spammable, ranged attack, and just a way to continue your combo. Now, it's dumped the spammability, but gained more range, damage, and a second hit. It's cooldown is similar to that of Dagger Rain. Look-wise, it's improved by a faster toss, which is thrown with such speed it causes an explosion on the ground.
PvE Usage Rating: 9/10 [It's STILL pretty fast to use, it gives you the infinite for ranged skills, it hits twice (allowing ranged daggers to combo a bit better, and have higher critical chances), and the second hit has higher range. Another major bonus is that the throwing animation looks exactly the same as the original, so you don't take any extra time throwing the second dagger since it just kind of bounces out. Thus, you can throw a dagger very soon after a previous one. A very nice skill to add.[/b]
PvP Usage Rating: 7.8/10 [A very nice boost to range helps it out. Damage helps as well, and so does the second hit. Except, the range is still low and the damage still isn't much to be proud of. It's at least quicker than Sonic Dagger one, and it makes for a nice aerial set up attack, but it's generally not that vital.]
http://img.photobucket.com/albums/v5...DaggerII-1.gif

Illusion Dagger II: Illusion Dagger powers up with the element of fire on it's side. The starting somersault slash now knocks enemies upward like Masquerade's starting hit and even has some... weird starry-effects in the back. As you dash forward in the escond hit, you'll see fiery effects exhaust from your dagger, as well as a very big impact tip. In fact, the launching slash makes this move somewhat like Crescent Kick with a dagger.
PvE Usage Rating: 8.9/10 [The knock up is extremely useful. It gives you a VERY QUICK attack that let's you get enemies out of your way (and unable to hurt you) near instantly, and then you can use Dancing Dagger to make a much better retreat, or Dark Dagger to keep them moving back. Like all launching attacks, You can launch enemies attacking party members too in order to help them out. The damage is very good, and you'll be able to kill much more efficiently with more freedom of moving forward and back. This move would be 10/10, but it's still got that annoying after-lag that Illusion Dagger I has, therefore you can't just flip slam something then run off, you HAVE to use a skill before backing off. Also at later levels, some enemies tend to get knocked up WAY too high from the first hit (see: Kais in Bifrost, Fenrirs in Asgard), but aside from these small moments, it's not noticeable)]
PvP Usage Rating: 8.5/10 [The Best Melee PvP Attack you'll get... it's fast, it's damaging, and it can knock people up. In close range scuffles, this will put things in your favor, and this move can also be used like Illusion Dagger I, to air skill yourself into people like a thrown spear.]
http://img.photobucket.com/albums/v5...DaggerII-1.gif

Assassin Dagger II: The ol' tossing dagger from level 20, now improved. It comes along with the wind/electricity element. As you toss up the dagger lightning strikes your dagger from above engulfing it in electricity (and causing the screen to flash, as seen in the picture), and you fiercely toss the charged up dagger forward. The move has somewhat improved range from the original Assassin Dagger (the electricity causes a spark that extends the dagger "laser-ish" kind of thing then retracts a bit to the original range). The overall improvements and balances are made, more power, longer cooldown, higher SP cost.
PvE Rating: 8.5/10 [A very powerful attack. Very. The range is fairly good, as was the original Assassin Dagger, but the main thing about it is a VERY fast attack. This allows you to quickly toss it and run back, and then toss another skill out, since it's recovery is ALSO very quick. This move isn't 10/10, because it's not your STRONGEST skill, and it's pretty much only good due to having decent range, strong power, and it is fast, but it doesn't have excellent range, excellent power, nor does it have multiple hits. It's a great move, but despite how cool I think it is, it doesn't truly SHINE.]
http://img.photobucket.com/albums/v5...DaggerII-1.gif
PvP Rating: 9/10 [Insanely fast speed is very important in PvP. This skill is greater than or equal to Dagger Rain for damage, and only lacks range. It helps you get out of many close combat situations, and interrupts a plethora of enemy skills. Definately worth getting if you're a PvP fan.]

Masquerade II: What originally turned you into a melee-killing-machine back in 1st job is now upgraded for your second, once you hit level 110 and cough up a whopping 3 skill points for it. It now packs even more force, such force, that it causes wind to strike out, and it comes with a sound effect that sounds like electricity. However you've still got the iffy range, but luckily, it's sped up in animation. It's the good old 4 hits attack with the launching first hit (which does the most damage of the four).
PvE Rating: 9.5/10 [It's great for dealing damage. Really great. Mostly because of crits. With a pure melee build, hitting crits on all four hits with Dagger Mastery Expert (Max), Tiger Claw (Max), Falcon's Eye (Max) and a Dagger Case (+4 or higher), you're easily able to do 4000 damage once you get it. Even without all that stuff, you're still looking at very high damage. The launching strike is still useful, and now you have 3 melee attacks that do so (this, Masquerade I, and Illusion Dagger II), so helping your allies who are being mobbed is easy as heck. The general problems with this move still remain though. Even higher SP cost, higher cooldown, slow start up and eh range. But against monsters, most of these things aren't much of a problem, and having the possibility of 4000 damage as soon as you get it, well, that's pretty much reason enough to get this skill. Oh but, make sure you have the accuracy to back this skill, of course.]
PvP Rating: 3/10 [Yeah... you're not going to really like this skill for PvP, UNLESS you have uppercut. Uppercut knocks enemies upward giving you time to hit them once they fall to the ground. That's pretty much the only way you'll hit with this with all four hits (or if someone misses a gatling shot). The damage in PvP isn't as astounding, because flinching people is more important, and without crits or back hits, this probably won't be flinching most, since it's a large sum of damage divided into four hits.]
http://img.photobucket.com/albums/v5...ueradeII-1.gif

Dagger Rain II: Your highest range attack is upgraded as well, at level 110. The new version... has done very little to change aesthetically... it basically just has a bunch of "wave" like things as the daggers are thrown, with a different sound effect. In fact, screenshotting it made it hard to actually make the difference noticeable (I really need to get a program to animate the skills). As far as this move goes, the main difference is damage. No extra range, hits, or effects.
PvE Rating: 8.8/10 [It's extra damage is nice, and being able to throw two Rain attacks lets you snipe better. It's still a quick attack, and it does a bunch of damage in a single shot. Crits are easily over 2.3k without Tiger Claw or anything else buffing the damage at level 1. There's not much to say about this skill really, since out of all the skills for 2nd job, this is the closest one to the original.]
PvP Rating: 10/10 [Dagger Rain is god tier. Amazing range, great damage to flinch people with, and now you have two. That's all you really need to know. It interrupts pretty much EVERYTHING that isn't a Templar or Guardian.]
http://img.photobucket.com/albums/v5...gerRainsII.gif

Dark Dagger II: The style of Dark Dagger is mostly unchanged, no added effects to the attack are included, but as per special effects for the visuals of the attack, you've got way more slashy things appearing, coupled with slowly building up electricity throughout the attack that is let out on the final slash as a burst effect. It's surprisingly short cooldown for a final 4th II tier skill. (Level 125 by the way.)
PvE Rating: 10/10 [By far your to-go-to move to get things done. Combine this with Masquerade II and Dark Dagger I and you've got yourself some very nice damage output. The 4 hits perfectly split damage to knock back enemies your level most of the time, and with criticals, full damage output is astounding, and even without crits, you're hitting hard no matter what.]
PvP Rating: 8/10 [The high damage output is great for flinching enemies, especially with crits, however the fact that it still has high cooldown and to get rid of it's small start up, you HAVE to air skill it, it loses a few points.]
http://img.photobucket.com/albums/v5...DaggerII-1.gif

Bombing Dagger II: Instead of throwing a classic bomb with a wick, you're now tossing a stack of dynamite strapped to a detonator! The aesthetic changes don't stop there, but the effects are pretty much just a bigger explosion with slightly more dazzle to it. Other than that, this is essentially a stronger Bombing Dagger with higher cooldown and better mobbing ability.
PvE Rating: 8.7/10 [High damage, good mobbing, the ability to dodge attacks with a high jump, and knocks enemies into the air? Awesome. Bad start up and recovery? ... not that awesome. Still, the good outweighs the bad, especially when mobbed, so don't hesitate to get this skill if you're hybrid or ranged. It's a nice addition.]
PvP Rating: 8/10 [For uses, see the other one. There are pretty much no application differences except for the fact this might flinch more people.]
http://img.photobucket.com/albums/v5...DaggerII-1.gif

Hail of Daggers: The 5th tier skill obtained from that absurdly tedious quest is basically your nuke/emergency attack. It's extremely stylish as well, you first summon up a figure with targets over it and a bomb strapped to it, and afterward, you throw daggers from hammerspace (that means nowhere) at each target until you finally hit all targets and the bomb, at which point your character gives a thumbs up, signaling the entire thing to explode. All in all, five hits, and the hitbox extends from your character to the bomb thing.
PvE Rating: 10/10 [It's not a move you use for typical functionality, but it's still quite useful. It's got a whopping one minute cool-down, but it pretty much kills any non-boss/mini-boss monster in one shot at, or even above your level from the get go. It hits a huge wide range of enemies as well. Though the huge SP cost and the one minute cooldown prevent it from really being as useful as your other attack skills, but you do find uses for it whenever you can. It's great for boss hunting as well. However the best part of this move has to be that any time an enemy is hit by ONE part of the skill's five hits, they are completely immobile (frozen in their flinch animation) for the duration, which truly lets it be an emergency maneuver.]
PvP Rating: 8/10 [Immense damage is mitigated by the fact that in five minute battles, you're only use it five times MAX, and that's assuming you don't ever miss and that you fire it off every possible moment. So really, you're probably only using it 2-3 times. Still, tons of damage if you can get it off, it's not slow so it's quite possible, but if you get interrupted you're going to be very unhappy.]
http://img.photobucket.com/albums/v5...fDaggers-1.gif

Triple Play: One of your new toys in third job. It's a triple stabbing skill, where you stab forward quickly twice, and then reverse grip your dagger for a final downward stab from above. It does increased damage for consecutive critical hits!
PvE Rating: - [I shouldn't really need to rate skills anymore, especially with how sporadically I play this game lol. Anyway, Triple Play is definitely a fine skill for damage, and it's reliable as well. Getting three crits in a row makes it absolutely amazing in terms of damage, and it's base damage is fine too.
http://img.photobucket.com/albums/v5...TriplePlay.gif

How Much Do You Want!!!?: Weird naming scheme aside, your first EP skill! As a Ruin Walker, you gain EP from defeating enemies and dealing critical hits. You could also burn eli to max out your gauge immediately. This skill is veeeeeery damaging, and typically kills whatever it's used on, but it can't be used willy nilly due to the EP requirement. Unless of course you just throw all your money away into using this and 'Fancy Life' (which is kind of a waste considering they both have medium sized cooldowns anyway). Anyway as for the skill itself, your character in a somewhat scared state throws out gold coins in front of them, along with very heavy hammers mixed in, in hopes that your foes stop attacking, due to being... dead.
http://img.photobucket.com/albums/v5...hDoYouWant.gif

Fancy Life: Sometimes your foes just want to see just how rich you are. So show em' how boss you are by dropping your fortune right on top of their heads. They'll be drowning in your gold coins. So much that it pretty much annihilates them because this skill does immense damage and can hit quite a few enemies at once, easily being your strongest single target attack. It also has a big vertical hitbox. So thumbs up, to fortune! Also, it uses a lot of EP, so yeah.
http://img.photobucket.com/albums/v5.../FancyLife.gif

Don't forget, there are places to get extra skill points, like saving at the Elias Waypoint Savestone.

Pentao 08-30-2008 08:00 AM

Boss Hunting, PvP, Equips etc.
 
3. Boss Hunting as a Dagger Explorer

Invoke & InvokeEX
http://img.photobucket.com/albums/v5...InvokeBoss.jpg
First Form: Invoke is pretty simple in his first form. He has two attacks, charging up a flame breath attack, or tail swiping. Along with that, if you stay TOO close to him, the fire traps in the room will hurt you. If you run to the very edge of the arena, or off the main area where Invoke is, he can't hurt you. Bosses aren't usually solo'd, so if you have a tank, attack Invoke's backside, and use potions/cookies when hit by his tail. Should you ever have to deal with the flame breath, you can either run to the other side while he's charging, run off the top platform (near the edges where the toxic traps are), or just guard it.

A very simple fight, and it can easily be solo'd if you pay attention. Don't forget to wear fire elemental resistance. Illusion Dagger and Dancing dagger are adequate to strike him and retreat from the fire trap in the center. Remember to guard every now and then. If you have Masquerade, don't bother using it unless he's charging up fire breath and you wanna move to the other side while attacking, otherwise you'll probably stop in the center, where the fire trap is. Ranged skills are useful too since they're quick to recover from, thus giving you time to guard or dodge. Oh and don't forget about dealing with the Fieries before fighting him.

And then you have the really easy strategy. Spam dagger rains or switch to a bow or something, and fire at him from near the tip of the stage. He literally can breathe fire all day and the only way for you to get hurt is if you step into the toxic trap, or walk into the fire for some reason. Kinda sad, pretty simple.
http://img.photobucket.com/albums/v5...vokeEXBoss.jpg
Second Form (InvokeEX): Now you're in an arena filled with lava and two platforms. InvokeEX starts on the far right near the right platform, hovering over the lava.

First of all, I have to say, if you're in a party and you're afraid to die, go ahead and sit in the lava. You heal faster than it can hurt you. If you do apt to fight, keep the knowledge in mind whenever you need to fall back to heal. There are some Fieres and Mablems when you enter, so have your party take care of them.

Invoke's got new attacks now. He'll try to use his wings to conjure up some wind that'll blast you away, but it's not very damaging. I think he can still tail swat you, which hurts a bit, but now his fire attack is harder to dodge. Just try to guard it and pot/cookie afterward in this stage of the fight. Or you could just run into the lava when he's charging it. When he starts to lose HP, he'll fly back and fourth between the right and left platforms. Duck and guard the attack, sometimes you'll block it, sometimes he won't even hit you at all. If you do get hit, the attack does hurt a bit, so remember to duck. It's an easy attack to avoid since he clues you in by flying up a bit before diving forward. Finally, when he gets desperate, he'll use an enhanced fire breath attack. A warning sign will flash across the screen and you have two choices. Run around and hope he misses, or guard immediately and if he hits you pot/cookie afterward then heal in the lava, unless he misses, in which case you go back to pummeling him. It's actually safer to just start guarding when he does this, so long as you have decent fire resistance of course. The platform he targets will sparkle before he actually blasts it, but the warning is so late, you'd have to have godly reflexes and the back flip skill. If you die from guarding this attack at full HP, you probably shouldn't be at Invoke anyway. With persistance, Invoke will finally go down.

This fight will mostly consist of Illusion Dagger + Dancing Dagger, or the ranged skills. If you have Masquerade, it's hard to position yourself correctly to not fall off the platform, though sometimes you may want to fall off (be careful of the fire traps though), and if you have Dark Dagger, you're probably over-killing him anyway (though Dark Dagger's long range is useful here).

Scenario Quest Boss: Zoe
http://img.photobucket.com/albums/v5...er/ZoeBoss.jpg
The Finding Muwen quest forces you to fight Zoe immediately after entering the portal after defeating InvokeEX. She's an incredibly easy boss, and her attacks are very weak. She uses simple magic attacks that look like wind cutter and some ice storm attack, and neither attack is really threatening. However, they do look strong, but chances are you'll blaze through her while chomping down cookies or potions. If you're with a party, you won't even notice her attacks, except for the ice storm. The ice storm often misses if you are melee-ing her anyway. Finally, once you defeat the incredibly easy Zoe (you should only lose if you run out of pots, and you're ill-prepared if that occurs), Muwen will tell you to leave her alone.

Hyunmu
http://img.photobucket.com/albums/v5...HyunmuBoss.jpg
The boss of Shangri-La has tons of HP, and can dish out tons of damage. However he's still a predictable old dragon turtle. Whenever you're not right next to him, he pretty much WILL jump at you. Either move back and avoid him, or run under him while he jumps. DO NOT JUMP AT HIM, YOU WILL GET SMACKED MID-AIR BY HIS FEET. Once he lands, he will do one of the following attacks, Earth Ball, Earth Breath, Earthquake, a tail swipe (with his spiked tail) or a raging tackle.

The Earth Ball is the attack you want him to do (unless you're ranged) if you're in a party with no tank. The screen flashes warning and he charges up (for a very long time) a powerful green energy ball that can drop you to near death. However due to the long charge up, you can run behind him while's he's charging and attack him with Masquerade (or whatever) and combo him. He event takes time to finish the attack, since until the ball explodes, he won't move or hurt you. Perfect opporunity to attack him. If he uses the Earth Breath, just guard. If you try to avoid it, you will most likely be badly hurt. He'll rear his head back and exhale around him when he does this, so if you try to run past him, he'll hit you. He doesn't charge for very long either. If he apts to use Earthquake use quick attacks to hurt him while he's standing up on his hind legs, then jump before he brings his front two legs down, or you'll be sent flying. If he tail swipes or rushes, just hope you have good reflexes to guard them. They're really hard to avoid if you're not already at a decent range.

Your part in the party will be to deal damage to Hyunmu, so always take advantage of times you can hit his back (but watch the tail). If you have a tank, try to stay ranged so you don't screw up the tank's attempts to keep Hyun away. Behemoth Adventure is a good title to have in this fight since you'll be attacking his behind a majority of the time. Oh and he also drops the precious Hyunmu Mountain Dagger.

Scenario Quest Boss: Shaowee
http://img.photobucket.com/albums/v5...haoweeBoss.jpg
Shaowee isn't a hard scenario boss either. She actually does have noticeable attacks unlike Zoe, since you're not going to blaze through her. Shaowee's basic attacks are hitting you with her Erfu, or unsheathing her sword and slashing you away (causing you to fall as if knocked away by Hyun Mu's earth spike attack, but it doesn't do a monstrous amount of damage and is pretty easy to shake off with a cookie),throwing some knives at you (like dagger rain). These attacks are generally difficult to avoid, but aren't threatening since you can heal most of them off pretty easily. Jumping around a lot will help you avoid the attacks too.

Shaowee can also play her Erfu to trap your movement, but it doesn't last long, and if you're close enough to her, you can just use melee skills or ranged skills while trapped. Finally, she can say something in some other language, have the screen turn black with some foreign characters pop up on screen while she charges up a sword slash. Regardless of where you are, she'll dissapear and slash you an incredible distance away, but the attack itself is as scary as her normal sword slashes in terms of damage. Oh and you can't guard it. Overall, Shaowee is an easy boss, and if you're with your party, just mind your health and take her down, and then Kazno will show up to stop you from killing her, you greedy possessed fool.

Mini Boss: Ninja Guardian
http://img.photobucket.com/albums/v5...nMini-Boss.jpg
The guardian of the Moon of the 16th Day is very easy. He has only a few basic attacks. From afar he'll charge up Boom-Type attacks which have a lot of start up and you can jump behind him during this time. At close range, he'll swipe at you with a dagger, and he may also charge up and do several swings at once. You can attack him during his after lag on the boom skills, so long as you get out in time. Though he doesn't deal a ton of damage anyway.

Mini/Sub Boss: Tengu
http://img.photobucket.com/albums/v5...uMini-Boss.jpg
Tengu's pretty tough for a level 50-ish monster. He's only got three attacks, but one is incredibly annoying, and another is devastating if you get hit by it. Luckily, he's rather predictable.

Tengu will run up to you and swing at you with his fan. In between a couple swings, he'll do his special "Triple Swing" skill, which WILL INTERRUPT ANY SKILL YOU DO WHILE GETTING HIT BY IT (can't be guarded either), and it will move you around him while flinching you, regardless of you taking damage from the hits or not (it can miss and still flinch you). After the triple swing, he'll either do a few more normal swings, or he'll go right into his final attack, in which he holds his fan closed in a praying like motion then he steps forward with a palm thrust that blasts air all around him that can deal half of your life in damage (and no this can't be guarded), even in your 80s. However, this attack has noticable start up while he charges up for it, so you can run out of the way so long as you aren't in the middle of doing something like Bombing Dagger, so jump up to a higher platform, or just run to the side. Your dagger rain attack WILL be able to hit him from the distance you run to. Focus, and Tengu will drop in no time.

Dark Moon Princess
http://img.photobucket.com/albums/v5...incessBOSS.jpg
Dark Moon Princess is basically a bow explorer that has less cooldown time on skills, never flinches and has added effects on her skills. Oh, and a TON of HP. Seriously. She can use pretty much all the bow skills, and with her low cooldown, she has very little downtime. Therefore soloing her would require you to just be way over her level. In a party, have someone tank her and then focus on striking her back-side.

Attack wise, only things you should take note of are her lv. 60 skills. Her ice arrow actually STOPS you from moving even after the ice is gone, and her lightning arrow can be jumped over VERY easily, and isn't as fast as you may think.

Sphinx
http://img.photobucket.com/albums/v5...SphinxBoss.jpg
The Sphinx isn't as tough as you may think. He's got a relatively simple moveset, and no warning attack. The map itself lends you an advantage as well, as the size of the Sphinx in contrast to the lumps of gold that makes up the terrain allow you to duck and dodge some of the Sphinx's attacks completely. And yes, he's like a manticore-ish kind of thing.

His attack pattern is pretty random at times, but not too difficult. He can start growling, and then lunge at you. This attack hurts and will send you flying, but you can guard it easily, and the lunge isn't very far. You can get out of the way once you notice him preparing to do so. He can also punch you with one of his paws. It's not too quick either, and you can guard it/jump over it. This attack can also be avoided if you're in one of the lower portions of the map while the Sphinx is on top of a gold lump. The next three attacks can also be avoided like this. His next attack is an eye beam that causes sparks of electricity to strike you 3+ times for wind damage. The wind damage isn't all that bad though. Like Hyun Mu's breath, but A LOT easier to dodge, and A LOT weaker. His next attack is cued when he gets on his hind legs and uses his paw to launch up a bunch of dust at you for a lot of wind damage. It's kinda hard to avoid since it has massive range, but it's obvious enough to see coming that you can block it. His final attack is when he uses his scorpian-like tail to strike you and poison you. It's got a lot of range, but it's also easy to block. I'm not sure, but I think the hitbox is still underneath the tail, even though it shouldn't be. I'd have to check that.

Anyway, he's a pretty big pushover. At level 80, you could even tank him with a bit of wind resist gear.

Pandora
http://img.photobucket.com/albums/v5...andoraBOSS.jpg
Pandora starts off in her painting form, which is sort of like a mini boss. Her painting form is very basic. She can manipulate the painting's form to form a claw and slash you, or she can try to spit some weird gas out of it. Oh yeah, and the chandelier at the top can crash down on you if you're too close. Still, it's not too troubling. Avoid the chandelier, and you can pretty easily guard her other attacks. Run in and wail on her with melee, or stay at range with throwing attacks, either way you'll do fine damage. Just range is safer from the chandelier. Occasionally, she opts to form the claw slash in the opposite direction you are, so take that opportunity to get free hits, or to heal.

Once you defeat the painting form, the real battle starts. Pandora's got a lot of tricky attacks, which can be devastating if you're not careful, but if you're good at dodging, she is possible to solo. Her new attacks include: summoning 3 swords to fly across the room from right to left (I think she also does left to right, I'm not sure), causing the candlesticks to burn out into a huge fire beside her, and she can cause the tables and chairs to fly around the room. She still has her Chandelier attack as well, only now all three will fall (IIRC they two on the sides don't fall in her painting form) if you're under them. They don't fall right away, so you're not screwed if you run under them. First thing's first, you're safe if you SIT at the faaar left corner of the room, and you are NOT safe at the far right (as the swords rise up from that corner).

Her most damaging attack is her candlestick flame ones, so wear fire resistant gear if you wanna tank through that. The second strongest are the chandeliers, but they're USUALLY easy to avoid. If you get caught in her flames, she may take the opportunity to impale you with the swords so you get knocked under the chandelier, thus comboing you to death (she's pretty much the first boss to do so). The swords are the most annoying, but they don't hurt too much. You can either duck or sit to avoid them, and I guess you COULD jump over them. Do note that if you're sitting and the swords are stuck in the wall in the far left, they have a bit of a lingering hit box (as in if you stand up while they're stuck, you still get hit), so wait a bit before you stand up. The best method of dealing damage is guerilla style if you're not overleveled. Run over after the swords dissapear and strike, then get out before you're engulfed in fire or you're combo'd to death. She's got quite a bit of HP, so it could take a while. She can't be tanked (since the entire room is her weapon), so if you have a bard/mage, their healing helps a lot in letting you keep up the assault. The best method of assault is range, a bit out of the range of the fire (or close enough you could just move a bit to the side to avoid it), but not under the chandeliers.

Ocean King
http://img.photobucket.com/albums/v5...iathanBOSS.jpg
The Scenario Quest will eventually lead you to the Cold Heart. Here, the Ocean King awaits. He's considered one of the hardest LaTale bosses if only for his third form by many players, however, in my opinion, really, he's much harder in his first two forms than his third, and overall, thought he's challenging you can defeat him with a decent party.

First of all, his first form. The layout of the stage will spawn you onto a platform with the Ocean King waiting below. He can't and won't attack you yet, but if your party member went down and hit him, his attacks CAN reach you up there. Anyway, the area will consist of his head, and his tail. The smartest thing you can do in your party is kill the tail first. Of course you can kill the head first, but it's much easier to take care of the tail first. The reason is because if someone accidentally pisses off the tail while you fight the head, you'll have to deal with his attacks ALL OVER the screen, which can overwhelm your party fast. So take out the tail quickly, and the far east spot will become a safe spot. The tail has two attacks. One, it can slap you, and hurt you for a decent amount. It's not that painful, and it slows down before it slams downward, so you can guard it (but you can't dodge it by going left, if you killed the head first, so don't try), and it's second attack causes the Ocean King's two claws to rise up in the middle of the stage. They don't hurt too much either, and will probably miss you since you're close up to the tail (in order to avoid the attacks from the head). The Tail doesn't have a ton of HP, so it won't be long to take it down in a party of four.

Now the head itself is virtually the same in both form one and two (form two just does a bit more damage). It's most common attack is his most annoying one. He'll dive underwater, and rise up and bite you randomly along the map. He's not aiming for you while he does this either. He RANDOMLY pops up all over the place, like a whack-a-mole game. Whenever he's up, you can hit him and damage him, or you can wait for him to return to the far left and hit him at that point. He can also rear back and bite across the screen, which will reach to the far right, but it won't hit you if you're at very corner of the map. You can also duck under it, as some parts of his neck are in an arc, which you can hide in. His least damaging attack is pretty annoying. It's a quick roar that is pretty inaccurate. However despite the low damage and accuracy, if you get a clean hit from it, you'll be unable to move and jump. It's usually not a big deal, since he usually idiotically just does his first rising attack, and then misses you completely, but if he uses it in conjunction with his next attack, you're going to be hurting. His last attack is a breathy-laser-like attack, that's water based. It hits multiple times and it hurts like crazy. It won't kill you from full HP unless you get hit in the back and it crits, but if you don't guard it, and you're not at max HP, expect to die. This attack hits from directly next to him to a good portion away from him. However at the "safe spot" made by killing the tail, you can avoid it. He charges it pretty fast though, so dodging it on reaction is difficult, and it's just easier to sit and guard it. If you truly desire to dodge it though, stand near the middle using ranged attacks, and if you see it beginning to use this attack, you can backslide to escape. Backsliding also overrides the roar's effects, so remember that. Broad Jumping works too.

The second form is essentially the same as the first, but instead of the tail, you've got it's spinning body. The body spins and hurts those who touch it. It doesn't move very much though, and the far right of the map (as usual with Ocean King), is again, safe. You can even snipe it with anything above the Sonic Dagger line. Kill the spinning body, and then finish off the head as if it were form one. NOTE: The head in this form isn't for any quests.

The "dreaded" third form of Ocean King is what many people get stuck on, but really, it's pathetic if you have some dodging skill. This form has all three parts, tail, body and head. The Ocean King also has three new attacks for his head in this form, all "Danger/Warning" level, and they're what scare people the most. However, first thing's first, have your party kill the tail, then the body, so you have a pseudo-safe point. So long as EVERYBODY is in the far right, the only attack Ocean King will use is his "across-the-screen" bite, and it STILL won't reach you (unless you throw stuff at it, since your throwing skills make your character hunch forward a bit). However it's only "pseudo-safe" because he can fire one of his dreaded warning attacks here, but like I said, if nobody provokes him by getting close, he won't do it. His three new attacks are as followed. One is a warning attack that prompts a "DOWN!" sign to appear in red in the background. This is because you're supposed to DUCK. It's a VEEERY slow attack, and easy to avoid. It's a nice period of time to get in some free hits at his head too, just don't go overboard and forget to duck. The explosions do a lot of damage, but probably won't kill you even if they crit, so long as you're at max HP (and your max HP is at least 2,000). The next two attacks are pretty much the same, just at different locations, but they're his most powerful. He lost his quick-charge laserbreath for some long charge, uber-breaths. They're bigger and shinier, and can do over 2,700 HP worth of damage (that means you'll probably die without stamina gear if you get hit by the entire attack, which is like three hits). However, since they're longer to charge, they're easier to dodge, and this becomes similar to fighting Invoke. The ground/water with flash (turn effects on if you have them off, otherwise there's no way in hell you're dodging these properly), in the area about to get laser'd. If it's right next to him, jump away to the right. If you toss in the backflip, you're nearly guaranteed to avoid it. In fact, in order for you to ALWAYS be ready to dodge, avoid using skills that lock you in place for too long, such as Bombing Dagger, Masquerade and most melee skills that don't have Dancing in them. However, instead of firing right next to him, he might fire at the pseudo-safe spot. If he DOES fire there, well, don't go there, and just keep attacking him.

The very fact that hhe almost always spams his warning/danger attacks in his third form is why it is the easiest. So long as you avoid them, you're taking less damage than you would in the first two. If you really wanted to, you COULD solo this form. In fact, without the tail or body to help him, soloing him is pretty easy. Just dodge, and use your skills carefully, and Ocean King's doomed.

Coa / Core
http://img.photobucket.com/albums/v5...er/CoaBOSS.jpg
Coa is the boss of the Heart of Ktuka. She's accessible only if you have the /opensesame command (type it out and see if you have it) which is obtained by a quest. Fighting her is different from other bosses, as, not only are you timed for thirty minutes, but if you DO DIE, you CAN NOT RE-ENTER. Excercise caution when fighting her. Also note her room is filled with other Ktuka enemies, so kill them first if you want.

Coa has two stages, her first stage has only two spell attacks. She'll chant before each one so you know which is come. She can quickly swipe with her staff, or she'll cast a spell. Her first spell ends in something that sounds like "yabun," and it blasts fire at both sides from her, which will probably make you fall off of the platform you were on. It's not THAT painful, but sometimes she likes to spam it, which can get annoying, so be sure to pot before going back up. Sit down if you have to. Her other spell is devastating if you don't guard. She chants longer than the quick flame burst attack, and this spell is one-direction. She'll fire off a flurry of flames that deal tons of damage if you don't guard it. You're practically guaranteed to die if you don't guard it, but luckily, it's slow and easy to see coming. If you have a tank, she'll probably cast it enough times that you'll recognize the chant. However once you get her HP down to a certain amount (I think it's 35% or so, might be 50% though...), she'll power up... like a Super Saiyin. Seriously, she'll start flashing golden.

Her second stage has all the attacks of her first, and two new ones. She's also more powerful of course. Her first new attack calls up lightning to randomly strike the entire arena (imagine a Fikurri's spell, but bigger, and all over the place), and her second calls upon a bunch of lightning to strike in a concentrated fashion on both sides of her. Neither attack is so damaging you'll get one shotted by it, but they do hurt, so yeah, you'll want to be careful. You're not entirely safe off the platforms anymore. However aside from that, she's pretty much the same as stage 1. Keep fighting and eventually she'll die and turn into a snake.

4. Combos & PvP Strategies
-Combos-
General Combo Information: Combos work like most other classes. You can link one skill into any other skill, so long as they are in the same skill tree. Thus Melee skills link into melee skills, and ranged skills into other ranged ones. It should be noted that most of the ranged attacks recover quicker than the melee ones, so it's easier to end a ranged combo then go into a melee one, than to start with a melee and then go into range. It's probably smarter to start the combo with range anyway, since you can take advantage of range and not get hurt that way. Still, if you don't really care, go ahead and melee rush into a ranged session.
http://img.photobucket.com/albums/v5...MeleeCombo.jpg
Melee Combo-ing: You can start off by hitting monsters with a weak attack then following up with some skills after hitting them. At lower levels you'll only be able to do Illusion Dagger -> Dancing Dagger (or vice versa, but that combo is worse because it leaves you in too close with Illusion's bad recovery), but as you get to 40, you can toss in Masquerade.

If you do Dancing Dagger -> Illusion/Masquerade -> Illusion/Masquerade, Dancing Dagger cools off soon enough for you to do Dancing -> Illusion/Masq -> Illusion/Masq -> Dancing Dagger again. Generally a good idea for strictly melee dagger builds because it gives them an extra attack before level 60. However Illusion does not cool down by the time you do your second dancing dagger, thus your combo is slowed down, and you need to maintain it via basic attacks.

Once Dark Dagger is tossed into the mix you should have a good feel for combo-ing and depending on what you are training on...
http://img.photobucket.com/albums/v5...angedCombo.jpg
Ranged Combo-ing: Like melee, you can start up with a basic attack before the skills themselves. For the most part, you can throw the skills in any order, but you should go long range to short on monsters, since they always move toward you, thus you can get maximum distance.

Therefore: Dagger Rains -> Bombing Dagger -> Assassin Dagger -> Sonic Dagger

Skill Re-Use: Once you get 3 and 4 skills, you can cooldown 1 or 2 skills by the end of the combo if you do it in the correct order. The advantage to this is the obvious higher combo chain you can continue, while the disadvantage is you'll eat through more potions/cookies, which isn't a big deal.

Crossing from Skill tree to Skill tree, Hybrid Combo Style
So first of all, none of the melee and ranged skills can DIRECTLY combo into each other. HOWEVER, it is still possible to do a melee combo and still rather quickly merge into ranged combos.

This is because of recovery time after skills. Dancing Dagger does not recover fast enough to cross over to ranged, nor does Illusion. However, both Masquerade and Dark Dagger can get you back into a good position to start throwing daggers. So as long as you end a combo with Masquerade or Dark Dagger, feel free to immediately go into range. Dark Dagger does recover quicker though. If you end with Dancing Dagger, you still can continue the combo, but it will be noticeably slower.

Better yet, crossover combo with the ranged skills to the melee ones. Assassin Dagger and Sonic Dagger (with Assassin being the quicker one at recovering) are both great for quickly shifting to melee. Dagger Rain works as well, but it is noticeably slower than the other two, while Bombing Dagger is pretty dang slow. The great thing is that since most combos end with Sonic or Assassin Dagger, you can shift over easily.

NOTE: In simple terms, you really can just use all of one skill tree until you have to wait for them to cool down and then use the other tree, but the specific skills I mentioned are better for ending a combo with in order to do so.

4-Skill Combos @ 40: Dancing Dagger -> Illusion Dagger/Masquerade -> Masquerade/Illusion Dagger -> Dancing Dagger (Melee)

Sonic Dagger -> Assassin Dagger/Dagger Rains -> Dagger Rains/Assassin Dagger -> Sonic Dagger (Ranged)

6-skill Combo @ 60: Illusion Dagger -> Dancing Dagger -> Masquerade/Dark Dagger -> Dark Dagger/Masquerade -> Illusion Dagger -> Dancing Dagger (Melee)
NOTE: The problem with this is that Dancing Dagger may move you back too far to hit with Masquerade, and Dark Dagger doesn't always close the gap. Mind how you use this combo, but remember, this combo will shred people and monsters up.
Hit Total: 14

Assassin Dagger -> Sonic Dagger -> Dagger Rains/Bombing Dagger -> Bombing Dagger/Dagger Rains -> Assassin Dagger -> Sonic Dagger (Ranged)
NOTE: You really don't need to use this combo unless you accidentally hit Assassin Dagger first, since the combo below is better.
Hit Total: 7

9-skill Combo @ 60

Sonic Dagger -> Assassin Dagger -> Dagger Rain -> Sonic Dagger -> Bombing Dagger -> Sonic Dagger -> Assassin Dagger -> Dagger Rain -> Sonic Dagger
NOTE: The reason why only the ranged tree can do this is because the melee skill tree's cooldown is long enough that you can't immediately string together the skills, and I'd like to avoid combos with necessary pausing. And yes, once you use Bombing Dagger, Sonic Dagger is already done cooling off and can be used again immediately.
Hit Total: 10
Under construction.

-PvP Tactics-
http://img.photobucket.com/albums/v5...tryker/PvP.jpg
General PvP Information: PvP is very little like PvE (Player Versus Enemy if you still haven't figured it out), as for the first time in your LaTale experience, your skills can be interrupted before you can get them off (not counting special monsters like Tengu). Getting interrupted still counts as using the skill too, so it's surely nothing you want to happen. Also, there's no sure fire chance you'll flinch all your opponents while comboing them. I highly advise you do not PvP until level 40 (for Dagger Rains) or 60 (for Dark Dagger and/or Bombing Dagger).

Air skilling is prevalent on the Gold Pit and Mario-esque maps, while power-up gatherers constantly run around on the item stage. The overall best idea for PvP is to stay at range and go in close only to deal damage or break/interrupt weaker attacks using your skills as somewhat "super armor." Pure melee has trouble in PvP since you have to get in real close to deal damage, thus air skilling becomes near a necessity for those users.

Ladder Camping: In maps like the Mario-esque world and Gold Pit, you can hang out near the top of the ladders and wait for people to climb up and hit them. Since you have the high ground (haha) you can snipe them (Mario place) or toss a bomb/throw a dagger when you expect them to jump up at you. It's a rather cowardly tactic, but if you need breathing room or want to lure people into a close ranged fight (knocking them down lets you get in close while they get up), you can use these tactics.
Under construction.

Gear & Equipment
+General Advice
+Unique Daggers
+Unique Shields

General Gear Advice
Equipment is important for any LaTale character, no matter what the class. As a dagger explorer you'll mainly want to focus on gear that boost stats suited for whatever you're trying to do, and thus:

+Get stamina at higher levels if you're having trouble surviving attacks. Enchanting stamina is not a bad idea either, but remember, you're not going to tank, just get enough to survive mobs or bosses to heal again with potions.
+Get luck to increase critical power, and for that matter, get critical damage, you're going to crit a lot anyway due to naturally high luck, may as well focus on stats you're good at.
+Target Defense Decrease items are great (Bong Glasses, Tactful Set Bonus, Hell's Set, Brownie, etc.) at higher levels to flinch enemies, due to the multitude of multi-hit attacks in the melee tree, this is especially useful. The ranged tree can benefit as well, as allowing Sonic Dagger II to flinch enemies is a huge benefit.

Unique Daggers
http://wiki.ggftw.com/lt-w/images/e/...ing_Dagger.gif
Level 32: Privaring Dagger
Base Attack: 60-74
Effects: +8% Minimum Magic Damage (+2% increase upon upgrades)
Target Magic Defense Decrease 10%
-Activation Effect: +15% Magic
-Critical Activation Effect: +3% Magic Critical Rate
Use: It's a nice dagger... for mages. You can get it if you have spare cash I suppose, but typically you don't really need it, as it's not too difficult to level from 32-40 anyway. It's got higher base damage, but none of the effects are really things you (an explorer/treasure hunter) need... or want for that matter.

http://wiki.ggftw.com/lt-w/images/3/...lar_Dagger.gif
Level 35: Selki Polar Dagger
Base Attack: 64-78
Effects: +10 Water Attack
+2 Rare Item Skill Level
+2 Treasure Master Skill Level
-40% enemy movement speed
Use: This dagger is actually pretty useful for you, as it lets you hit and run a lot easier, or just keep enemies away if you're using ranged attacks. It's kind of difficult to get due to the low amount of Selki Urns and the fact you usually have to get it via Weak Weapon Coupons, which are typically expensive. Still, it helps anyway trying to get items and the base damage is nice. However again, it's not necessary.

http://wiki.ggftw.com/lt-w/images/d/...ain_Dagger.gif
Level 45: Hyunmu Mountain Dagger
Base Attack: 77-94
Effects: +2 Masquerade Skill Level
+2 Dagger Rains Skill Level
+10 Luck
-Activation Effect: Movement speed increases.
Use: This dagger is fantastic for it's level, and it's relatively easy to get due to how often Hyun Mu is hunted. The damage buff combined with the luck buff is perfect for explorers and Treasure Hunters alike. However, the activation effect isn't that drastic. While noticeable, it's not enough to really do much. Still, good weapon overall.

http://wiki.ggftw.com/lt-w/images/a/...inx_Dagger.gif
Level 65: Sphinx Dagger
Base Attack: 102-125
Effects: +2 Twin Dragons Skill Level
+2 Elemental Earth Mastery (Expert)
+5% Magic
-Activation Effect: Magic Attack increases.
Use: This dagger is again, another mage dagger, but again, you can use it if you need a dagger with higher base attack. Unless for some reason you need SP, the other effects are rather useless. Still, not difficult to get since Sphinx is also farmed easily.

http://wiki.ggftw.com/lt-w/images/7/...gic_Dagger.gif
Level 72: Javawalk Magic Dagger
Base Attack: 111-135
Effects: +16% Minimum Magic Damage
+10% Target Magic Defense Down
-Magic Activation Effect: SP Recovery
Use: It's basically the Privaring Dagger if you were too lazy or poor to actually upgrade it, but with SP Recovery instead of critical magic skills. In other words, you only use it for base attack power... again.

http://wiki.ggftw.com/lt-w/images/e/...inja_Knife.gif
Level 80: Ninja Knife
Base Attack: 121-148
Effects: +15% Movement Speed
+Poison Damage
+2 Coward Stab Skill Levels
-Critical Activation Effect: 3% Evasion Boost
Use: Another dagger, finally suitable for treasure hunters... however, aside from move speed bonus and evasion boosting, it's not as useful as say... an upgraded Hyun Mu dagger. Still, it can be even better with evasion stackers, and the move speed is still a great benefit, however it's more difficult to obtain, and the poison skills... and coward stab, are both pretty bad.

http://latale.wikiwiki.jp/?plugin=re...ntooDagger.gif
Level 107: Vintor Dagger
Base Attack: 155-189
Effects: +24 Water Element
+40% Speed Reduction on Enemies
+1 Hail Stone Skill Level
+2 Water Mastery (Advanced) Skill Levels
Use: This dagger can't actually be obtained without having a mage character to transfer it over, since the only quest you get is for a crossbow... which overall, its pretty stupid, but oh well, this dagger's meant for mages anyway. If you somehow get it... well, better base attack, I guess?

http://latale.wikiwiki.jp/?plugin=re...eru-dagger.PNG
Level 110: Toad Dagger
Base Attack: 161-197
Effects: +120% Rare Item Drop Rate
+60% Ely Gain
Use: ... it's not really a dagger as it is a pipe, but... it's a dagger to use if you're trying to get money I suppose. It's also got that usual unique dagger buff of base attack.

http://latale.wikiwiki.jp/?plugin=re...5%AC%A1%BC.png
Level 125: Valkyrie Dagger
Base Attack: 167-205
Effects: +1% Accuracy
(Other effects follow when upgraded, never goes beyond level 125 requirement, other effects include Target Defense Drop, +Mini Phys Damage%, Crit rate and Valhalla FX)
Use: Extremely expensive to get, but it can be an amazing weapon. However, it's base damage is a bit low, even after upgrades. If you can put out the money for it, go for it, a Valkyrie Weapon can give you a huge edge in PvE, but if you don't have massive amounts of money, then you may as well go with something else, as if you level with primes, you'll probably get past it's range anyway.

http://latale.wikiwiki.jp/?plugin=re...F5&src=012.gif
Level 170: Siam's Dagger
Base Attack: 234-286
Effects: +1 Assassin Dagger II Skill Level
+1 Illusion Dagger II Skill Level
(When upgraded, level requirement goes up by 4)
Use: It's a great weapon to use, since it actually benefits your skills, but it's at level 170, and by then, you may just want a well enchanted NPC dagger. The thing's damn expensive anyway if you don't hunt one yourself.

Unique Shields
Under construction.

Credits
-Special Thanks to:
Ryushi, Ryuuga, Fury, Mongo for helping me level.
Ryuuga, Ryushi/Keotachi and LJM for helping me with the boss pictures.
Shake, Siko, Ymerej and Pikachu for helping me with PvP tactics.
CriticalKills and RhemIruka for their dagger advice.
Anyone mentioned in the screenshots.
Generally anyone who helped me in Open Beta.
Everyone in the Syndicate guild.

-Lastmartini for his melee dagger skill build.

-WHO CAN USE THIS GUIDE-
I permit this guide to be used only by those who ask my permission first. Unless otherwise stated, this guide can only be hosted here.

-Remaining Words-
If you would like to criticize my opinions, you may do so, but please have reasoning behind why you disagree with what I have said.

If you would like to contribute to this guide, feel free, and I will credit you.

Tenelax 08-30-2008 08:02 AM

REALLY nice guide o.o a lot of screenshots to help ;D I didnt read all since I don't need it (never use dagger) but I'm sure it will help a lot of people :O

Sanichi 08-30-2008 08:03 AM

Nice!
Absoulte awsome!

lastmartini 08-30-2008 02:53 PM

Alright, I was just going to make a guide but since you already started this one.
And this is alot better than something that I would have done.:py04:

I got a couple of comments on your format:
First, you need some color, I know alot of people don't like looking at walls of text.:py55:
Second, Again its with the wall of text, put some space between sections and use the spoiler tags.

K thats enough critizism from me. Again its a good and informitive guide.

Spoiler!

Azix 08-30-2008 03:04 PM

Great guide, won't give me seizures. 8)

Pentao 08-31-2008 08:02 AM

Some minor updates, mostly tried to make it easier to read, going get started on the PvP section soon.

Poople 08-31-2008 07:44 PM

Quote:

Originally Posted by lastmartini (Post 130473)
Alright, I was just going to make a guide but since you already started this one.
And this is alot better than something that I would have done.:py04:

I got a couple of comments on your format:
First, you need some color, I know alot of people don't like looking at walls of text.:py55:
Second, Again its with the wall of text, put some space between sections and use the spoiler tags.

K thats enough critizism from me. Again its a good and informitive guide.

Spoiler!

i don't like big chunks of text even if they are in color ._.

lastmartini 08-31-2008 10:05 PM

Quote:

Originally Posted by xXPwnageXx (Post 132038)
i don't like big chunks of text even if they are in color ._.

What does your post contribute to the thread??

My post had no big chunks of text, unless you ment my build. :py28:

This is what I ment about a space.
Spoiler!


Also when I said about color, I ment to add some bold or some other colors to separate the different sections.
Example:
Spoiler!

And with the spoiler tags, you could always quote me and see what it would look like without the tags. :py25:

On topic: Here is my hybrid build:
Spoiler!


And I am sorry if I have hijacked the thread with my little rant here. :py01:
OMG I LOVE THESE SMILEYS :py64:
Sorry Im very easily entertained.

justcre4tiv3 09-01-2008 04:25 AM

Would i be wise if i go Hybrid till lv40 then reset skill with the Book, then focus all on Melee.

Pentao 09-01-2008 06:06 AM

Quote:

Originally Posted by justcre4tiv3 (Post 132634)
Would i be wise if i go Hybrid till lv40 then reset skill with the Book, then focus all on Melee.

So long as you have no intention of PvP or using range, then Hybrid until 40 then switching to Melee is fine. Doing Dancing Dagger -> Illusion Dagger -> Masquerade -> Dancing Dagger (Again) will kill pretty much anything you intend to level on (probably Kobold Warriors or Ninjas at this point) effectively.

Keep in mind that you will NOT be able to PvP most classes very well though.

justcre4tiv3 09-01-2008 10:47 AM

Quote:

Originally Posted by Pentao (Post 132676)
So long as you have no intention of PvP or using range, then Hybrid until 40 then switching to Melee is fine. Doing Dancing Dagger -> Illusion Dagger -> Masquerade -> Dancing Dagger (Again) will kill pretty much anything you intend to level on (probably Kobold Warriors or Ninjas at this point) effectively.

Keep in mind that you will NOT be able to PvP most classes very well though.

Ah, great. Yep i have no intention of PvPing at all. :py54:
Thanks for the tip.

Genchou 09-01-2008 10:52 AM

I like this guide. I was reading it and I made a dagger explorer after it. ;o;

Yoruhime 09-01-2008 11:38 AM

I just skimmed through it and it looks very detail. Awesome work!
This will definitely be useful! <3

Shake 09-01-2008 05:41 PM

Great guide.

Let me win in PvP for once XD

Pentao 09-01-2008 08:50 PM

Quote:

Originally Posted by Shake (Post 133573)
Great guide.

Let me win in PvP for once XD

Rofl, I thought you liked to earn your wins.

DarkGunnerXZ 09-04-2008 03:25 PM

wow! very nice guide

TypicalCats 09-05-2008 01:59 PM

Quote:

Originally Posted by justcre4tiv3 (Post 132634)
Would i be wise if i go Hybrid till lv40 then reset skill with the Book, then focus all on Melee.

well iono if this good at lvl 40 maybe lvl 60 cause you have to think about cool downs and when you get mob you gonna need a lot of skills to spam maybe you should get 2 throwin skills or 1 for more effective combo

Nanop33 09-12-2008 03:39 PM

Nice guide

DewaDewi 09-16-2008 08:19 AM

love the guide... lets hope it works! do you recommend newbies or people that struggles abit in the game to become dagger explorers?


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