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Old aRO Forums
The 'Other' Section => AnesisRO Archive => Archive => General Questions => Topic started by: silentblade0619 on February 26, 2009, 06:54:20 pm
Title: Ending katar?
Post by: silentblade0619 on February 26, 2009, 06:54:20 pm
Hey guys,
I am sort of new at this game, but my brother played RO a while back. I have an assassin and I was wondering what would be a good katar to stop at when I'm at the max lvl.
Thanks~
Title: Re: Ending katar?
Post by: SwiftStrike on February 26, 2009, 07:15:18 pm
do you mean cardings or something? 2 doppels i guess is nice and gets you 190aspd. of course..1doppel works too but i find not too good for PvP/Woe(DDMM/A s.jur?) mobster/alligator or twin fang hehe
Title: Re: Ending katar?
Post by: silentblade0619 on February 26, 2009, 07:36:08 pm
do you mean cardings or something? 2 doppels i guess is nice and gets you 190aspd. of course..1doppel works too but i find not too good for PvP/Woe(DDMM/A s.jur?) mobster/alligator or twin fang hehe
I meant the weapons. Sorry but what is Woe? and MM? ???
Thank you =O
Title: Re: Ending katar?
Post by: *-*Gato*-* on February 26, 2009, 07:43:22 pm
MM is 2 mobster cards which makes you more damage with critical damage.
and WoE= War of Emporium.... which is also player vs player.
Title: Re: Ending katar?
Post by: silentblade0619 on February 26, 2009, 09:51:19 pm
So what would be a good ending combo for an ending weapon (like the weapon and the cards)
Title: Re: Ending katar?
Post by: skins on February 26, 2009, 09:57:53 pm
if the weapon is twin fang put 2 doppelganger cards and 1 turtle general on it
if spec jur is better u put 1 or 2 doppel and 2 critical cards (mobster, etc)
Title: Re: Ending katar?
Post by: @schoLary@ on February 27, 2009, 12:12:31 am
Fashioned with deadly fangs of a demon lord, these blades silence their target before their wielder slips effortlessly into the shadows. 2-Hand Katar: ATK 140, DEF 3, +15AGI / +16 DEX, +12% more dmg with crits, +25% Dmg On Insect, Weight 150, 50% more dmg on Demi-Human types
[Valk Combo] = +5% Resistance to Fire and Water, and +15% Resistance to Earth and Wind [Myst Combo] = +15% Damage to Ghost, +50% Immunity to Stun, +10% Max HP.
Title: Re: Ending katar?
Post by: Waylander on February 27, 2009, 09:28:49 am
U'll never be able to get it if ur new though.
Title: Re: Ending katar?
Post by: silentblade0619 on February 27, 2009, 12:36:49 pm