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Max Skill Descriptions Thread
I'm trying to compile the stats on all maxed out weapon skills in the game. If the community is willing to help me, I'll try to keep this first post updated with an organized list until we get a full compendium of them. Please include any Max (all five dots filled :P) skill descriptions in any of the skill trees, but please be thorough
and include all information about it (i.e. stun duration, voodoo cost, and if you would be so kind, recharge time). Some of the percentages are assumed, so if I'm wrong please post corrections as well. Any help is appreciated, I hope to keep this list updating. ~Capt. Morgan Cutlass ================================================== ======== +Combo Chain+ Hack: Your basic opening Cutlass combo move. Poor damage, the numbers haven't come in yet but it's doubtful that more points will do much to increase your overall DPS, your points can be better spent elsewhere. Slash: Well we have a slight increase in damage here, but still pretty much the same as Hack, save your points until to you get your main wants filled in, dump remainders across this and hack to try and push a little more damage if the combo is going to be your favorite thing. Not recommended in my opinion. Cleave: Unfortunately, I have seen some numbers on this and it's actually a bit of a detriment to overall DPS to even take this step of the combo, however, it's not a huge margin just a few stray percentage as far as DPS is concerned. If you already have it, consider bolstering the damage with a point or two if you have some spares. Flourish: Now we're started to get somewhere, a decent damage, multi-hit combo move. Useful, relatively high damage, and is a logical place to put some points since your combos will make up a good deal of your damage with the cutlass. Thrust: ================================================== ======== Sweep:[Cooldown: 15 sec.] Interesting skill, with a high damage, and a large AOE. The only thing keeping me from investing more points into it is it's hefty recharge, which isn't flattering to the skill overall. Good for a few points if you're looking to put a surprise hurting on a group, but don't expect it to come into play more than once or twice in a battle. TIP WARNING: This skill can be used as your opening combo move if you time it correctly. My personal favorite opening with the cutlass is the put down one full combo chain on an enemy and then end it with this skill, followed by another combo that starts with Slash, completely bypassing the hack skill. More damage in less time. Brawl: Taunt: Interesting skill, though only useful in PvE (player vs. environment, anything not PvP) and since the aggro mechanic in this game is so simple, and the difficulty of enemy monsters is not so high there really isn't a need for this kind of tanking skill. If you are competent enough to have a group with specific roles do yourself a favor and simply make sure you have a good voodoo healer with you, then you don't have to worry who is getting attacked. Since enemies will constantly attack the person that hit them first (or triggered their proximity aggro) it really isn't hard to coordinate someone with the highest health to take initial aggro and be done with it. Useless skill, save your points. (Opinion subject to revision pending new content lol) Blade Storm: ================================================== ======== +Passive Effects+ Parry: 10% chance to block incoming combat damage. I'm a huge fan of passive's usually, though this one and most of the low chance damage reducing ones in this game strike me as not so useful. Ask yourself if blocking 1/10 attacks is going to really help make the difference between life or death in a single battle, and then ask whether or not it's worth a whole five of your skill points. Not really worth it. Endurance: +125 Health This one confuses me, as 125 health really seems like small beans, and that's the max number guys, for FIVE of those oh so scarce skill points. I think it's a bit of a superfluous skill. Bottom line, save your points. ================================================== ======== Pistol Shoot: Deals 45 to 90 damage! The basic single click shot for the pistol. The usefulness of this skill is entirely based upon this games damage mechanic for weapons which sadly I have not figured out completely yet. Weapon level, notoriety level, weapon damage modifier, ammo damage modifier, all come into play when figuring out how much this does. Sorry I can't be of more help with this guys, but it's a bit of a gamble sinking points into here. Take Aim: Increases accuracy and damage of the shot! Deals 45 to 90 damage! Slows an enemy for 6 seconds! The same problems that the above skill has apply down here too. However, from personal experience it is clear that this is a devestating opening attack. In PvP or PvE, leading with a fully charged aim shot is free time off of how long it takes to score the kill. Coupled with the right ammo this skill can flat out decide the outcome of the battle before swords ever get crossed. Worth taking, perhaps even maxing. TIP WARNING: This skill is a little buggy, but in a good way. When you use it it usually slows your character to a walk the entire time you are charging or holding a charge. However, multiple uses in a row will sometimes trigger a glitch where the movement penalty doesn't apply, so you can run around normally until you shoot and try to aim shot again. Not reliable, though so don't count on it. ================================================== ======== +Ammo Types+ Lead Shot: Deals 60 to 120 damage! Low damage, but then this is your infinite ammo. Good if you just plan on PvE'ing with your pistol. If there is PvP in your future you may want to save those points for the more specific ammo types. Poison Shot: Good damage, and with the bonus of poison. However, both burning and poison have limited usefulness in this game and here is why. First of all, they both do fixed damage that doesn't rank up with level of skill. Also, Cure removes all of these instantly, and if Cure's cooldown is up then the damage is easy to heal through. Bottom line, I'd save my points. Bane Shot: A cursed bullet. Deals 100 to 199 damage and reduces enemies attack power by 30% for 8 seconds Hex Eater Shot: Good skill and has serious applications in both PvE and PvP. This shot drains voodoo! Use it in PvP against pesky voodoo doll healers or those kiting damage dealers. This may require a few more points than the standard PvE'er might apply as you have to consider your enemies passives in their Staff, upgrading their regen rate. In PvE voodoo wielding enemies will simply stop attacking when their voodoo is depleted. This helps when leveling weaponry alot! A harmless enemy of a potentially higher level is a boon to those eking out the most Rep. from a single target. Worth a few points either way. Silver Shot: Deals 150 to 300 damage! Effective against Undead, but ineffective against the living. Steel Shot: ================================================== ======== ================================================== ======== +Passive Effects+ Sharpshooter: 25% increased accuracy for guns/daggers. Dependant upon the accuracy mechanic in this game. Also dependant on the mechanics of accuracy reducing skills. Not enough info on it. Dodge: 10% chance to dodge a ranged attack. Same issue as Parry however, in PvP dodging 1 out of 10 aimed shots may make the difference between a win or a loss. Jury is out on this one, I'll wait to update until someone contacts me with more feedback. Eagle Eye: ================================================== ======== Voodoo Doll Attune: Can attune up to 5 friends or enemies! The more targets attuned, the weaker your hexes will be! Necessary. Period. I'm maxing it and I endorse maxing it. Whether you use it for damage in PvE, or healing in either PvE or PvP, being able to attune more targets is required. ================================================== ======== +Spells+ Poke:[Cooldown:5 sec.] Deals 195 to 390 damage! Decent damage, fast recharge, low voodoo cost. If you're focusing on dps with the voodoo doll this is a must. Swarm: [Cooldown:12 sec.] Deals 300 to 600 damage! Larger cooldown time, but higher damage. Remember before you put a ton of points into it that you can fire off two Pokes in the time it takes for this to recharge. Heal:[Cooldown:10 sec.] Heals 282-564 points of health. Fantastic skill, your first true party helping buff. Low voodoo cost is the biggest selling point on this, the cooldown is just long enough to be frustrating but still low enough to be more than useful. Because of it's lower cooldown time and lower voodoo cost, it's THE healing spell despite Cure's higher healing and added debuff removal. If you are healing in PvE or PvP I would max this. Curse:[Cooldown:30 sec.] Scorch:[Cooldown:25 sec.] Mediocre damage, burning condition, medium to high voodoo cost, BIG cooldown. The damage per voodoo point spend on this is likely not worth it. Not to mention what I already said about the burning mechanic. Cure:[Cooldown:30 sec.] Great skill. High heal, medium voodoo cost, large cooldown. Now on to the perks. A higher heal, so using it will see those green bars jumping. Also, as of now it removes ALL debuffs on the target. This includes slow, stun, disable, blind, burn, poison, wound, and grave shackles. Even if ALL of those conditions are on at the same time. Requires at least a few points if you're ever planning on healing in PvE or PvP. Grave Shackles: If you can manage your PvE duties without this then don't bother putting more than a point into it unless you're using it for free for all PvP only. Any competent team in team battle will have healers and with healers come Cure's and the cooldown on that is gonna beat you to the punch every time. Life Drain:[Cooldown:30 sec.] Deals 600 to 1200 damage! Drains health from the victim. (most of health drained from the enemy goes to you - it doesn't say that in the description)(I'll try to get %'s at some later date.) ================================================== ======== ================================================== ======== +Passive Effects+ Focus: +40 Voodoo points. Dependant upon your voodoo necessities. In the big scheme of things, 40 voodoo isn't a whole lot, really. May be good if long term constant overhealing becomes required for a PvP metagame or new in game content, but the shape of the current game makes this not worth while, for the moment. Spirit Ward: 10% chance to resist enemy voodoo attacks. See Parry and Dodge. However, I have heard that the Voodoo staff is a large part of PvP combat currently, so perhaps it is worth while. Up to the individual really. Just remember, 1 out of 10 for FIVE full skill points. Don't bother putting any in if you won't put all five. ================================================== ======== Dagger ================================================== ======== +Combo Chain+ Cut: Opening combo attack, much the same as Hack, with similar suggestions on skill points. Swipe: A whirling dagger attack. Deals 86 to 171 damage and slows an enemy for 6 secs Good attack, mid level damage, and two swipes to boot. Worth a few if you'll be using your dagger up close for any engagements. Gouge: Much like cleave. One attack, largish damage. Worth a few points if you're focusing on dagger combos for melee dps. Eviscerate: Deals 255 to 510 damage! Slows an eemy for 6 seconds! Good skill, two hits, highest damage dagger combo move. Look into it for higher melee dps with the dagger. ================================================== ======== ================================================== ======== +Ammo Types+ Throw: Why? Besides have a ranged skill that hits Navy personnel in PvE it really is trumped in every way by the gun. Adder: See Throw. Throw Dirt: Ah, worthwhile for at least one point in my opinion. 10 second accuracy reduction, certainly is useful to an extent in PvE, remains to be seen how well it does in PvP. Remember this about the blind mechanic, it only has a chance to cause a miss on the first attack of a skill. So if someone uses Flourish and the first attack hits, ALL of them will, though the same goes with a miss. Side Winder: Vipers Nest: Deals 300 to 600 damage! ================================================== ======== ================================================== ======== +Passive Effects+ Finesse: 25% decreased cooldown time for dagger/cutlass skills. Worthwhile depending on your reliance on skills rather than combos. Look at your playstyle when determining whether or not to put points into this one. Blade Instinct: 25% increased damage for dagger/cutlass. Necessary. Max it. Why would you turn down a 25% damage increase to TWO weapons for only 5 points?? ================================================== ======== Cannon ================================================== ======== +Ammo Types+ Round Shot: Deals 450 to 900 damage! Chain Shot: Grape Shot: Firebrand: Thunderbolt: 1050 to 2100 damage! Huge damage, long range, easy to hit with...if your into doing massive damage quickly and at range, consider maxing this skill! Explosive: Fury: 855 to 1710 damage! Can be loaded in clips of three, meaning you can rapid fire for a ton of damage in a short period of time. Given the not so great burning mechanic, coupled with the glitch that causes fire shots to sink flag ships, this skill coupled with Thunderbolt should be your staples of ship to ship damage. ================================================== ======== ================================================== ======== +Passive Effects+ Rapid Reload: 30% faster reload. Barrage: Increasing damage for cannon and grenade attacks by 25%! Shrapnel: Shoot: ================================================== ======== Voodoo Staff ================================================== ======== +Spells+ Blast: Soulflay: Pestilence: Wither: Deals 300 to 600 damage! Decreases enemy attack power by 30% for 30 seconds! Flaming Skull: Deals 600 to 1200 damage! Burns an enemy for 12 seconds! Banish: Desolation: ================================================== ======== ================================================== ======== +Passive Effects+ Concentration: Increases Voodoo recovery rate by 50% Spirit Lore: Increases casting speed for the Voodoo Staff by 20% Conservation: Spirit Mastery: Increases damage of Voodoo Doll and Staff Voodoo Hexes by 25%! ================================================== ======== Grenades Throw: Fire in the hole, basic throwing skill. Deals 57 to 114 damage. Long Volley: Demolitions: Determination: Toughness: Ignore Pain: Explosion: Explosive: Deals 270 to 540 damage! Shock Bomb: Flame Burst: Smoke Cloud: Siege Burst: Sailing Left Broadside:[Cooldown:20 sec.] Cannon damage increased by 20%! Right Broadside:[Cooldown:20 sec.] Cannon damage increased by 20%! Full Sail:[Cooldown:90 sec.] Come About:[Cooldown:90 sec.] Open Fire: Ramming Speed: Take Cover: ================================================== ======== +Passive Effects+ Windcatcher: 20% speed increase. Tacking: Treasure Sense: Increases the quality of cargo drops by 25%! Taskmaster: Decreases cooldown time for broadsides by 15%! Reduces broadside cooldown by 3 seconds at it's max. Is this worth it? Yes, simply because of how down to the wire ship battles can be. This will be even more important when they implement ship to ship PvP where every second will count, and a single broadside can make the difference between a win and a loss. |
First off, the numbers of damage it deals is definetely wrong in the game.
Cutlass Blade Storm: Deals 600 to 120 damage! I just did it on a level 4 swamp alligator, and it did 1615 damage. Maybe it's talking about yellow and red enemies only... don't know. Anyway here's some more data: Flourish: Deals 240 to 480 damage! Slows and enemy for 6 seconds! Thrust: Deals 330 to 660 damage! Slows and enemy for 6 seconds! Cannon Round Shot: Deals 450 to 900 damage! Thunderbolt: 1050 to 2100 damage! Barrage: Increasing damage for cannon and grenade attacks by 25%! Sailing Right broadside: Cannon damage increased by 20%! Left broadside: Cannon damage increased by 20%! Treasure Sense: Increases the quality of cargo drops by 25%! Taskmaster: Decreases cooldown time for broadsides by 15%! Pistol Shoot: Deals 45 to 90 damage! Take Aim: Increases accuracy and damage of the shot! Deals 45 to 90 damage! Slows an enemy for 6 seconds! Lead Shot: Deals 60 to 120 damage! Silver Shot: Deals 150 to 300 damage! Effective against Undead, but inneffective against the living. Voodoo Doll Attune Doll: Can attune up to 5 friends or enemies! The more targets attuned, the weaker your hexes will be! Poke: Deals 195 to 390 damage! Swarm: Deals 300 to 600 damage! Life Drain: Deals 600 to 1200 damage! Drains health from the victim. (most of health drained from the enemy goes to you - it doesn't say that in the description) Dagger Eviscerate: Deals 255 to 510 damage! Slows an eemy for 6 seconds! Viper's Nest: Deals 300 to 600 damage! Grenades Explosive: Deals 270 to 540! Voodoo Staff Wither: Deals 300 to 600 damage! Decreases enemy attack power by 30% for 30 seconds! Flaming Skull: Deals 600 to 1200 damage! Burns an enemy for 12 seconds! Spirit Mastery: Increases damage of Voodoo Doll and Staff Voodoo Hexes by 25%! I have some that aren't 5 dots, but I know for a fact how much they do. If you want those let me know. |
Not wrong, it's simply that you are working with incomplete information. Yes each skill does do XX-XX damage, but then, your weapons have a base damage which I assume is according to level (skill or notoriety or both) and also, upgrading your weapon by buying upgrades increases your damage by a modifier of 0, 2, or 4 respectively. Thank you for your contribution, I'll likely put in a list of contributors at the end of the article. And for the record, as long as you KNOW for a fact the max damage of a skill and can find out the recharge at least, I'll be happy to add that information as well, my goal is simply to compile an accurate set of records for anyone having skill point anxiety and want to see the bottom line, I'll take the info any way I can get it.
~Capt.Morgan |
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Don't know how we can figure out damages if everyones different levels or get good data. |
Actually, we can safely assume that the maximum damage for a skill is only applied if the monster in question is Yellow tagged, and the attacker is level 40 AND has the weapon in question mastered, with it's highest upgrade. These topline numbers will become more serious as PvP gets a stronger community going. Besides, these base topline numbers are important simply in choosing skills, because whatever the damage increase is from level, it's constant, so you might not know what damage Blade Storm maxed out would specifically cause, you DO know how much damage it does in relation to other skills worthy of consideration.
~Capt.Morgan |
A little bit of a bump if I may. This thread is getting alot of views, but no help aside from the one person. This list can help new players choose their skills as they advance in the game, and that seems to be one of the major concerns of new players. So let me implore the community, to please band together and post any information you have on maxed out stats, I really would like this article to pan out.
~Capt. Morgan |
UPDATE!
Started including skill descriptions and opinions of usefulness. Dependant upon my own experience with the skill. The skills without descriptions are either ones I haven't had time to write descriptions for or ones I have zero experience with. If you'd like to voice your opinion on various skills post them here and I'll incorporate them into the guide if I find them to be accurate. Thanks again guys. ~Capt. Morgan |
Taunt is not for maintaining aggro like in EQ. It reduces your enemy's attack accuracy. Maybe to a lesser degree than Blind?
One other thing, since the way they do XP in the game, I've been loathe to putting points in anything increasing my damage overlly much to try and optimize the amount of XP I receive. |
actually i find taunt a great skill
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For instance, don't use combo's with melee weapons, simply mistime every attack after the very first. For cutlass just use hack by rapidly clicking and not timing correctly, etc. etc. Or an even easier thing is to simply save a few points until mastery is reached. Once everything is mastered, you will want to be able to lay down some damage. As for my opinion of the skill Taunt, remember, I am not simply looking at it's solo uses, but overall use in the entire game. As it would be mainly a PvE skill, focuses on aggro, and potentially utilizes the accuracy mechanic (which is not well understood at all, and therefor not largely reliable) it is a dubious skill overall. Also, the skill is described on the games official website as being for aggro control, so it's obvious that the devs view that as the skills primary use. Allow me to caution now, the skill descriptions I have up there are simply trying to be blunt and up front, first telling everyone what the skill does, and then either how they can use it, or why there are better options elsewhere. However, due to these posts I will expand my description to offer a more expanded description of the skill since I failed to talk about the other effect besides aggro control. Thank for getting involved in this article guys! Everyones input is to the benefit of the PotCO community as a whole. ~Capt. Morgan |
You have a point there. I have put some points in it but haven't maxxed them.
Do you need the descriptions for the other skills you have blank? |
The descriptions on the blank ones are waiting for my personal scrutiny, some of them I will never take myself and therefore rely on other players whom opinions I respect to give me some information on them. These include most of the thrown daggers, a good deal of the pistol ammo's, and a few others. I welcome any stats and descriptions, but I prefer to see descriptions from people who have maxed stats to try to back up opinion with some numbers. This is to keep misinformation down and make this a truly good reference for new players. Everyone is welcome to submit information! I still need plenty of maxed numbers and help with descriptions.
~Capt. Morgan |
I don't know if this is a good idea, but anyway, here goes: How about adding to the descriptions of the skills that use some sort of special ammo, how much ammo a pirate can have. I think that is one matter of interest, at least to me. Or is the maximum amount of ammo just the amount you get when you buy that ammo once? I don't know, never used any non-regular ammo myself.
Well, that was my two cents. Good thread and very useful. :Pirate7: Simon |
Thanks for the input Simon! I will continue to update this list to include ALL relevant information on weapons, however, this is a bit of a solo project and being a college student with multiple jobs as well makes it harder for me to gather data. But don't worry, it is my goal to have this guide complete soon, and I'll be sure to include overall ammo capacity per shot.
~Capt. Morgan |
Fury Cannons....855 to 1710 but can be fired in three rounds at a time for major dps tho harder to aim with less range then lighting
pistol take aim maxxed .... and bane shot maxxed .. I always use them in combination of each other .. i have the triple gun .. i currently hit lvl 40 urchin fist in the range of 750 to 1200 hp damage .... i hit with the same combo a lvl 20 undead grenader in the range of 1500 to 2200 hp of damage .. which is cool to drop them with a single shot...lol.. i know its not a formal format .. buts its the info i have hope it helps, because this tread has helped me.... but on another note i like endurance currently 3 points i plan to add 2 more.. side note... why are there no HP buffs in this game? Later, knots to tie sails to wash.... |
Thanks gravedigger. Can you give the skill description stats on the maxed out aim shot and bane shot? Once I get all the base numbers I'm going to try to figure out more of the damage formula for this game. Again thanks to the community for continuing to help me complete this article!
~Capt. Morgan |
Bane Shot ~ A cursed bullet. deals 100 to 199 damage and reduces enemies attack power by 30% for 8 seconds
Take Aim ~ Hold down attack button for an aimed shot inceases the accuracy and damage of the shot. Deals 43 to 85 damage slows an enemy for 6 seconds but i use these in a combo for much more powerful results .. Grenades Throw with 5 points ~ Fire in the hole, basic throwiing skill. Deals 57 to 114 damage used with maxxed out explosive i produce damage in the range of 1000 to 1500 on lvl 31 undead raiders.... Dagger Swipe with five points ~ A whirling dagger attack. Deals 86 to 171 damage and slows an enemy for 6 secs .... ... i like it, the quick 200 or 350 damage in the second step of a combo.. if you mistime they feel the hurt fast! |
Pistol Hex eater shot 5 points~ 57 to 114 damage 100 to 199 voodoo damage. A chance to remove hex from a target.
new one for your list Later .. Crows nests to clean |
Hey guys! Love this thread!!! Keep up the great work.
There is so much good information here. I can't wait to see it in a couple months. I sure hope sombody stickies this so it is easy to find. |
Dagger and Cannon questions
With the daggers I haven't leveled mine much yet so I don't understand the mechanics of it completely yet. Since multiple dagger skills are throwing skills does anyone know the cooldown on these skills? Also do they share cooldowns at all, or can you use them one after another?
with cannons I don't understand, Is lightning not fireable in rounds of 3? Also is explosive a single shot or a round of 3, what is the drawback to having explosive, because it seems to be alot of damage? Someone said something about not being able to carry much ammo I think. Anyone know the limits of ammo on any or all of the cannon types? |
I have done very little with my daggers up to now so I cannot help you there. I have near mastered cannon though so here is my 2 cents.
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The first drawback is you can only carry 3. The second is the range is VERY VERY short. You pretty much have to be within a couple boat lengths to hit it. The final drawback is it's insanely LONG load time. It takes as long as loading and firing 2 or 3 lightning rounds. I put one point in this when it became available and I kind of regret it. I really never use it. That does not mean it is a useless skill. There is a way to make this work and I bet in ship to ship PVP, it could really be an awesome site maxed. When I am sailing on a small crew with people I know, I inform everyone that 1 cannon on each side is my "Special Cannon" (usually the one closest to the stairs). When I first board the ship, I run to each of those cannons and "load" my explosive round. The game remembers the last ammo you loaded there when you get back so it is waiting for you. Now, I use other cannons to fight with. If a ship happens to spawn right on top of us, I just run to my loaded "Special" and lob an explosive round at the hull. The animation looks cool and it does do some serious damage. Maxed, it would probably near sink most ships. This does not happen much but it is fun to use once in a while. Quote:
Round = Unlimited Chain Shot = 50 Grape Shot = 50 Firebrand = 50 Thunderbolt = 50 Explosive = 3 Fury = 50 Happy Sailing!:dancetl6: |
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Cool down times I didnt keep that close a track of. I found that after I had the first 2 throwing skills I could end each attack sequence with them alternating between the two. You can use each of them one after the other, so they do not appear to share cooldown times at all. I have actually defeated decent level enemies using just the additional skills, and not the primary attacks/combos. Throw dirt does help even with just 1 point on it i found. As far as where to put skill points, id love ideas... I have the weapon mastered, and have unused skill points... anyone have suggestions? Zeppers lvl39 http://pirates.teamofx.us |
So far, this is what I have thought about:
(1/5) Cut (1/5) Swipe (0/5) Gouge (5/5) Eviscerate --Ammo Types-- (1/5) Throw (1/5) Adder (2/5) Throw Dirt (0/5) Side Winder (0/5) Vipers Nest --Passive Effects-- (5/5) Finesse (5/5) Blade Instinct (21/26) Total That leaves 5 points for either sidewinder or vipers nest. Not sure yet which I would prefer to take. Still researching. This is my best guess as a decent build for PVE. I have no idea what a PVP one would look like. |
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Endurance is one of those skills when at the end doesn't look like all that much but those 25 points a pop come in handy while developing the character. Or if you're going to dismiss Endurance, at least promote Determination which increases your health recovery rate (50% maxed). The resist skills (Parry, Dodge and Spirit ward) are handy for that extra little bonus from time to time. They are useful for a few points if you have your other skills where you want them. Parry works regardless of the weapon you have in your hand at the time. While I'm a fan of Endurance, I am not as fond of Focus. At eight points per point spent, it's the same amount you get from leveling the staff. Not all that useful when you consider the cost of the various hexes. Conservation reduces the vodoo costs for the doll and the staff. (20% max I beleive, I'm not there yet). But the reduction in cost when coupled with the faster recovery rate from Concentration, it means you can practically use the doll unmilited (there are still the recharge rates) because the vodoo will regernerate before the hexes recharge. Eagle Eye increases the range of dagger and gun shots (20 ft maximum). It can be helpful when attracting enemies especially if there's an eager beaver in the party who can't wait to charge into battle. I have 4 in attune and that seems to be a good mix... it allows for 3 allies and 1 enemy or 2 and 2 or 1 and 3 the other way. Spreading the affects over more than 3 really dillutes the effects to the point where it doesn't seem worth it. And if you have 3 allies attuned it's hard to attack more than one enemy since you always seem to have an eye on stats to make sure no one needs healing or curing. Also keeping everyone in range is a bit like herding cats and increases in difficulty with each added target. And I believe a maxed broadside has an increase of 25%, not 20. I have one side with 5 points and one with 4 in case there's a need for a slightly lesser amount of damage. EDIT--- nope I'm wrong. Sorry about that 5 points is 20% and 4 is 15%. I had the 5 and the 0 right at least. But my opinion on having one side slightly weaker still holds That's my $0.02. Your mileage may vary. |
I liked the information displayed in general. I don't do PVP so the upgrades helping nothing but PVP I won't really use unless... unless decent uses towards PvE come up...
I've been needing a nice reference on how to spend my skill points for my new character. (Sarah... something something... can't remember the rest of the name). And my brother Solomon something something needs help with his skill points to, he just clicks everything he sees, luckily he's only invested a point into everything >_> cuz he's new. |
I know this is an old post, but I did a search & this one was the most relevant in a way.
I'm trying to decide if I should max out Desolation or just have one point in it & max out Spirit Mastery instead and hopefully the 25% extra damage would cover it along with the other ones, but me having no clue how much damage Desolation does at rank 5.... I mean if like max Desolation does less damage than 25%+base damage then I'd rather put my points into Spirit Mastery coz it helps out all the other hexes as well. So anyone know what the max amount of damage Desolation does?? |
I like Desolation - but because it also causes damage to yourself I find 1 point is all I ever used (nad it more for showing off than practical use ;) ).
I would think the points on Mastery would be better - but - if your trying to keep the staff weak for larger REP return - I would just save them until later :) |
Desolation is max at 1050 -2100 if you have 4 points or more in spirit matery an level 40.
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This guy hasn't been seen in long time. I'll start this type of thing though once I get Dog to 40; once we get Skill Redistribution there on Open, that is.
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