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Capt.Morgan 01-21-2008 10:26 AM

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



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+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:

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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:
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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.

Shhlatkinz 01-21-2008 02:37 PM

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.

Capt.Morgan 01-21-2008 04:15 PM

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

Shhlatkinz 01-21-2008 04:20 PM

Quote:

Originally Posted by Capt.Morgan (Post 19734)
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.



~Capt.Morgan

I thought of that, and forgot to add at the end that I'm a level 40.

Don't know how we can figure out damages if everyones different levels or get good data.

Capt.Morgan 01-21-2008 04:39 PM

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

Capt.Morgan 01-24-2008 12:33 AM

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

Capt.Morgan 01-27-2008 08:28 AM

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

Hile 01-27-2008 04:53 PM

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.

Chris 01-27-2008 05:38 PM

actually i find taunt a great skill

Capt.Morgan 01-27-2008 06:57 PM

Quote:

Originally Posted by Hile (Post 20924)
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.

Trust me when I say this, that is a poor idea indeed! Do yourself a favor, increase that DPS, if you are concerned about not being able to rack up as many hits on the enemy (in order to increase the experience from each monster) there are very easy ways to do that without avoiding a DPS increase. Also, I'll take this opportunity to reinforce my own opinion for the community: I am familiar with how the experience works, but take the time to look at how long it takes you to kill a monster compared to how much experience it gives you. If you hit it with small attacks for 2 full minutes and get 100 rep, it fails to be profitable if you can kill 3 enemies in that time that give 40 some odd experience a piece.

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

Hile 01-27-2008 11:55 PM

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?

Capt.Morgan 01-28-2008 01:34 AM

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

Simon Redbeard 01-30-2008 02:26 PM

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

Capt.Morgan 01-30-2008 07:37 PM

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

gravediggerjason 02-06-2008 01:15 AM

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....


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