Pirates of the Caribbean Online Fansite & Forums

Pirates of the Caribbean Online Fansite & Forums (https://www.piratesonlineforums.com/forums/index.php)
-   The Rusty Cutlass (https://www.piratesonlineforums.com/forums/forumdisplay.php?f=88)
-   -   Grenade Skills... (https://www.piratesonlineforums.com/forums/showthread.php?t=3862)

Infinity 03-08-2008 11:57 PM

Grenade Skills...
 
Thanks Shifty. Extremely cool!!! Everything answered.

ShiftySwagger 03-09-2008 01:09 AM

Using your post as a template. Keep in mind all my "answers" are completely subjective.

[disclaimer] - I absolutely hate grenades. The only reason I leveled them was for the 8hp per level. I find them to be relatively worthless in nearly every aspect of the game. I'm a PvP fanatic. My opinions will reflect all of this.

Throw skill: Wiggidy Wiggidy Wack. I never use the throw skill, it's just much easier to get used to long volley, which is a much more dynamic ability. Think of the grenade throw animation as a cannonball vs a thunderbolt. Thunderbolts (long shot) just gets much easier to aim with a little experience due to their trajectory, there's no DR. J arch attached to the throw.

Long Volley: Optional. If you're looking to do big damage with grenades 5 point this ability. It adds 120-240 more damage to ALL of your grenades. If I could remove this from my character I would to pick up the next to worthless passive abilities because I value them more than the use of nades for damage in any situation.

Determination: 50% hp regeneration really isn't much and since your can't regenerate health while in combat it's of no value when you need it the most. It does have a few upsides that force me to hold it higher than any grenade though. You're hp will regenerate faster while out of combat, which is always good through the grind. If you create separation in pvp you will regenerate much needed health because god knows no PuG'er heals.

Demolitions: I leveled with these 5/5 which I absolutely loved while blowing up the navy pack in kingshead but it ended up biting me in the butt later while trying to backpedal kite mobs to level grenades. As we all know grenades damage you if you're within the diameter of their explosion and they will send you to jail quickly if you're not careful. I would suggest 5/5'ing this ability if you're interested in pvp'ing for that massive stink pot explosion and the 10-20 second snare. I value this ability more than any grenade or throw style ability. I'd 5/5 after hitting 25 nades.

Toughness and Ignore Pain: Toughness is currently worthless, if they implement a ship pvp system it could be of little value. This is the only passive I would choose to pass on simply because there's no way to currently test it. Ignore pain is another one of those sketchy abilities. It's utility is totally based on your play style. Ignore pain scales extremely strange, which you can take advantage of. the first point is a 10% increase, which leads you to believe that they will increase in 10% increments but they don't. 5/5 Ignore pain is only 20% snare and stun reduction and nearly every melee abilities snare so it's of next to no value. Once again i still hold this higher than nade damage abilitys so I've 5/5'd it.

Explosive: (75)This is your main source of damage with grenades and you start with a point in it. If i were to recommend any grenade to 5/5, this would be it.

Stink Pot: (50)Huge diameter and they're great for pulling the navy pack at kingshead. These are the only grenade of value in pvp because they have a 10 second snare (20seconds at 5/5) and they're the only grenade with a big enough diameter to hit anything in the latency war known as PvP.

Fire Bomb: (50) good for rep. These don't hit quite as hard as explosive grenades so they yield a bit more rep than explosives. I used them to pull mobs where stink pots would get me killed. Keep in mind the more nades you have on you while leveling them, the less trips you have to make back to the gun shop to restock. I'd recommend 1 point.

Smoke bomb: (25) AMAZING for xp. These little things are extremely weak so you can throw them into your damage cadence to increase xp per mob. I usually chucked 3 of these per pack of mobs i was kiting, the xp increase is noticeable. I have to mention that these are one of the most hilarious things in the world to pvp with. They leave a black smokey residue on your screen if you're hit with them. If you stack this with "throw dirt" from the dagger line you can literally nearly blind someone. Watching a "twenty somethings" gray flop against a wall for 10 seconds will leave you're eyes and underoos moist from the laughter.

Siege Charge: (25)Big damage if you stack this and long throw. The downsides way outweigh the damage though. When using them you're permanently snared, so they're worthless to level on land unless you find an exploit I'm unaware of. On sea you have to be entirely too close to a ship to get one to land, cannoneers will have the boat burnt down way before you can land one of the for damage, let alone xp. 1 point for the look of carrying these things. They could be viable in a future patch, who knows. If you don't like the passives I suppose you have to spend your points somewhere.

*Numbers in parenthesis after the grenade name signifies how many of that particular grenade you can hold.



Shifty~


All times are GMT. The time now is 02:05 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.