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Old Skill points for Ship vs Ship privateering

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  #1  
Old 12-03-2008, 09:54 PM
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I have been experimenting and trying to see what is the most important arrangement of skill points for use in Ship vs Ship privateering. I have a level 40 pirate that is mastered in everything. I know max thunder and fury are good for canon. And some say maxed sail is also important with open fire and take cover.

Just wondering if anyone else has discovered certain arrangements of skill points that have worked well for them. Please share, Thanks

Last edited by FishFace; 12-03-2008 at 10:11 PM.. Reason: nvm
  #2  
Old 12-03-2008, 10:00 PM
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I'd put one in each of the moves that allow you to do some sort of trick: Full Sail, Ramming Speed and what not--they are helpful at the first point unlocking, can easily save your skin. Open Fire and Take Cover are very important for SvS: they're worthy of any point beyond the first, though the first is to most effect.

It also depends on what you sail: broadsides don't have much use for the nauta of a Light Sloop.
  #3  
Old 12-03-2008, 10:16 PM
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Aye, i usually use my war sloop, never my war galleon, and sometimes my war frigate. Depending on crew size. Someone said during pivateering the other night all 12month vets of privateering have there full sail maxed. Well, how can that be when ship vs ship just recently came out about ... what 3 months ago? Thanks League for your input!
  #4  
Old 12-03-2008, 10:24 PM
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And i have posted this same thread in the " Ships and Sailing" forum. Thats where it should of started, sorry. Dont know how to delete a thread, or can you?
  #5  
Old 12-04-2008, 03:35 AM
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I posted there to--and sorry, only mods can delete a thread (Heaven knows I've tried). You can delete a post though, though not the first of a thread.
  #6  
Old 12-04-2008, 08:08 AM
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Post Give us 5 or 10 more lol

there wont be a good enough combo of arrangement for skill points untill Disney gives us 5 or 10 more lvls on the lvl cap

ive tried it all and it now costs me 10000 each time i change anything
so i think it depends on how you sail.
  #7  
Old 12-04-2008, 01:28 PM
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aye that has a lot to do with it...........ur sailin skill
  #8  
Old 12-06-2008, 04:18 AM
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I have done weeks of research and also logged all skills with damage in svs

There are certain RECIPES to combine lots of different skills to make more devastating affect either as a gunner or a captain.

My broadsides in privateering do max total allowed in the game and generally if I use a war sloop my broadsides do more damage normally then most other players do if they use a war galleon and fire with open fire.

if I attack a ship with the armor plating down and open fire in affect each cannon ball that hits from my ship does 780 points of damage that is 7800 points on a war frigate.

In order to do this much damage you need to use multiple skills across more then sailing and cannon but the combined affect is devastating.

The exact mix is a trade secret however it is available for any level 40 and is not a hack nor a glitch it is simply picking the proper skills in the right amounts.

Generally this ship is the Shadow Demon and for regulars on abassa or andaba they have felt the damage first hand.

The broadsides are so damaging that they also have the side affect of killing crew as well as punching large holes in ships. You all have heard those tink tink sounds of crew dying when you hit em full on with a face full of fury right? well you can make the broadsides of your ship just as effective as grape shots on every round
fired.
  #9  
Old 12-06-2008, 05:29 PM
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Hey Arioch, do you know if you can do the following: use Open Fire, fire a broadside, use Leadership, then fire another broadside with Open Fire still in effect? Or does it all take to long to do?
  #10  
Old 12-06-2008, 06:46 PM
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Quote:
Originally Posted by League View Post
Hey Arioch, do you know if you can do the following: use Open Fire, fire a broadside, use Leadership, then fire another broadside with Open Fire still in effect? Or does it all take to long to do?

Yes you can, having the right combo of skills and point distribution.
  #11  
Old 12-08-2008, 02:39 AM
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There is probably a 1-2 second delay in activating one command till the next even in the best situation without lagging. The open fire command when maxed out is a full 12 seconds long.

In that much time you can fire one broadside, leadership, come about and do a 180 degree turn and hit the ship with the other broadside and still have time.

On a war sloop with a few tacking points.

Actually you don't need to do leadership until the end but you can continue to circle and use the first broadside yet again after leadership and still get the open fire effect.

Open fire is best used on broadsides when you maneuver your ship so that the full effect hits the opposing ship at its weakest point. Or a section of hull with zero armor plating left

Their are Sweet spots to fire on all ship classes learning where they are gives a big advantage. Being able to hit those spots repeatedly while on a fast moving ship means all the difference.

A weak gunner with good aim is better then a max fury gunner with poor aim

This biggest thing in ship versus ship is skill level and pirate level.

plain and simple the higher the level not only the more damage but shots are more effective against lower level ships.

If your ship captain is level 28 and master cannon and sailing even with all those skills he or she will be eaten alive by a level 40 ship even without crew.

Everything in the game is based on levels. Ever attack a enemy 10 levels higher and you keep missing time after time?

Same idea. A level 37 pirate is at a disadvantage in privateering.

it does not become even up until you reach level 38 and higher and even then the level 40 has an advantage because all his skills charge faster simply because of the level 40 being attained.

With a New pirate I do not privateer until level 35 and up and then only to finish the quests.

Last edited by Dr. Zeppers; 12-08-2008 at 03:38 AM.. Reason: Consecutive posts in 24 hours
 


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