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| The Kraken ate my what? Official archives of sailing and ships |
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#1
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Best Skill Points for Ship vs Ship
Sorry, posted this in another forum then change it to here, seems more appropriate.
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
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#2
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How about Ram and explosives for up close encounters?
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#3
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I know explosives work good for up close damage. I dont do much ramming. I like to only get close when I have to. Be intresting to see what maxed ramming speed would do though. And also grape shot works wonders when right next to your enemy ship. Someone grapes while the others attack. Love It!!
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#4
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I haven't really seen svs for months now after getting so messed up.
Yes you want at least one point in ramming, in sailing it gives a extra boost in speed. If you are running a war frigate or something, using 5 points in it to hit a little sloop does alot of damage as well. Esplosives is two fold. If being used with the glitch, I am sure would sink about any ship. If not than perhaps questionable to how you play, and are you that close alot of time to use it, let alone wait for it to build up. Open fire, I would put 5 points into it, long enough to shoot two volleys of fury, or three lightning. Glitched - 5 lightning. At least 4 points in barrage. Grape shot, is probably worth at least one point, may become more important if we ever see the Kraken. Max broadsides, basically a given. Take cover and leadership can be helpful. |
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#5
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Grape Shot is a good anti-Light Sloop trick (1). Lightning and Fury are the powerhouse shots, with the Explosives being a neat trick to do at just one point (5 in one and/or the other, not necessarily both, Explosives, 1).
As far as sailing goes, I like having all the maneuvers and commands with at least one point in them: they can provide tactical advantages or lucky breaks--and with Leadership, it helps to have many options available. Take Cover, Open Fire, broaadsides, and, perhaps, Ramming Speed, are the options that can do with more in them. Taskmater goes optionally if you put points in one or both of the broadsides. Tacking and Windcatcher are looseloaders or priorities, depending on which you make them. |
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