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Old Max Skill Descriptions Thread

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Old 01-21-2008, 10:26 AM
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Capt.Morgan Capt.Morgan is offline
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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



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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:
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+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.

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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.

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+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:

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+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.

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+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.)
================================================== ========
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+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.
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Dagger

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+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.
================================================== ========
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+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!
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+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??
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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.
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================================================== ========
+Passive Effects+

Rapid Reload: 30% faster reload.

Barrage: Increasing damage for cannon and grenade attacks by 25%!

Shrapnel:

Shoot:
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Voodoo Staff

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+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%!
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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:

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+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.

Last edited by Capt.Morgan; 02-06-2008 at 04:51 PM..
 


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