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| The Rusty Cutlass Official archive about Weapons and Skills |
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#1
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Skill advice
Regarding the Doll, would you put your last, level 25 skill point in.......Attunement or Heal/Cure?
If....your points were already distributed as follows: Poke = 5 dots Swarm = 5 dots Heal = 3 dots Curse = 1 dot Scorch = 2 dots Cure = 1 dot Shackles = 0 dots LifeDrain = 5 dots Attunement = 2 dots. Any advice is appreciated, thanks.
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>-----Mary HeartWrecker-----> Notoriety: Lvl 40 Pistol: Lvl 25 Voodoo Doll: Lvl 25 Cutlass: Lvl 25 Dagger : Lvl 25 Voodoo Staff: Lvl 25 Cannons: Lvl 25 Sailing: Lvl 24 Grenades: Lvl 21 |
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#2
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I would put it in Heal or Attune. I like to have at least 3 in attune, so I can heal and fight. 2 never seemed to be enough, especially when you're with a lot of guild mateys. I usually max my heal, to get the most benefit. Even maxed, in tough battles, it's sometimes difficult to keep up. (but also I might have 3 people attuned lol)
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#3
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Before I start, let me say that attune is very important for healing, if that's what you would like to do effectively. However, I can't tell you exactly how to spend your points, I can only try to give you the best information to base your decisions off of. With that said, on to the numbers!
Heal- 15 voodoo cost, 10 second cooldown. At 1 point Heal does 138-276 points of restoration to your target. This is an average heal of 207. Your points of health healed per second with this skill if you spam it at level 1 is 13.8-27.6 health per second. The heal per point of voodoo invested is 13.8 health per point of voodoo (on average). Cure-40 voodoo cost, 30 second cooldown. At 1 point Cure does 276-552 points of restoration. Average heal number is 414. Health restored per second is 9.2-18.4, while the health restored per point of voodoo used is 10.35 health per voodoo. This also has the added bonus of removing ALL debuffs to your target, that means all stuns, slows, disables, blinds, poisons, wounds, curses, grave shackles, even if all of these are stacked on each other. Whew, alot to consider I suppose, but here's the breakdown: Heal is more effective at simply keeping someone alive. Cure is a larger heal, but it's cooldown makes it unreliable as a sole healing tool. Useful if you feel your spread is too specified to worry about fully healing at this point, but still want some utility with the condition removal. Good luck with your skill points, I hope this helped. ~Capt. Morgan |
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#4
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My doll is at 21. I have 1 or 2 points not allocated yet.
Attune: 4 This lets me attack multiple enemies and get more rep. Also good of you get swarmed. You can use it to attune 1-2 friendlies and heal them plus 1-2 enemies if working in a group. Poke: 5. Love this. Fast recharge, good damage, low cost. Swarm: 4: Good Damage, neat graphic. About 1/2 the fire rate of poke but good. Heal: 2: Enough to help; may bump to 3 Curse: 1: This is enough to affect enemies for 60 seconds. Scorch: 2 Wish I hadn't used any in here but it may be better w/ more dots. Supposedly keeps burning the enemies and causing damage. It is fun to yell FUEGO and watch them burn. I'm a bit childish in this. Cure: 0 Shackles: 0 Life Drain: 4. This is a MUST HAVE skill when you hit 20. Make sure you'll have 3-4 points to put in here. Lots of damage, but it allows you to quickly heal up a bit. I tend to play solo so Cure I probably won't get. I'll probably pass on Grave shackles too. |
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#5
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I just hit 17 on the doll.
Here's what I have so far: Attune 4, Poke 2 Swarm 1 Curse 1 Scorch 2 Grave Shackles 2 (didn't want to put 2 there but I had a freeze during the skill selection) Heal 3 Cure 2 Focus 0 Spirit Ward 1 When split among 4 people the points added per heal (with 3 points) is around 110 and cure (with 2 points) is about 180. So unless you're in really large groups and doing the healing on a regular basis I probably wouldn't go higher than 3 in each. Removing the rebuffs is nice to have. I generally try to stick with heals unless it gets critical and use the cure since it recharges slower. If you don't add another to attune, dividng up that much healing should be more than enough. I don't plan on adding the last attune (4 is enough I think especially since I'm close to getting the staff). I will probably add one more to Spirit Ward at 18, Swarm at 19 and then load up Life Drain when it becomes available. I have been on Padres Beach leveling weapons and have fought a LOT of gypsies. It's always nice to see "resist" pop up when you're busy dealing with something else (like a grenadier). Even with only 1 point I am noticing a good frequency so upping to 2 seems worth it. It's a bit like parry, that little edge is helpful once in a while but not to the point of maxing it, the best defense is still a kick-butt offense. I might put some in dodge at some point but that's for another discussion. I don't think focus is worth it since you only get 8 points and you pick up so many more leveling weapons (I'm currently at around 210). This is my $0.02. Your mileage may vary. |
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#6
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Depends on your playing style.
I got it so I can attune 3 "targets". I got a couple points in heal, and one in cure. Mostly my best way of keeping someone alive is attuning their attacker and 4-point swarming/3-point poking them dead. |
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