Hopeful Guy
 Hope Upbringer! (DF Guides)
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Skills {PIR4} Warrior-Only Skills Swordplay MP Cost: 10 Cooldown: 5 turns Effect: 2 hits of 75% damage, after Pistol Shot is used. This is a good part of Warrior's best strategy in Pirate. Seeing as Pistol Shot does 2 hits of 100-150% damage, these 2 skills together do 350-450% damage in 2 turns. This combo can be used effectively in boss battles. This is the far-left skill for Warriors. Pistol Shot MP Cost: 10 Cooldown: 5 turns Effect: 2 hits of 100-150% damage, 3 turn charge time Another awesome attacking skill. As mentioned above, however, it should be used in boss battles, because of the charge time. This is the second skill from the left for Warriors. Sealegs MP Cost: 0 Cooldown: 5 turns Effect: No damage, -20 Boost to enemy for 5 turns One of the nerf skills mentioned in the Pros and Cons section, this is a useful skill against hard-hitting enemies. This is more useful as the other classes' nerf skills, although it doesn't do any damage, as the effect lasts longer and it doesn't have any mana cost. This is the third skill from the left for Warriors. Mage-Only Skills Hex MP Cost: 40 Cooldown: 0 turns Effect: 120% damage, requires Curse to be active. Unfortunately, this skill is pretty useless for Mages. 40 MP is WAY too much for 120% damage; you're better off hitting the Attack button. This is the far-left skill for Mages. Curse MP Cost: 30 Cooldown: 4 turns Effect: 120% damage, -20 Boost for 3 turns. As mentioned above, Sealegs is a better skill, but this does the highest damage of all classes' nerf skills. However, the mana cost is very high. Don't use it as a skill to unlock Hex. This is the second skill from the left for Mages. Blast MP Cost: 10 Cooldown: 0 turns Effect: 110% damage Like Hex, this really isn't too much stronger than attack. For 10 MP, you should get something a little more powerful. This is the third skill from the left for mages. Rogue-Only Skills Pickpocket MP Cost: 0 Cooldown: 14 turns Effect: Has a chance to find either a HP potion, MP potion or gold. As mentioned in the Pros and Cons, this skill is pretty useless. It doesn't really help you to find gold in battle, and the chances of finding potions is low. However, there is a nifty trick that you can use. Go fight some Sneevils, then use this skill. Collect loads of potions, then go into a difficult quest. Makes life much easier! This is the far-left skill for Rogues. Backstab MP Cost: 10 Cooldown: 2 turns Effect: 100-120% damage, -20 Boost for 3 turns Now this is a pretty awesome skill. Good damage and a nerf, too. Plus, if you look at the cooldown, it is an infinite nerf. This is a recommended skill for sure.This is the second from left skill for Rogues. Stealth MP Cost: 10 Cooldown: 10 turns Effect: +20 Crit for 5 turns OK, so it's time for some simple math: does this boost really help? The answer is no. Using Stealth will give +20% damage for 5 turns, effectively. This means that repeatedly using Attack will, on average, do 120*5=600% damage over 5 turns. However, taking into account the turn that was lost using this skill, you have 600% damage over 6 turns. Attack normally does 100% damage, so over 6 turns, it does 6*100=600% damage. Rendering this skill completely useless. This is the third skill from the left for Rogues. All Class Skills Summon Crackers MP Cost: 20 Cooldown: 9 turns Effect: 2 hits of 100% Nature damage. Aside from the fact that it's Nature element-locked, this skill can do excellent damage. For this skill, I recommend accessories with high Critical bonus, as two Critical hits will make this skill do 200% extra damage. Quick Shot MP Cost: 15 Cooldown: 5 turns Effect: 2 hits of 50% Metal Pierce damage to all enemies. This is a reliable multi skill; good for enemies with high defences, as even if one of the hits misses, the other hit may still connect, doing some damage. Stun MP Cost: 20 Cooldown: 15 turns Effect: No damage, enemy is stunned for 3 turns. This is an interesting skill. Because it doesn't hit the enemy, it can't fail because it misses. However, even on enemies with high immobility resistance, this skill should be tried below 1/2 HP; if it fails, you can always use 1st Mate Aid to heal up (if you have a DA), and if it succeeds, you will not take damage for 3 turns: a win-win situation! Shield MP Cost: 20 Cooldown: 5 turns Effect: +80 Block for 2 turns. This used to be a good skill. But then Block got severely nerfed. Now, this skill only gives you about a 20% chance of blocking an attack. Not really that useful. Scurvy MP Cost: 5 Cooldown: 10 turns Effect: 100% damage, 4-8 damage DoT for 5 turns This seems to be a very good skill. However, enemies rarely last 5 turns, so it is best used in boss fights. Sneaky MP Cost: 10 Cooldown: 5 turns Effect: 100% damage, +30 Bonus for 10 turns. Requires a Critical hit to be active. This skill is pretty useless, as Bonus gives about 0.01% extra chance to hit. The chance to hit with 0 Bonus is 99%, as tested by several players. They did 500 attacks against enemies with 0 Defences and they had 0 Bonus. They missed 4-6 times. 1st Mate Aid MP Cost: 20 Cooldown: 10 turns Effect: 20% Heal if stun attack was resisted As mentioned in the Stun skill, Stun is always worth using in fights, even if the enemy has high immobility resistance. This is because even if the stun fails, you can just heal up! Shout MP Cost: 30 Cooldown: 10 turns Effect: -70 Bonus but +70 Crit to enemy for 4 turns OK, this is by far Pirate's best defensive, and perhaps even best overall skill. With high Melee/Pierce/Magic defenses, this can make you almost unhittable. How does it matter if the enemy has high Crit, if it can't hit you? LimeAid MP Cost: 0 Cooldown: 10 turns Effect: +25 Boost for 5 turns This boost, while making a difference, is a very small difference. Effectively, if you keep on using Attack, over 6 turns you will do 125*5% damage, i.e. 625% damage, while normally you'd do 600% damage. As such, this isn't too useful. Cannon MP Cost: 10 Cooldown: 5 turns Effect: 150% Fire damage This skill is awesome, as long as the enemy doesn't have Fire resistance. Again, I recommend equipment with high Crit chance to make the most of this skill. Pirate Ghost MP Cost: 20 Cooldown: 20 turns Effect: 3 hits of 40% damage, guaranteed Crit Pirate's best offensive skill. It's a good idea to use this skill early in a battle. The trouble with this is the RIDICULOUS cooldowns.
< Message edited by Hopeful Guy -- 4/17/2012 12:24:36 >
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