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#1
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Naval Officer Thoughts - With LR Maneuver being on a fast re-use timer and Scatter shot giving a turning bonus, this class is now as maneuverable as the CT. They are also the tankiest class, and the fastest class from 75-165 while speed increase and LR:Speed are up. This effectively creates a class with no real weakness that can either run from or catch just about any other boat out there.
Last Resort: Speed -> 4% Beam Reach -> 0%, -20% Sail resistance Speed Increase -> 4% Beam Reach -> 0% Beam reach Scatter Shot -> .5% Turn rate -> .5% Sail resistance Defender: Resist -> 14% Damage Resistance -> 14% Armor/Structure, 10% Sail resistance Acceleration Increase -> 25% Acceleration Toggle, 20 morale, 30 second re-use Rake -> Reset Timer 2 minutes -> 4 minutes Emergency repairs -> Armor/Hull Repair 20% -> 22.5%. Will no longer strip debuffs. Break morale -> Must be fired from a broadside to a broadside. Privateer Thoughts - Since the privateer never really changed from the "glass" aspect of "glass cannon", I thought they could use some dps. They are also lacking in acceleration and maneuverability, but swapping unpredictabilities can leave them vulnerable. Unpredictability: Sail Defense -> +15% Acceleration, Expert Rigging -> 5% Sail Integrity -> 0%, +10% Acceleration Rebuild Ship -> +5% sail integrity Maneuver -> 20% Turn rate, 20 morale toggle. 30 second re-use. Rebuild timer 4 minutes -> 5 Minutes. Repairs 10% structure and 10% + 2 cannons per battery. All or Nothing Shot -> Desperation fire. 30% damage bonus, 90 second re-use, only usable below 82% armor. This gives the privateer a much needed re-usable spike. Hidden reserves 8 minutes -> 4 minutes. Death's Embrace -> Self resistance -4% -> -2% Demoralize 3 minute duration, 2 minute reuse -> 3 minute re-use, 2 minute duration. This is a very powerful debuff for 100% uptime. Burst of Speed -> Reuse 150 seconds -> 300 seconds, 20 second duration -> 30 second duration. Every other speed increase has significant penalties, this has a shorter duration. Privateer career +1 Accuracy -> 3% damage Freetrader Thoughts- I felt that this class was too good for 1 v 1s, but too vulnerable to being spiked out. By giving them access to a weaker version of evasion but removing some resistance from determination and their repairs, I think this accomplishes a good balance. Evasion -> +10% Damage resistance, 3 minute re-use -> 4 minute re-use Deter Pursuit -> Must be used from stern or broadside cannons Determination Grapple Defense +15 -> +0, Damage Resistance 15% -> 7.5%, 350 yard range -> 500 yard range Rebuild Rig -> Remove all non-repair bonuses Plug Leaks -> Remove all non-repair bonuses Mercenaries -> 10% Battle speed -> 0%, 10 grappling Defense -> 0 Expensive Ship - +4% Battle Speed Defense -> +4% Battle Speed Economic Specialist -> +2% Battle Speed Sail handling drills -> 7.5% Turn rate -> 5% turn rate, 7.5% Acceleration -> 5% Acceleration, Defense 2 -> 1, Broad Reach 2% -> 1%. Swaps places with Tax Evasion. Tax Evasion -> -50% Tax rate -> -60% Tax rate Buccaneer Changes - I feel that this class is actually fairly well balanced, though perhaps they can turn a little too quickly, and are too reliant on scrapper for their speed. Protect: +6 defense -> 5% resist, +3 defense. 1 minute duration, 2 minute re-use. This puts it more in line with the NO's guardian. Maneuver -> Replaced with the CT's "Before the Wind" skill. Scrapper -> Remove speed bonuses. Command evasion: Sail defense +3 -> +2 First blow -> Requires 90% armor and sails. Sweep the Deck 3 minutes -> 4 minutes Master of Pursuit Accuracy +4 -> +3 Defense Turn bonus 7.5% -> 10% Bloody Minds Crew Resistance 45% -> 30%. Cutthroat Changes - I'm not if this class needs to change. It's capable of quite a bit, but any sort of mistake and you really suffer for it. It is perhaps a bit too capable of catching others, but I feel the change to deter pursuit helps with that. Deter Pursuit -> Must be fired from broadside or stern cannons Death's Embrace -> -12% Resistance -> -10% resistance. -3% self resist -> -2% Resistance
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I will make you Blue... Avcom calculator. Useful for checking your survivability with different gear. |
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#2
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A few thoughts:
Removing the NOs debuff strip from Emergency Repairs is a bit harsh, given that the class only has one repair and that is its special benefit. And it only strips one debuff. And the NO is the least maneuverable class. Forcing Break Morale to act on a broadside makes the skill extremely situational. May be a bit too much. The PT may be better off with +1 passive accuracy than another +3% damage, given that it has relatively few accuracy buffs, but can sustain 32.5% damage all the time. I also prefer BoS on the current cooldown, but perhaps with 10% less acceleration bonus, if the PT has access to more acceleration from other sources. Or perhaps a duration reduced to 15s, and the same acceleration bonus. In general, though, the changes look pretty reasonable. I could get behind most of these. |
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#3
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Quote:
To put it in perspective, an NO with LR and Scatter up has 28% turn rate. The CT with sac for victory, rum rations, and their career/passive bonuses has 33%. Emergency repairs strips 1 speed debuff and 1 disabling debuff, which means shroud + cripple or deter + cripple, then prevents the re-application of said debuffs. It made sense when the NO was not only unmaneuverable, but slow. Now that they are no longer slow (and still would not be with these changes), I don't think it's necessary. Quote:
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I'd rather leave it the way it is and increase the timer. The privateer is not a slow class and does not need to have a speed boost that's twice as effective as every other speed boost, and has no downsides to boot.
__________________
I will make you Blue... Avcom calculator. Useful for checking your survivability with different gear. |
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#4
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Quote:
Em... yes the Privateer has Bonuses to Target Tracking, however Target Tracking is mostly used when Fighting Opponents at High Speeds, in general sense the Penalites Between Speed Differences when in no way Provides additional Bonuses for shooting at Pirates with Ungodly High Defense. Signals at -5 Defense.. that is "Lol", the Cutthroat's DTTMH is -5 Defense combined with -2 Accuracy to add even more Irratation when trying to fire at a Cutthroat. Might I finally State, the Privateer is not a Brawler, it is a Kitier, though it may Bawl, it should be nowhere as effective at this as the Cutthroat. Some Benefical Bonuses for the Privateer: Quote:
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#5
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I'm going to ignore this entire post because you have said this:
Which has to be the most incorrect statement I've ever seen in regards to class purpose.
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I will make you Blue... Avcom calculator. Useful for checking your survivability with different gear. |
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#6
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I have a lot of respect for you Blue, but I read this and gave up...
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#7
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I agree with some changes but not all of them.
I don't think the NO is that good in manuevering specially on 1 vs 1 when i get rake and slaughteir their crew on them! ![]() If you gona change NO's rake you have to change all of them not only for NOs, and No's only have one skill repair so i think it's fair giving them the strip debuff thing. When i was a NO, Break moral was a way to prevent a guy from spiking my butt, wish sometimes requires using my butt guns (but that is just me) don't know about the rest of the players. Don't have much to say about the privs, cause i never had one, but from experience fighting them in 1 vs 1, they defeneatly need a tiny buff, but not much or they will turn op op again. FT's - Nerf them.... that's all! ![]() Bucc - Just a tiny nerf but not has much has the Ft CT - is balanced along the NO in my opinion, i can leave with that deter change since i don't use it anyway, might prevent some ganks, but don't forget that the majority use cut shroud and not deter! About death's embrace i don't agree with that speacially if i'm fighting a group that has 4 macedons! ![]()
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Hard Candy (NO) Vote For Pedro (CT) El Pedrocito (NO) Quote:
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#8
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Troll. 3/10
Contains semblance of debate but no real discourse will occur. I don't recommend wasting your life. |
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#9
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The problem I have with the NO right now is that not only are they the best class in a lot of important categories (ranged damage, speed, tanking), they also have the most abilities to make up for a mistake. Last stand, invincible, final defense, break morale. All allow the NO to make significant mistakes and not particularly suffer for it. It's kind of ridiculous to me that they have the combination of best stats and most "escape" options.
__________________
I will make you Blue... Avcom calculator. Useful for checking your survivability with different gear. |
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#10
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TBH the only problem i have with the NO's is the speed! i got a 1 vs 1 in My Slerk vs a mordaunt, and he runned from me at 60% sails!
![]() In my opinion i think it's a bit easy for the NO's to get a semi good fighting specc and still get all the speed skills, but i might be wrong cause i didn't played with my NO after pnp! ![]()
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