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Old 10-05-2008, 03:05 AM
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Join Date: Mar 2008
Location: Playing Tortuga Hold'em
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League is a pirate wannabe
Tacking covers moving distance. Do you know how hard it is in real life, btw, to turn a boat the size of a Light Sloop in POTCO without going forward? Imagine a far bigger one. Windcatcher does seem slower though, something I'll note in my weapon changes thread. Regardless, work it like this:

Do I use grenades? If no, then a point in the increase area effect of greanades probably ain't so necessary, although the points can be helpful until you're fully leveled (though they can also be a pain). In which case you're down to 3 options: The faster health recovery rate, the lower stun durations, the Cannon/Grenade resistance. That last one isn't so viable, as it isn't too viable of a possibility to be hit with them. That stun resistance ability though is lovely: 5 points, regardless of your thought process. That health recovery item can be useful: it is worthy of spare points or dedicated points, namely if you don't plan on using Grenades.

Do I use the Staff? Doesn't matter, as the passives all help Staff and Doll use. The damage passive is a given then, as it helps the Doll the most, which has less need of voodoo and more of power. The casting speed passive is rather important too. The true split here is either, neither, or both of less voodoo used or voodoo cost reduction. I find that a really hard choice... I feel you here.

Now, the Sails are easy to dictate: most people here who've been around don't like Treasure Sense. But, with word of Re-allocation on the horizon, it could probably be easy to use Treasure sense for Treasure only, followed by a profitable profit, with a reversion back to an original build for SvS purposes. Upon being rich or good at card games, you don't need this skill. That again makes this process easier by bringing the choices down to 3. Now, personally, I like Windcatcher, and am so-so on the the other two: I either choose one or the other for my build, usually.