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On Point

On Point

Mar 24, 2015

There are LOT of different ways to successfully train your pirate, and there’s no better example of that than practice points. While preparing this article we asked a lot of different players their opinions and got a LOT of different answers. What we got back from players was a lot of ideas, a lot of variation, and sometimes downright contradictions. After going through everything, everyone could agree on one thing… there’s no right or wrong way to play a pirate. Training different classes will grant you different benefits and skills, and which ones you want to train can depend entirely on your playstyle. With that in mind, we’ve establish some general ideas for skill points usage based on what you want to get out of your character. Is there something that you feel like your character is lacking? Maybe you’d like to train some skills that will help fill that gap. Does your character have a strong style of play that you love? Maybe you’d like to train abilities that push those strengths even further. Check out the basic options here and get an idea for what might work best for you.


Swashbuckler: The Maze Runner


The most beneficial of Swashbuckler talents are the movement-based options (Fast1 and Fast2). These talents enable you to get where you need to go and move effectively around/through large groups of enemies. Fast1 will enable you to move two extra squares with each movement, while Fast2 adds ANOTHER two squares to your range. This helps Buccaneers move even faster across the board, lets Privateers get close to their companions if they need to be healed, and lets Musketeers and Witchdoctor run away if they get surrounded (and get closer to the companions to buff them). In order to learn these talents, you’ll also need to learn skills that give a little boost to your weapons damage and dodge, which can’t hurt.

Total Practice Points: 6


Sneak Attack can be useful for other melee schools (Buccaneer and Privateer) early in the game. It’s handy for Buccaneers since they have so few attacking powers, and it’s not terrible in the later game. Privateers also benefit from it when they need to do a surprise attack. It’s not an expensive power to invest in, points-wise, and it can prove useful at times.

Total Practice Points: 1


As with the Buccaneer and Privateer classes, Witchdoctors and Musketeers can train Light Armor here. It’s only one point, and greatly increases your gear options, so whether you buy the talent here or elsewhere, it’s highly recommended.

Total Practice Points: 1


 WitchDoctor: The Booster Juice


Witchdoctor has a lot of variety in purpose as far as it’s skills go, but in general they’re somewhat useful across the board.

The Spooky1 and Spooky2 talents are useful for every class except Buccaneer (since they’re a purely physical class. They increase the power of musketeer traps and bombs. It also increases Privateer’s heals, as well as helping a Swashbuckler’s poison dish out more damage. Overall, they’re a solid investment. As a bonus, along the way you’ll need to train Resistant, which gives you a nominal amount of magical resistance.

Total Practice Points: 5


Witchdoctor also has some interesting options as far as powers go. The most useful of these, for most classes, will be Juju, which increases everyone’s key stat (will, agility, or strength) for several rounds. In order to train juju, however, one must also train several other powers. These powers allow you to reach far corners of the board with small attacks, or steal health from enemies. Though these attacks won’t be as powerful as your own in the long run, they can definitely prove useful at times in sticky situations.

Total Practice Points: 5

Buccaneer: Sword and Shield


Buccaneer talents don’t seem to appeal to many people. There were only two talents that people seemed to think might be worth investing in for some players.

Some Privateers like to play with slashy/smashy weapons, and deal a little more damage when they need to attack. For players that find themselves gravitating towards this playstyle, you may want to invest in the Smashy and Big Choppy Weapons talents. Smashy Weapons1 and Smashy Weapons2 will increase the damage dealt by your weapon. Big Choppy Weapons will allow your pirate to use a two handed weapon. Along the way, you also lear Armored, which increases (by a small margin) your resistance to melee attacks.

Total Practice Points: 4


Triton’s Song can be a useful defensive talent, particularly for swashbucklers who benefit greatly from dodging attacks. It increases your dodge to melee attacks by 25% for 10 rounds, which is handy if you’re the type of player who engages in hand to hand combat frequently.

Total Practice Points: 3


As with the Swashbuckler and Privateer trainers, Witchdoctors and Musketeers can train Light Armor here.

Total Practice Points: 1


Privateer: Healing Hands


The one thing we heard almost unanimously was that most players will want to train a heal from the Privateer class. Rouse is a good heal at the beginning of the game, and still surprisingly decent at the end. If you’re a witchdoctor who naturally has boosted will anyways, you may want to invest in extra points to get the group heal, Refresh. However, most players find the group heal isn’t as effective as they would have liked and choose to invest those points elsewhere. Before you can train the heal, you’ll also need to train gunnery, which at low levels is actually quite a useful little power (and can have some surprising effects at higher levels on occasion as well).

Total Practice Points: Rouse, 2. Refresh, 5


Even if Witchdoctors choose not to train Refresh, the group heal, you may want to train Calm the Troops, which gives you a nice boost (50%) to will for 10 rounds, which will increase the power of your attacks greatly.  If you choose to train Refesh, you’ll learn this along the way, but if not, give it some consideration anyway.

Total Practice Points: 4


Swashbucklers may want to consider training Slashy Weapons 1 and 2, as there are number of good slashy/stabby weapons choices that you’ll want to maximize your benefit from. Along the way you’ll get a boost to your health, as well as boosting with your attack power and your dodge by 25% when your health drops below 50%, both of which are incredibly useful.

Total Practice Points: 4 for schools that naturally learn Pirate1 (swashbuckler included). 5 For others.


As with Buccaneer and Swashbuckler, you can learn Light Armor at this trainer, which (I’ll say it again, one last time) is EXTREMELY USEFUL for Witchdoctors and Musketeers to help increase your gear options.

Total Practice Points: 1


Musketeer: It’s a Long Shot


Most of the people we asked LOVED their musketeers… but didn’t find the musketeer options particularly compelling when playing on other schools. That being said, there are a few interesting options for those players who like to keep their distance.

Claw Trap and Raise Barricade lay a trap and a barricade on the ground, respectively, which can be a nice option for those who REALLY want the enemy to keep their distance. When properly placed, it forces an enemy to eitehr waste a turn or take damage in order to get to you. That being said, in most cases, there are probably more effective ways to protect yourself. However, these do come with some nice AoE attack powers if you happen to have a shoot weapon equipped.

Total Practice Points: 4


If you don’t want to train a Swashbuckler’s movement skils, You can also train Elusive 1, 2, and 3 here. They increase your movement skills as your health drops below 50%, which can certainly help get you out of trouble (though it may take you out of attack range unless you have a ranged weapon). Overall, the swashbuckler movement skills are probably the better option since they can be used ALL the time, not just when you’re low on health.

Total Practice Points: 3



Overall, the most recommended training options come from the swashbuckler, witchdoctor, and privateer classes, and by end game there are enough points available for you to take advantage of several options. What you train and in what order, however, is more a matter of what you like and what benefits your play style than anything else. Get out there, get experimenting, and see for yourself what suits you best!