2008-11-26, 03:55 PM
DrRusty Wrote:Don't archers have higher total ranges than gunslingers? I thought gunslingers had high % attacks due to their lack of Attack Range.Their high skill % is due to their lack of a base critical. If they had archer type skill % and no base critical, no doubt they'd be the worst class in the game.
Icedfire Wrote:[COLOR="Navy"]
this is indeed interesting. too bad i still don't really care about the raw numbers.
corsairs NEED the ship to outdamage the other ranged classes - without it they're probably on par with pallys. low levels their ship won't last, high levels it will. at HT, i cannot see the ship lasting very long at all, due to the high damage on each of his attacks. BM(MM)/NL pairs would still be picked over corsairs at this point, the corsairs can have zak for all i care. either way - if i was organizing a run, i'd take the highest levels, pretty much regardless of class. if there's a 160 pally and a 150 hero, i'd take the pally. same with a 160MM and 150BM. both sets in the pair have their main skills in place, just the 10 levels of AP does crazy things for your damage. screw mages lol... they need to be like 170+ w/ insane equips to compete with a mediocre equipped 140 attacking class.
they can outdamage use on the pinnable bosses, that's fine. we can still control them easier. each class has their advantages, ours is puppet and passive mob control (birds), theirs is raw damage with the proviso that their ship stays intact. if a corsair loses control of anego / crow / what have you, they have to run like the dickens on a mount / recoil after demounting ship, whereas an archer can just calmly place a puppet ahead / behind them and resume attacking, or a NL can FJ / darksight (for crow/BF) / fake+natural avoid away the hit.
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There's more strategy to boss pinning with a captain than raw damage/run like hell.
That's why they have other skills that aren't battleship/cannon, such as the summons, rapid fire, the elemental shots, homing, even good ol' triple fire.

