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Thread: Guide to Companions' Talents, Powers and Abilities

This does not cover ones that are exclusive to players.
  1. #1
       Retamapark is offline Deckhand
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    Guide to Companions' Talents, Powers and Abilities

    This guide will list all talents, powers and abilities that companions can get. It's not yet finished, but I thought it may still be able to help in its current state.

    Powers that can be trained by players are not included here.


    TALENTS
    (level 1/2/3)

    Strong: +3/3/5 Strength

    Agile: +3/3/3 Agility

    Spirited:+3/3/5 Will

    Accurate:+2/3/5 Accuracy

    Dodgy: +2/3/5 Dodge

    Rough: +3/7/15 Damage

    Armored: +2/3/5 Armor

    Lucky: +2/3/5 Resistance

    Tough: +10/100/200 Health

    Spooky: +10%/5%/5% Power Effects

    Pirate: +25% Damage when on enemy ships

    EPIC ABILITIES
    (Upgrading one of these ch the "once per turn" limitation, unless otherwise noted)

    Vengeance Strike: Once per turn, make a return strike against melee attackers if hit

    Riposte: Once per turn, make a return strike against melee attackers if dodged/blocked

    Return Fire: Once per turn, make a return shot against ranged attackers if dodged/blocked

    True Grit: Once per turn, make a return shot against ranged attackers if hit

    Witch Hunter: Once per turn, make an attack against a witchdoctor enemy before they attack you (melee or ranged)

    Hold the Line: Immobilize enemies that move in range (this can stop them partway through their move)

    Second Chance: Once per turn, make another attack if you miss (melee)

    Quick Adjust: Once per turn, make another attack if you miss (ranged)

    Cheap Shot: Once per turn, attack enemies when they move out of range (melee)

    Parting Shot: Once per turn, attack enemies when they move out of range (ranged)

    Relentless: Once per turn, may make another attack if you hit (melee)

    Burst Fire: Once per turn, may make another attack if you hit (ranged)

    First Strike: Once per turn, attack melee attackers during their turn, before they attack you (melee)

    Quick Draw: Once per turn, attack ranged attackers during their turn, before they attack you (ranged)

    Improved Mojo Blast: Attack affects a 3x3 + or X-shaped area

    Blade Storm: Once per turn, get a bonus attack if an enemy is defeated (melee)

    Double Tap: Once per turn, get a bonus attack if an enemy is defeated (ranged)

    Repel Boarders: Once per turn, may attack enemies that move in range (50% chance) (melee)

    Overwatch: Once per turn, may attack enemies that move within 2 spaces (ranged)

    Flanking: Increased damage and accuracy for all adjacent melee allies

    Crossfire: Increased damage and accuracy for all adjacent ranged allies




    POWERS


    Critical Strike: Guaranteed critical (first, second or third critical depending on promotion level)

    Scatterblast: Hit enemies in a cone shape and -25% dodge for 5 turns (same range as regular attack)

    Buccaneer Strike: Damage and -25% Agility to an enemy for 3 turns

    Buccaneer Smash: Damage, -50% Agility, and -50% Armor to an enemy for 3 turns

    Musketeer's Mastery: Damage and -25% Will to an enemy for 3 turns

    Musketeer's Mettle: Damage, -50% Will, and -50% outgoing damage to an enemy for 3 turns

    Swashbuckler's Strike: Damage and -25% Strength to an enemy for 3 turns

    Swashbuckler's Stab: Damage, -50% Strength, and -50% Armor to an enemy for 3 turns

    Summon Crustacean: Summon a Crab Crawlie ally to an empty square
    Last edited by Retamapark; 11-23-2012 at 07:18 PM.



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  3. #2
    The hun's Avatar
       The hun is online now Sailor
    My Pirate101 Character is a Witchdoctor

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      •  friendly davy jones
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    Re: Guide to Companions' Talents, Powers and Abilities

    cool guide

    team101 admin
    we are full of suprises



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    Re: Guide to Companions' Talents, Powers and Abilities

    Thanks for the insight. This will help when we can get into the game.

    ~ Spring




  5. #4
    Austin IceBlade's Avatar
       Austin IceBlade is offline Rookie
    My Pirate101 Character is a Witchdoctor
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    Re: Guide to Companions' Talents, Powers and Abilities

    do you plan on putting where/how to get certain companions as well?
    I cant help you in that matter since I am not in betta, but it would be a good addition, in my opinion.



  6. #5
    Antp's Avatar
       Antp is offline Navigator
    My Pirate101 Character is a Musketeer

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    Re: Guide to Companions' Talents, Powers and Abilities

    Quote Originally Posted by Austin IceBlade View Post
    do you plan on putting where/how to get certain companions as well?
    I cant help you in that matter since I am not in betta, but it would be a good addition, in my opinion.
    Adrian made a Guide on Companions right here
    Also Guide is looking great so far
    Last edited by Antp; 08-22-2012 at 12:21 AM.



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    Austin IceBlade (08-22-2012)


  8. #6
    SKyfuria's Avatar
       SKyfuria is offline Deck Swabber
    My Pirate101 Character is a Witchdoctor
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    Re: Guide to Companions' Talents, Powers and Abilities

    hmm i guess this will get less confuzzled when P101 goes live



  9. #7
    cheesemay's Avatar
       cheesemay is offline Deck Swabber
    My Pirate101 Character is a Privateer

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    Re: Guide to Companions' Talents, Powers and Abilities

    Nice guide! I can understand it since I am in beta, so once you play it should become clearer. It is amazing the new features KingsIsle added such as companions, and I think it will be a big hit. Just wait until the sneak peek tomorrow and you can see if the companions make any more sense.



  10. #8
    Luvas's Avatar
       Luvas is offline Deckhand
    My Pirate101 Character is a Privateer

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    Re: Guide to Companions' Talents, Powers and Abilities

    I have a decent amount of stuff to say about Epics; perhaps they will help the newer players. I also rated them on how useful I think they are.

    Vengeance Strike ⋆⋆
    Vengeance Strike is OK, and it will usually pay for itself, but there will be rare moments where your Companion will get killed and thus be unable to strike back. Thus, First Strike is usually the better option.
    Riposte ⋆⋆
    Riposte is rather situational unless it's on a Pet or something that is ⋆really⋆ dodgy. You probably won't see it activate often.

    Return Fire ⋆
    Enemies won't be failing to hit you often. Way nichéd in my book.

    True Grit ⋆⋆
    This would have been more useful if it could target non-ranged enemies as well, but for now it's nichéd.
    Witch Hunter
    Witchdoctors are the rarest enemy (and Companion) type in the game by far, so this Epic will rarely see the light of day. However, if you fail to train up Resistance and instead opt for Armor on all your henchmen, your crew may have a glaring weakness against the few Witchdoctors you face (and enemy Witchdoctors are strong) thus, it isn't a bad idea at all to have at least on 'anti-Witchdoctor' member of your crew that you can summon in Epic Battles.
    Hold the Line
    It may be just me, but I don't like this Epic at all. You will rarely be able to tell if it works (It shows up as 'Immobilized' in battle), and it does nothing to the enemy (They can still attack, and make their moves immediately after yours) You are far better off with Repel Boarders, for hopefully obvious reasons.
    Second Chance ⋆⋆⋆
    We all hate hax, and some enemies are just really dodgy. This underrated Epic is a good alternative for people who don't like to take chances, however you'll be raging quite a bit if your enemy blocks the second hit too (This does happen)
    Cheap Shot ⋆
    In general, your enemies will be running toward you, not fleeing, though they may readjust themselves to attack another Companion on your team. It does have its uses, but make sure you get the better Epics first if you can.
    Parting Shot ⋆⋆
    Better than Cheap Shot because your Companion will have a much wider range of fire, and thus will get the hit off more often.

    Relentless ⋆⋆⋆⋆⋆
    This is an Epic among Epics; it effectively doubles your Companion's damage output. It stacks with First Strike and Vengeance Strike as well, meaning your Companion may hit your foe not once, but twice, before they can even get their own attack in.

    Burst Fire ⋆⋆⋆⋆
    The 'ranged' version of Relentless. Melee-oriented foes will not trigger the above combo, but it's still very useful and can trigger Double Tap, meaning three attacks in one move should your Companion kill off an enemy with the first two.

    First Strike ⋆⋆⋆⋆
    The 'Quick Attack' (Or rather, 'Extremespeed') of Pirate101. This Epic means your Companion will almost always get a hit in on their foe, even as they're about to die. Notably, if First Strike goes critical or is paired with Relentless, your Companion may actually kill your enemy before they get a chance to attack themselves.
    Quick Draw ⋆⋆
    Not very effective, mainly because Musketeer-on-Musketeer is a slow process (Damage seems to be lower in these cases), though it does give you an edge in the mirror match.
    Improved Mojo Blast / Greater Mojo Blast ⋆⋆⋆⋆
    What's not to like about hitting more enemies with your awesome Spells? Notably, the vast majority of foes you face will lack Resistance/Luck, so this will be useful to your resident Witchdoctor.

    Blade Storm ⋆⋆⋆
    It's a good Epic, but make sure you have the more useful ones first. Your Companion could combo First Strike > Relentless > Blade Storm to make three attacks in one turn, maybe four if they have Relentless trained up to 2.
    Double Tap ⋆⋆⋆
    This Epic actually goes off more often than I would think, especially with Bonnie Anne. Like the above, you could combo an attack to Burst Fire, and then to this Epic for three strikes in a move.
    Repel Boarders ⋆⋆⋆⋆
    One of the more strategic Epics available. Swashbucklers will have this one from time to time, but it's better on a Buccaneer who can hold his ground and protect your weaker teammates. You can make this Epic go off quite a bit with good planning.

    Overwatch ⋆⋆⋆⋆⋆
    One of the best Epics available for sharpshooters, it allows your resident Musketeer to be a living sentry, gunning down enemies who inevitably come into range. Another one of the strategy-oriented Epics, but with far greater range than Repel Boarders. Notably, this could pair quite nicely with Parting Shot. One shot when you arrive, another when you leave!

    Flanking ⋆⋆⋆⋆
    It's a shame Privateers and other human Pirates can't obtain this Epic (At least as far as I know) because one wants all the boosting they can get.

    Crossfire
    Haven't encountered this one yet. Generally, you will want more melee-oriented mates than ranged ones on your crew, so this one may be a tad nichéd.
    Mojo Rising (?) ⋆⋆⋆⋆⋆
    There exists a Epic, I do not remember the name, that gives a Witchdoctor a bonus attack when (s)he hits. With the wide range of attack and effect these guys have, this Epic is amazing. Just duel Eep-Opp-Ork-Ah-Ah (Troggy High Shaman) or one of the stronger Water Mole bosses and see for yourself how annoying repeated magical attacks can be.

    ??? ⋆⋆⋆⋆
    There exists an Epic, I do not know the name, that gives a Witchdoctor a bonus attack when (s)he kills something. This could be useful, especially when paired with the above Epic. Again, the Witchdoctor bosses of the earlier worlds have both Epics, so you could witness them in action.
    Last edited by Luvas; 10-16-2012 at 11:17 AM.



  11. #9
    Poi40504's Avatar
       Poi40504 is offline Rookie
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    Re: Guide to Companions' Talents, Powers and Abilities

    Mormo, my Watermole Witchdoctor has Coward's Bane - essentially Parting Shot with Magic.



  12. #10
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       Fiery Red Morgan is offline Boatswain
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    Re: Guide to Companions' Talents, Powers and Abilities

    Nice guide

    Sig by: Keira Breeze
    avi by: Mythern1303





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