Best PvP ship build?

While a lot of people talk about pvp, I’ve rarely seen anyone actually fight with their ships. I’d like to hear what people think is good and why most people completely avoid ships in general.

For me, I have learned alot through (mostly non-consensual) fights and found that turn speed and range help the most. While speed and health are good, they require you to no-life to get the best benefits. Turn speed allows you to out maneuver-rams and cannons. On top of that, it allows you swivel your ship around to shoot from both sides. Range (amplified culverins or light magic cannons) allows you to get safe shots and makes heavy cannonballs usable from much farther ranges (more damage). Ketch seems to beat the caravel because it has more, better spaced cannons and the speed helps it to outrange and avoid being rammed. (despite caravel being able to use light ram and cannons, ketch eeks out). I’d like to see how this would change with the brig.


I have 3 turn speed deckhands and light rugged hull.
I will gun for a fourth turn speed deckhand once brig drops

get arcanium cannons (something fast with good damage, like light or lightning), get the ravenna crew for the extra hp, and get 3 4 speed deckhands

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That extra HP is largely redundant for the Brig (12000 base + 1350 to 2700), it’d honestly be better to run the sailor crew since the Brig will have a ram and you could run a light arcanium ram with it (sailor crew will reduce damage received to the Brig from ramming). It also has 5% more resilience which while admittedly not much will help with chasing people if necessary (mostly other Brigs since the Brig is going to be faster than the Ketch).
I highly doubt any sane person would run hard on a Brig unless the ram strength added by the ship itself would require more ram defense, but then you might as well just put it on the ram and enchant the hull with swift.

magic cannons dont work well on ketches (not enough magic storage). After you fire, they revert to arcanium canons (which culverins are better than)

I generally like the speed from sailors more than the hp from deserters

yeah but there’s no brig yet doofus

Full speed with metal/eletric ram ALWAYS

image
I’m gonna guess a 0.1 to 0.15 decrease with 0.2 being the absolute worse case scenario for bronze culverins.
Culverin is 1.5x, bronze currently is 1.8x

Ah ok, for some reason I was associating Deckhands with the Quartermaster slots since I never used them before. In that case, for the ketch what you suggested would work but I’d opt for a non-arcanium cannon myself. Light/lightning arcanium cannons even if the Bronze Culverin gets nerfed is basically a downgrade assuming the wiki is correct about their raw stats. It takes longer to reload and they slow down the ketch more but it’s a 2 additional reduction to speed in exchange for +0.5x more damage multiplier (for now) and +0.2x more range.

There is also no magic storage to worry about with bronze culverins, and the OP is using one anyways. Although if I’m missing something about arcanium cannons then by all means tell me, because I don’t think light would inflict any form of status like say, fire/acid arcanium cannons, to a ship.

literally just run max speed and jump on their boat, ship combat kinda sucks

Usually when I destroy player ships is when they try to claim my island.
So I just get a ketch, with 8700HP, and strong gold cannons with exploding shells.
Ambush of the day

Literally just max speed light ram caravel, ram them, then just jump on their ship for the first strike.

ship pvp is boring :sleeping_bed: :sleepy: :sleeping: :headstone:

ship pvp isn’t boring when I sink a low level players ship, force them onto mine, and sail them into the dark sea

what the fuck…?

I have outrun light ram caravels on my ketch.

yeah It’s really fun. Alternatively I like to bring them to akiurus keep

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