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  • L2P Freetrader & Buccaneer class guide

    FT's are freetraders nothing more nothing less.
    Buccaneers are the pirates equivalent of FT's with some differences.

    The main function of a FT/Bucc are to haul cargo & trade, play the economy & have several unique armed cargo ships for this purpose.
    Often FT/Bucc ships have advantages in combat because of their large crews & extra ship speed buffs.
    FT's & Buccs like all classes do not have to craft or produce goods but most players imagine them to do so.


    All classes can be shipwrights but Potbs is designed so that all classes need to do combat for the majority of their exp.
    Progression can be very slow for those that wish to avoid combat & solely craft because the exp rewards for crafting alone are minimal.
    To compensate for this Freetrader have a unique series of delivery missions that reward high exp.

    FT's & Buccs have 40 skills and 25 skill points which means they can choose to be economic, combat or be a mixture of both.
    They can uniquely speak on trade chat channel and view/buy from all the maps auction houses.
    Special attention needs to be taken to your faction that allows trade in other nations ports particularly if you wish to PvE combat for contention points. (keep trade union reputations above or less than -500) by sinking npc red named pirates or turning in Marks of Trade @ HQ port.

    FT's & Buccs get skills to evade up to 50% tax in foreign ports.
    At level 30 you can build advanced buildings and large shipyards.
    At level 45 you can build a master shipyard. (FT only)
    The Master Large Shipyard is considerably more labour-efficient, Buccs can not use them. Both can run exactly the same recipes, they are just quicker in the FT Master Large yard.

    Large Shipyard: can be built by everyone.
    Master Large Shipyard can only be built by FTs.
    Careeening camps can only be built by Pirates.

    FT's & Bucc's are not meant to suck at combat so choose your skills wisely to play the style you want.
    A good strategy is to lvl up using combat skills & then re-assign skills to the economic types later in the game. The choice is yours.
    They are also able to command any other warship that is not unique to class & have some of the best repair skills available.
    Both classes have extra group/player supportive combat skills.

    The primary goal of a FT should be to play the economy by whatever means including economic warfare to ensure his nation's shipwrights are supplied with all the materials needed for their warship construction industry & at the same time make some profit.
    Refits can be obtained by turning in the appropriate deed with Mov/Mot's or mission Commendations of Excellence @ Naval HQ.

    The primary goal of a Bucc should be support the pirates economy, to this end they can also use careening camps to produce some simple captured ship deeds in addition to scavenging random deed drops some of which can easily be upgraded into refit ships by combining with Marks of Victory/Trade or Boss's Commendations in Tortuga.
    Many Freetraders & Buccaneers are happy to trade with all nations including pirates. Others work exclusively within their society or nation, this is a personal choice.

    All in all they are the most versatile classes to play.
    Last edited by Ged Bligh; 03-15-2010, 12:16 AM.

  • #2
    Originally posted by Ged Bligh View Post
    Often FT/Bucc ships have advantages in combat because of their large crews & extra ship speed buffs.
    Fail. By design, merchant ships have less crew.

    Special attention needs to be taken to your faction that allows trade in other nations ports particularly if you wish to PvE combat for contention points. (keep it below -450)
    Keep all 4 'XXX Union' factions at an absolute value above -500.

    FT's & Buccs are also able to manufacture goods quicker than other classes using advanced structures & skills to evade up to 50% tax in foreign ports.
    False. Buccaneer gets no access to Adv. structures nor deeds.

    Comment


    • #3
      Buccs and FTers are nothing alike outside of the fact that Buccaneers can sail some of the larger cargo haulers without being flagged.

      In terms of how they play in combat, the buccaneer is much more like an NO. Good resistance, poor damage, good group buffs. The bucc is a little more maneuverable but can't soak up damage quite like the NO can and has a difficult time after their initial buffs wear off. Both classes have horribly weak sails and are relatively slow, although the NO is slower once the bucc gets into combat.

      The FTer is unique. Mediocre resistance but tons of repairs, and able to get the highest damage of all classes although it makes their crew extremely vulnerable. Most maneuverable class in the game and also has great group buffs, but in heavy 6 v 6 can be easily spiked out if you aren't careful.

      Comment


      • #4
        Originally posted by DerHuhnTeufel View Post
        Blah blah blah
        I concur. The Buccaneer is a lot like my NO with having few toggles and having a lot of high morale click skills.

        The FTer only has the highest damage because of Hasty Fire, which means your crew die like ants after getting sprayed with Raid. When Hasty wears off after 2 minutes, you're about back where you started.

        I contend the Cutthroat properly spec'ed is better.

        Comment


        • #5
          Originally posted by Captain Lackey View Post
          Fail. By design, merchant ships have less crew.



          Keep all 4 'XXX Union' factions at an absolute value above -500.



          False. Buccaneer gets no access to Adv. structures nor deeds.
          thks corrections made, its a newbie guide

          Comment


          • #6
            Imma go through this from the standpoint of an FT:

            Originally posted by Ged Bligh View Post
            The main function of a FT/Bucc are to haul cargo & trade, play the economy & have several unique armed cargo ships for this purpose.
            Often FT/Bucc ships have advantages in combat because of their large crews & extra ship speed buffs.
            Most FT ships (obviously not the Khan) actually have relatively small crews. FT-specific ships (Monarch, Mont Blanc, etc.) also tend to have bonuses to reload, not speed.

            Originally posted by Ged Bligh View Post
            All classes can be shipwrights but Potbs is designed so that all classes need to do combat for the majority of their exp.
            Progression can be very slow for those that wish to avoid combat & solely craft because the exp rewards for crafting alone are minimal.
            To compensate for this Freetrader have a unique series of delivery missions that reward high exp.
            The rewards are actually mediocre, IIRC. It's much faster to level doing other missions. I know that there are some people out there who have taken FTs from 1-50 through production, but it was much easier and faster for me to just powerlevel my alts.

            Originally posted by Ged Bligh View Post
            FT's & Buccs have 40 skills and 25 skill points which means they can choose to be economic, combat or be a mixture of both.
            They can uniquely speak on trade chat channel and view/buy from all the maps auction houses.
            Trade chat is actually obsolete and unused.

            Originally posted by Ged Bligh View Post
            FT's & Buccs get skills to evade up to 50% tax in foreign ports.
            At level 30 you can build advanced buildings and large shipyards.
            At level 45 you can build a master shipyard. (FT only)
            The Master Large Shipyard is considerably more labour-efficient, Buccs can not use them. Both can run exactly the same recipes, they are just quicker in the FT Master Large yard.
            Keep in mind that to use the advanced structures, you have to be based in the Antilles. This generally means placing yourself in areas more likely to become focuses of RvR. Advanced stuff is not for the weak (unless you're British and can just move between all your Antilles ports under ad-hoc protection).

            Originally posted by Ged Bligh View Post
            FT's & Bucc's are not meant to suck at combat so choose your skills wisely to play the style you want.
            A good strategy is to lvl up using combat skills & then re-assign skills to the economic types later in the game. The choice is yours.
            All purpose PvP spec (1v1s, light frigates)
            All purpose PvE/grind/carebear econ spec
            Heavy Group PvP Spec
            Ganking Spec


            Originally posted by Ged Bligh View Post
            They are also able to command any other warship that is not unique to class & have some of the best repair skills available.
            Both classes have extra group/player supportive combat skills.
            FTs should note that their group buffs are extra-effective on the FT that plays them. An FT that hits Provision Allies: Defense will recieve a +6 bonus to defense.

            Originally posted by Ged Bligh View Post
            The primary goal of a FT should be to melt the face off anyone stupid enough to engage them in side-by-side running gunnery duels, anyone but NOs that want to fight at range and anyone who is willing to let any fight turn into any sort of DPS war.
            Fixed that. FTs win battles that come down to ATTRITION.

            The FT skillset plays against the few gaps in the PR/CT skillset, which is why lolPrivs and lolRats typically see the FT as overpowered.

            Comment


            • #7
              Thanks for the input Rhukatah, I tried my best to make a guide.

              Comment


              • #8
                We may need to update it for new players.

                After P&P, FT is now the best nat class for PVP.
                Has pretty good damage, resistance and manouvrability, it can run and his weakness is his crew...

                I let experts explain with more details

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