Poll: Which Pirate101 Class do you Fear in PvP?

 

 

Yer Lookin’ Mighty Fearsome, Pirate!

Which Pirate class do you fear facing in 1v1 PvP? Is it those sniper Musketeers with their AoE shooty powers? Is it the Witchdoctors with their smarmy bag o’ tricks? Or maybe those armored Buccaneers with their mighty strength send shivers down yer spine. Perhaps you fear those sneaky Swashbucklers and their fierce attacks? Or are the Privateers with their heals and buffs giving you night terrors

Tell us which of these dreaded pirates you fear the most in PvP!

Pirate101 P101 Bucc Class Icon Icon_Class_PrivateerPirate101 Swashbuckler IconIcon_Class_WitchDoctorIcon_Class_Musketeer

 

    Which Pirate Class do you Fear the most in 1v1 PvP?

 

 

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  • Aul.

    I’ve never done P101 PvP, but if I did, the class I would fear would be musketeer. Defeating your opponent before they come near to you, what’s better?

  • FaclonerET

    I am a swashbuckler in Pirate101, and I already have a hard time with musketeers in PvE. I can’t imagine what they would be like in PvP.

  • http://www.duelist101.com/ Nick

    Anyone with a bunch of those annoying absorbs. -_- Looking at you, Musk and Priv.

    • Lucas Walker

      Musketeer can get five Valor’s Armor cards. :D

    • Tarlac

      Witch can get 4.

  • Overlord

    I’d pick swashbuckler, All their criticals then it does 200! Im like gosh!! so i fear them so badly, I couldnt imagine fighting a 50, I bet when they crit it does ’bout eh um… 1000 or little less, I especially hate the GOLDEN MONKEY! HE IS HARD!!

  • Overlord

    Oh im level 15 :(
    Its hard, If anyone
    sees me my name
    Is Sly Cyrus
    Evans :P

    If you see me plz
    Help me :P

  • Paul

    I’m surprised Musketeer is currently leading. For 1v1 I actually think they have such a plethora of hindrances rounding them out if not the bottom of 1v1, near enough to it. So much of their talents are pretty avoidable in 1v1. Staying out of their “+” and “x” shot formations, for one thing, takes away SOOOO many of their biggest and best tricks away. Another thing is that any Musk you face at top level will have SOOOOO many power cards to delete to get to the ones actually useful enough to kill you. Big problem. Can’t move and hit at same time, too. Plus, the natural unavoidable tendency on battleboards strikes me as “advance and conquer.” If a Musk Pirate goes off and picks a vantage point…well, it seems to me they’d really have to know what their doing with range per square and what not. On the other hand, I think in larger player matches, 3v3, 4v4, Musketeers will lick their chops and thrive. All those congested melee units trying to knock each other off. Just my take anyway.

    • http://www.duelist101.com/ Nick

      Having traps that can slow/stop people from approaching you, and being able to harm them with power after power that is guaranteed to hit while their progress is slowed.. it’s a pretty big advantage. Especially because those traps/bombs don’t affect them or their comps, so it acts like a filter that one team can pass through while the other cannot.

      PvP is more about taking down priority targets first, so staying in formations that block out their AoE patterns is helpful, but isn’t going to stop them from consistently putting big damage on you. The multiple abilities to reduce damage are a big help too, meaning their comps are more likely to land damage on a target of their choosing.

      Compound that with the ability to get 2 or 3 Valor’s Armor absorbs for 5 rounds each, and you’ve got 1v1 domination.

      • Paul

        1v1 will move much quicker than that, was my point. Swash can get across the board in fewer turns before any of these overly complicated obstacles are laid. Also I find “consistently putting out big damage” to be a slight exaggeration. Consistently putting out moderate damage, yeah. Big? Eh. They’re biggest power is a mere 3 x2s. The one trap is a x4, yeah. I just don’t see the domination. At all.

        • http://www.duelist101.com/ Nick

          You can just go check out the Central ladder lol. Top 1v1 spots? all Musk and Priv. #1 Spot? Jaderider’s Musk. Think he has only had 2 losses all season.

          • http://www.duelist101.com/ Nick

            Another thing I think it’s important to point out.. Musk and Priv are already pretty dominant when their only major drawback is “they can’t get all of their powers fast enough”.

            With the test realm update that’s going up soon, we’ll be able to prioritize powers, making them far more likely to set up a good hand right from the beginning.

          • Paul

            Fair nuff, Nick:) I certainly don’t dispute ladders and such. To be honest, I wasn’t thinking of Valor’s “Overpowered” Armor because I’m still getting my bearings of which bosses/instances to farm for Musk gear and such. The skyways require patience in this early sluggish stage of their development. I have seen Valor’s Armor in action and I gotta say I find it to be considerably overpowered and expect some form of nerf in the future. Without Valor’s Armor, though, I’m pretty much a sitting duck in matches for the first Assassin’s Strike that walks my way. And yes, I’m also excited about some of the updates in test. Card prioritizing being high on the list. But with that same update will come a pretty big debuff on Musks with that Bucc power, if I’m not mistaken.

          • http://www.duelist101.com/ Nick

            I’ve heard people reporting that, in test, traps now have a timer also. Like I guess they go away after a bit – not sure, as I haven’t seen it myself.

            The 10 round bucc armor is definitely going to be a big buff/debuff. I’m interested to see how it plays out.

          • Paul

            Yes, just tested this out at Friar Sand and wanted to confirm the same. Rain of Mortarshells and Hail of Cannonballs traps now have 10 round expiration dates on them. Although the 3 steel traps are still permanent (didn’t get chance to try Scatter Spike, though). If such is to remain the case I’m kind of thinking it might be nice for Hail of Can. to be x2 instead of x1.5

          • Paul

            Yes, just tested this out at Friar Sand and wanted to confirm the same. Rain of Mortarshells and Hail of Cannonballs traps now have 10 round expiration dates on them. Although the 3 steel traps are still permanent (didn’t get chance to try Scatter Spike, though). If such is to remain the case I’m kind of thinking it might be nice for Hail of Can. to be x2 instead of x1.5

          • Paul

            Yes, just tested this out at Friar Sand and wanted to confirm the same. Rain of Mortarshells and Hail of Cannonballs traps now have 10 round expiration dates on them. Although the 3 steel traps are still permanent (didn’t get chance to try Scatter Spike, though). If such is to remain the case I’m kind of thinking it might be nice for Hail of Can. to be x2 instead of x1.5

          • Paul

            Yes, just tested this out at Friar Sand and wanted to confirm the same. Rain of Mortarshells and Hail of Cannonballs traps now have 10 round expiration dates on them. Although the 3 steel traps are still permanent (didn’t get chance to try Scatter Spike, though). If such is to remain the case I’m kind of thinking it might be nice for Hail of Can. to be x2 instead of x1.5

          • Paul

            Yes, just tested this out at Friar Sand and wanted to confirm the same. Rain of Mortarshells and Hail of Cannonballs traps now have 10 round expiration dates on them. Although the 3 steel traps are still permanent (didn’t get chance to try Scatter Spike, though). If such is to remain the case I’m kind of thinking it might be nice for Hail of Can. to be x2 instead of x1.5

          • Paul

            Yes, just tested this out at Friar Sand and wanted to confirm the same. Rain of Mortarshells and Hail of Cannonballs traps now have 10 round expiration dates on them. Although the 3 steel traps are still permanent (didn’t get chance to try Scatter Spike, though). If such is to remain the case I’m kind of thinking it might be nice for Hail of Can. to be x2 instead of x1.5

          • Paul

            Yes, just tested this out at Friar Sand and wanted to confirm the same. Rain of Mortarshells and Hail of Cannonballs traps now have 10 round expiration dates on them. Although the 3 steel traps are still permanent (didn’t get chance to try Scatter Spike, though). If such is to remain the case I’m kind of thinking it might be nice for Hail of Can. to be x2 instead of x1.5

          • Paul

            Yes, just tested this out at Friar Sand and wanted to confirm the same. Rain of Mortarshells and Hail of Cannonballs traps now have 10 round expiration dates on them. Although the 3 steel traps are still permanent (didn’t get chance to try Scatter Spike, though). If such is to remain the case I’m kind of thinking it might be nice for Hail of Can. to be x2 instead of x1.5

          • http://www.duelist101.com/ Nick

            One Eye’d Jack said on the messageboards that this was a mistake, and won’t be going to live game. So no worries there.

        • Lucas Walker

          Then try facing some great musketeers. Swashbucklers are the least threatening class in PvP. Even if you don’t see how we’re threatening believe me, we can turn the tide very easily and very quickly. Try taking 500+ damage from a ranged attack that didn’t even land a critical…

  • http://www.facebook.com/iri.gianthunter Iri Gianthunter

    I chose witchdoctor because it’s the class I understand the least…I’m just not very acquainted with it’s moves. unknown: scary. also, i don’t like witches and i hate going to the doctor, it’s a lose/lose for me.

    • Tarlac

      Lol, I dont like witches and the doctor. I also dont like doctors but I am a witchdoctor.

      • John Chamberlain

        lol aren’t you the one who played yesterday with us?

  • Jassiem Jackson

    I’m a lv. 50 Witchdoctor and I dread Privates because of their Will and buffs and insane shields…

  • Noah

    Hmm as a witchdoctor, I must say that I tend to have a harder time with the swash’s. They cross the board before i can do any sufficient damage to finish them off before they get near me. Their large amounts of damage do a lot on me cause i cant get the heavy armor and by the time i can teleport away I am alread dead or deleted all the cards i need. I have won before but they are a big challenge for me

  • Wolf ghost flame

    Privateers x. X like life wizards all over again

  • Lucas Walker

    Being a Musketeer there are only two classes which really pose as a threat to me, aside from my class. Those two are Witchdoctors and Privateers. Privateer’s reasons are obvious, but Witchdoctors can be a lot to handle if you’re unprepared.

  • Tarlac

    I fear musketeer.

  • Andrew Legendsword

    I’m a musketeer, to me probably Swash since they can take you out in about 4-5 rounds with Assassin’s strike, then finish you off with Backstab.

  • Calrat

    Privateers duh! They are OP with critical buffs that last for 10 turns. That too they can stack it with enduring disicpline. The result: constant bombardment of 800+ damage.

  • Merciless Jean Percy

    Witch. I mean, they’re practically tanks, high resist stops musket and witch damage reaching full potential, and with levy call they’re practically unstoppable.
    Also i hate being a swash and they charm me, and i end up poisoning my bonnie doing 300 damage per turn X. x

  • ChingaChonganonoracist

    Lol, no one on here ever mentioned buccaneer. Everyone will say, buccaneer stinks, yadayada…We are quite good. Everyone underestimates us. Why do they? We have great strength, good companions, We can learn Vengeance Strike 3(this is actually really great, especially if you are teaming with a privateer, who can give you +critical chance. Think of how useful this is), Blade Storm 3, Hold the Line 3(yes this is effective, especially when you are versing swashbucklers who need to get past you to hit companions. also, it reduces their dodge, which reduces the chance of riposte working). And this is actually good, Armored 3. (armor 1 = +3 damage. Armor 2 = +5 damage. Armor 3 = +8 damage. Add that together is +16 damage. Very useful. Think, every physical hit to you is – 16 damage. That’s AMAZING.) So overall, Buccaneer should be a little more feared than what it is now. Mostly because to see a buccaneer that is a high enough level to actually ‘rough’ pvp is uncommon.
    Cya in the skyways, Alura (yes, real first name :) Nightingale lvl 63 buccaneer
    Alura Laverne lvl 43 musketeer
    Alura Inglewood lvl 29 Witch Doctor

  • Seth Vint

    For me, definitely privateers as they can pretty much tank a whole bunch of attacks with all of their heals and buffs and such as well as dish out tons of damage with their critical buffs to boot. Combine that with a team of 3 long range musketeer units and you’ve got a pretty/very tough fight on your hands to be sure to say the least.

    Musketeers would probably come in at a fairly close second for me personally there, as they can keep their distance like me and also control the board with their traps to boot. It’s also annoying since most musketeers prefer to run the pure range team comp, which is annoying for me as I have to worry about being sniped at almost constantly if I’m not careful.

    Witchdoctors are the middle of the road for me. I don’t face too many witchdoctors in pvp believe it or not, but they can be annoying to deal with what with their infinite range powers and their skeletal minion summons as well.

    Buccaneers I’m not too worried about. I mean yeah, they can be annoying to deal with at times, but in reality, a well placed/well timed charm can really turn the tide of any fight, especially if their charmed self decides to use reckless frenzy on their own team, hehehe.

    Swashbucklers I actually feel that I can beat them the easiest, since they have very low health and, like the bucs, no resistance as well. Their bleeds and poisons can be a pain to deal with at times though, but as long as I can keep my distance and also try to keep up the pressure on them as well, then they’re not that big of a threat to me in all honesty, especially since most swashes that I’ve seen like to run a pure melee team comp, often with just pure swashbucklers to boot (I’ve always hated the pure and full melee team comp personally, as against a person who can keep their distance from you, you’re gonna have a very hard time reaching them, let alone damaging them as well to boot even).

    Note that I’m speaking purely from a maxed level witchdoctors perspective, and that I also prefer to use moo manchu’s wand as my main weapon of choice as well, so your results may vary drastically different from mine there in the process there as well.

  • pa

    I think the classes are getting too similar because every class can get all of the major powers from every other class: assassin’s strike, Levi’s call etc. I think this takes away from the individual strategy of each class, so it makes pvp more annoying, unfair and boring.

  • Cindella

    Swashbuckler, did you see their damage?