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By on Oct 27, 2014 at 6:31 pm, in Console, Guides  |  Comments: No comments yet

Since many of you seemed to enjoy the original Adventure mode guide, I figured I’d start working on one for the Master Quest. Once again, I’ll mostly be aiming for the unique rewards, like weapons and costumes. Character basics for the original cast should be learned from the previous guide, and the map is similar to the previous one, including reference materials (like the original map). As well, this guide assumes you completed the previous adventure mode, have unlocked the Master Sword and it’s true power, and raised your three new characters to at least level 35 (use those rupees or add +Rupees to your weapons). Oh, and obviously “spoilers” ahead.

By on Oct 24, 2014 at 7:00 am, in ArcheAge, Guides, MMORPG  |  Comments: No comments yet

Welcome back to round 2 of guides on naval warfare in ArcheAge. So you’ve read through the initial guide and want more, eh? Think you’re ready for the sea? Then step aboard – right foot first, please – stay near the grab rails, and hold fast while we look at the tools and weapons on ships.

The Fleet

Later guides in this series will look at each of the ships in detail, but as we discuss the equipment in this guide it’s important you’re able to distinguish one from the other, if only so you can apply what you’ve learned (and don’t find yourself wondering where the cannons are when you board a fishing boat). The picture below (click to bring up a larger version) displays four ships representing the various ones you’ll encounter on the seas. From left to right is a galleon, merchant ship, clipper and fishing boat.

archeage naval tools boats small

There are two types of galleons, and they look very different from one another, but their size alone should help identify a galleon from the others. They are the tanks of the fleet, where you’ll find more cannons than all the others combined. There is just the one type of merchant ship, a long and slender vessel with two sails. Clippers are smaller and sleek with a single sail and sport a solo cannon or harpoon, the only difference between the two types. Fishing boats are easily distinguishable with the color difference and a paddle wheel in lieu of a sail.


The first bit of equipment we’ll look at is probably the most powerful. Both galleons and the merchant ship are equipped with radar to help identify the locations of other ships… all the better to avoid or run them down, whatever your preference. A player interacts with the device and activates it, starting the radar pinging a large area, providing information on surrounding ships.

archeage naval tools radar

Once the radar is activated, the player’s minimap will include icons of all ships in the area, but much more information is available on the main map, as pictured above. Ships that are orange-ish are enemy faction ships while the tan-ish ships are same faction (not the most distinguishing contrast). When mousing over any of these icons, the map will display further information. The top left will be the name of the ship with the type in the top right (more on that below). “Owner” is the player that owns the vessel and the numbers in the red bar are its hit points. Sadly the guild indicator does not currently work.

Being able to identify a ship properly by the radar is an important skill. Recognizing a ship as an enemy is helpful, but being able to distinguish it as a galleon or a clipper before deciding how to respond is no less beneficial to your captain or raid leader. Here are some tips for the next time you’re on radar:

archeage naval tools comparisons

Same faction doesn’t mean friendly, but opposing faction is even more likely to be an enemy. Note that a ship’s name will be colored according to its faction if the tan and orange icon colors don’t distinguish it clearly enough for you. The above two ships are friendly/neutral (white lettering) and enemy faction (red lettering).

archeage naval tools boat

Ships are also distinguished by type to the right of the ship’s name. In the example above, you’re looking at the abbreviated info on my galleon Elise. While “Boat” may not seem much of a distinction, it is actually a category that someone on radar should take note of. Here is the breakdown so you can accurately relay what ships are on radar, and avoid falling into the cliché, but sometimes effective trap of an eight cannon beast galleon carrying 40 people named “Rowboat”.

  • Rowboats are categorized as “Rowboat”
  • Clippers, both the Harpoon Clipper and the Adventure Clipper, are categorized as “Clipper”
  • The Fish-Find Longliner is categorized as “Fishing Boat”
  • The Merchant Ship is categorized as “Boat”
  • Galleons, the Eznan Cutter and the Lutesong Junk, are also categorized as “Boat”

Another awkward detail… I’m not sure why “Boat” covers such a broad range of ships. Most likely your responses to seeing a merchant ship or galleon will be very different, so it’s important to identify one from the other. Fortunately you can with a quick extra step: checking the ship’s hit points. Merchant ships have 42,216 while galleons have 52,216. Keep that in mind if you’re on radar so you can accurately report which “Boat” it is to your shipmates.

archeage naval tools cannons


With all the information that a radar provides it is a powerful tool, but cannons can be the most devastating. One of the clipper types, the Adventure, has a single cannon starboard (right side while facing forward). The merchant ship has two, one facing off each side. Galleons are equipped with eight total, setting up a deadly broadside with four cannons able to attack from port (left side while facing forward) or starboard.

Aiming and Firing
A cannon’s range is significant, able to fire on an enemy as close as 4m and as far as 120m. They can traverse (move side to side) approximately 60 degrees (+/- 30 degrees). Note that, when aiming, the cannon will animate as you move your target, however firing the cannon does not require the animation to have completed; the cannon will fire based on the player’s target, the direction the animated cannon is facing is purely cosmetic.

archeage naval tools aiming

To start the bombardment a single player interacts with a cannon, bringing up the Fire Cannon option. Clicking this will produce an arc and target for the player to aim with, changing from blue to red if the target is out of range. Left click then fires the cannon. There is no cooldown save the global, so firing shots rapidly is possible, often ideal. Aiming is smooth and responsive and does require deflection targeting, or leading the target. It takes a little getting used to, and those at the helm of ships targeting and being targeted can maneuver to aid cannons or render them ineffective, but it’s immensely satisfying to fire cannons at ships and players.

The player does need to provide their own cannonballs, or Steel Ammo, but they are easy and inexpensive to come by. As with all crafting, searching in the Folio will show you the details, but as a quick note: 100 Steel Ammo will require 10 Raw Stone, 2 Blue Salt Wedges, 2 Iron Ingots and 7 labor. Take a few minutes to mine for raw materials and there’s no reason you should ever leave port with less than a few hundred in your bags.

archeage naval tools fire

Cannon Damage
My guildmates often generously aid me when I need another to test numbers, work out ideas, or prep for a guide. When I asked, “Who wants to shoot me with a cannon?” I got quite a few offers… But the results are what’s important!

Cannon fire landing anywhere on a ship will damage it for 150-200. That may not sound like much, but with the capacity for rapid fire a single cannon can easily destroy a clipper (9,216 hitpoints) unaided in under 3.5 minutes, well below a ship’s despawn timer. Players can attack ships, too, but player abilities don’t hit as hard as cannons will.

Cannons also hit players, anyone within 4m of the impact point. Players will be hit twice by each blast, presumably calculated as one range hit and one melee. They can be blocked, evaded, etc. The damage is physical and is therefore reduced based on the player’s Physical Defense. There is also a small chance – less than 10% in my testing – the player will be tripped when hit by cannon fire, knocking them down for 2 seconds. Keep this in mind when aiming for a ship: spread the wealth among its passengers. And by “wealth”, I mean damage, death, destruction.

archeage naval tools backpacks


When a ship is summoned it will come with backpacks that can be equipped by anyone on board. Depending on what you’re up to on the sea they may or may not be overly helpful, but you should know what they’re capable of.

Underwater Breathing Device
There’s fun to be had under the water as well, and this device will keep you breathing for ten minutes down there. There will be between two and six Underwater Breathing Devices on a ship, depending on her size, and they need to charge for five minutes before use. After charging, packs can be equipped which start your ten minutes of underwater breathing. One minute after the Breathing Device has been equipped by someone, another uncharged device will spawn in its place and be ready to go five minutes later.

Portable Harpoon Cannon
To be blunt, this backpack is not very impressive. When I saw something called a Portable Harpoon Cannon I got excited that it might, you know, act like a harpoon. Sadly it acts much more like a cannon, so no spearfishing a runaway enemy clipper and reeling yourself in. And as a cannon, it’s not overly powerful, one ability about half an average AoE player spell (Harpoon Bomb, 940-1340 ranged, 6m spread) and a second that’s weaker (Deadly Toxin Shot, 500-600 ranged, 7m spread). And just to make it worse: the weaker one requires you to provide ammo that is a pain to get materials for. (Have you ever tried to kill a jellyfish?)

At least the item comes ready to use as soon as the ship is spawned, and a new one will appear one minute after it is picked up, just like the Breathing Device. At best, I’d say let your melee grab one for those fights at range, maybe healers for those rare moments between casts. It’s a wonky weapon, and you can’t even aim it. It just hits the first thing it finds between you and about 45m away (that is until your 15 minutes of fun are up), then it despawns.

archeage naval tools empty

Storage Crates

Crates aren’t unique to ships, but they get a lot of use on the sea and deserve a reminder section at least. As I discussed in Introduction to Trade Runs: crates offer safe (relatively!) storage for a trade pack, removing the Overburdened debuff and enabling you to be more mobile for whatever fun comes your way. Because if you thought walking was slow with a trade pack on, try swimming.

So take a load off and drop your pack in a storage crate… short of the ship despawning or being destroyed, only members of the ship owner’s party or raid can remove them from the crates once placed there. They’re not a necessity – I’ve carried over 20 people with packs on across the sea on Seabug, my clipper – but storage crates make for a smoother, and better guarded trek.

Two down…

… four to go in this series of guides on naval warfare in ArcheAge. Next we’ll look at player gear that will enhance your time on the sea, because what fun is swimming to another ship if you can’t do it in flippers? How do you repair these ships anyways? And why bother fighting over who gets the Underwater Breathing Devices when you can have your own permanent one? That and more soon, but in the meantime: happy sailing!

archeage naval tools down

By on Oct 22, 2014 at 8:30 am, in ArcheAge, Guides, MMORPG  |  Comments: 1 comment

This is the first of a series of guides that will look at one of my favorite aspects of ArcheAge: naval warfare. We’ll start by getting some general tips out there for those of you who want to learn more about and be more effective on the sea. The next guide will look closely at tools and weapons of ships, followed by one on player gear that can enhance your seafaring experience. Then we’ll wrap it up with a few that will help you get to know the various ships on the seas and what’s available to players to own and captain (and plunder). Updated 10/24: For advanced info, check out the rest of the guides in the series (more to come!): Part 2– A Ship’s Tools

By on Oct 22, 2014 at 7:39 am, in FFXIV, Guides, MMORPG  |  Comments: 1 comment

Before hopping on Final Fantasy XIV: A Realm Reborn‘s gathering wagon, ask yourselves whether you like farming or not. Are you the type of player who can mindlessly click your mouse while staring at the monitor like a zombie for hours? If that applies to you, then hop on– let’s start a gathering class.

Disclaimer: This is not a detailed guide of how you should level your class, you can find those guides from many other sites in our Ultimate Linkage guide. This article will, however, give you some ideas about what to expect when you level your gathering classes, based solely on my experience and opinion.

By on Oct 16, 2014 at 7:00 am, in FFXIV, Guides, MMORPG  |  Comments: 1 comment

Is it worthwhile to level crafting in Final Fantasy XIV? The answer is both yes and no. Crafting enables you to repair your gear anywhere– anytime you want to. You can also earn a bit of gil from crafted goods. Crafting also means you don’t have to look for people to meld materia in your gear for you. And finally, yes, crafting in FFXIV can be a fun game in itself if you’re into that sort of thing.

However, it costs a lot of gil and takes a lot of time to level crafting. Crafting only starts to become effective when you have a few cross-class skills and crafting is not the only way to make gil anyway. On top of that, the only good thing about level 50 crafted gear is that you can meld it with the materia of your choice, but the ilvl of most crafted gear is lower than the ilvl of items that can be picked up with with Tomes or that drop in dungeons.

If, after considering all of the options, you still want to be a crafter, here’s a basic guide to get you started:

Disclaimer: This article’s written from a personal point of view and includes quite a few of my own opinions. Your experiences may vary. Realm economy and population are also large factors when it comes to the given success of any crafting trade.

By on Oct 14, 2014 at 7:00 am, in ArcheAge, Guides, MMORPG  |  Comments: 2 comments

Trade runs are an integral part of ArcheAge– driving the economy, providing unique materials, and encouraging small and medium scale PvP. Whether you’re a farmer, a crafter, or a pirate, trade packs and the potentially perilous paths their carriers traverse help shape your game.

At its heart, a trade run is exactly what it sounds like: Making and moving unique goods across the world. Supply and demand affect payouts, and the riskier the route, the higher the rewards. Each zone of the Nuia and Haranya continents has specialty goods that can be crafted at a regional specialty workbench, and most zones have special traders ready to take those goods off your hands. The only requirement is to trade the goods in a zone other than where they were made. How far you travel is up to you.

By on Sep 29, 2014 at 9:33 pm, in Guides, GW2, MMORPG  |  Comments: No comments yet

Guardians have seen a lot of play in WvW for quite a while now, especially among commanders. While builds have changed over the past few years, the fact that they remain vital to group play both as anchors, healers, and all-around team support hasn’t changed. They’re still some of the best all-around team players. I’ve written a number of builds for guardians for people that have already played them. This is directed more towards players that are new to guardian, or just new to group playstyle.

Before you read: These builds are put together with large scale fights and specific team situations (small and large) in mind, both open field and close quarters. I will include (later down the line) a build for roamers, but this is primarily focused on teamplay. These builds are not flexible, nor is there room for substitution unless otherwise stated. The first build relies on other builds being present and may not be the best in solo situations.

By on Sep 26, 2014 at 9:38 pm, in Console, Guides  |  Comments: 7 comments

So I mentioned at the end of my review that I might make you guys a map for Hyrule Warriors. It’s pretty much the same as the original Zelda’s map, but without the same baddies. I sadly have a day job that competes with my gameplaying duties (I have to pay the bills somehow!), so it’s not complete, but I do have enough information that should really help you guys get started.

By on Sep 25, 2014 at 9:30 pm, in FFXIV, Guides, MMORPG  |  Comments: No comments yet

During my 2 years of playing World of Warcraft, I never realized why my friends got so pissed at me, why they blamed me for wiping raids, or why they compared other failing raiders to me as though the comparison was something to be ashamed of. The blame my friends tossed around was meant to be only be a game– playful teasing at best, but I didn’t enjoy any of it.

When I switched to Final Fantasy XIV, it came to my attention that I might have done things horribly wrong in WoW. Compared to WoW, FFXIV is definitely more relaxing so I had no problem adapting. I have time during fights to observe, to learn, to gain experience as I go. I was never able to do that in WoW, so half the time I didn’t even know what I was doing wrong– I just did what I was told without even knowing why. And not knowing was exactly what I did wrong in WoW. I simply lacked common sense in WoW.

By on Sep 9, 2014 at 7:00 am, in FFXIV, Guides, MMORPG  |  Comments: 2 comments

So you’re level 50. Congratulations, you have come a long way. But what’s next? Whether you are a fresh adventurer or a returner, at this point, there are a lot of things to catch up on currently in Final Fantasy XIV: A Realm Reborn. You might want to go back to level another class or hurry up to hop on the raiding wagon. If you choose the latter, then here’s a list of things you would want to do in Patch 2.35.


1. Complete Main Scenario Quests and Job Quests:

This will open the doors to most endgame content.


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