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Highland charge. Is this at all useful??

AuthorMessage
Captain
Jan 17, 2012
672
So, one of my pirates has a spell called Highland Charge which increases your team's moving range for 2 rounds.

But is it at all useful?

The first round after you cast it, is wasted, because you were casting the spell, and the rest of the crew already had their destinations determined.

That leaves only one round, the second. But by then, the enemy has moved closer to you and is in easy range without the Highland Charge.

I can think of only one situation where it might come in handy, and that is the fight against Deacon. But I don't think you can even get it until after that fight.

So, how useful is this spell?

Pirate Overlord
Mar 16, 2012
10631
It's not my favorite, for the reasons you mentioned. But on a large battle ground, the second round charge is good if you are using other buccs on your team.

Lieutenant
Feb 01, 2011
110
Personally, I think all the 'movement' powers are pretty much a waste. I don't think I've ever needed or made good use of any of them, with the possible exception of the witch doctor's 'teleport' power.

Lieutenant
Mar 23, 2012
184
Hello,

To fully appreciate the usefulness of this power, I issue to you this challenge: Get the "Lord of the Apes" badge. You will see very shortly how much faster it is to get this badge with Highland Charge than without.

Also, go forth and farm Moo Manchu for a while.

Actually, just go farm any boss where you have to hit certain obstacles on a huge battlefield, you'll see what I mean.

And then there is going to be future worlds where this power will no doubt come in handy.

Dread Pirate
Jun 17, 2013
2743
King Crimson on Jul 4, 2014 wrote:
Hello,

To fully appreciate the usefulness of this power, I issue to you this challenge: Get the "Lord of the Apes" badge. You will see very shortly how much faster it is to get this badge with Highland Charge than without.

Also, go forth and farm Moo Manchu for a while.

Actually, just go farm any boss where you have to hit certain obstacles on a huge battlefield, you'll see what I mean.

And then there is going to be future worlds where this power will no doubt come in handy.
You are so right about that King Crimson!

I use Highland Charge ALL the time if I am farming and in fact often move it towards the front of my Powers list. Especially against those obstacles you mentioned and farming against lower lever Bosses. In those instances, Highland Charge can cut the time of each farm nearly in half, that's quite a time saver when you are looking at 20+ farming attempts.

If I am going all melee against Friar Sand I use Highland Charge on the first turn and in the second I send the entire crew to attack Friar for a super quick farm (I also sometimes equip multiple Mournsongs, Serpent Augur w/ her own Mournsong and Lemba Moonskull for The Big Guns for a quick, non-moving farm of him). With the Melee and Highland Charge approach, it's one click for 1st turn and then 4 attacks on Friar in the 2nd turn and that's it. Each attempt takes between 1 min 30 sec - 1 min 45 sec, including the dialogue and sigil countdown. A lot of time saved so I can get more farms in and get my piratin' hands on some loot and gold.

Also it comes in extremely handy for me when I am farming in Aquila against enemies like Ophidian Flame Dancers and in the Pariss and Hykssoss dungeon. As a Buccaneer that often fields melee only (most of the time all s), it allows a quick and courteous escort of Flame Dancers from the battle board before they can dish out a lot of damage against multiple crewmembers. Plus it allows my crew to move clear across the board in one try to avoid having to cross Hykssoss's minefield and also close in on Pariss in an instant before she has a chance to Immobilize any of my crew.

It's a great power to use, whether for saving time farming or to quickly close the gap between stubborn long ranged, high damage enemies in order to inflict some mega damage of your own.

Commodore
Jan 22, 2013
889
ValkoorTheVictorio... on Jul 8, 2014 wrote:
You are so right about that King Crimson!

I use Highland Charge ALL the time if I am farming and in fact often move it towards the front of my Powers list. Especially against those obstacles you mentioned and farming against lower lever Bosses. In those instances, Highland Charge can cut the time of each farm nearly in half, that's quite a time saver when you are looking at 20+ farming attempts.

If I am going all melee against Friar Sand I use Highland Charge on the first turn and in the second I send the entire crew to attack Friar for a super quick farm (I also sometimes equip multiple Mournsongs, Serpent Augur w/ her own Mournsong and Lemba Moonskull for The Big Guns for a quick, non-moving farm of him). With the Melee and Highland Charge approach, it's one click for 1st turn and then 4 attacks on Friar in the 2nd turn and that's it. Each attempt takes between 1 min 30 sec - 1 min 45 sec, including the dialogue and sigil countdown. A lot of time saved so I can get more farms in and get my piratin' hands on some loot and gold.

Also it comes in extremely handy for me when I am farming in Aquila against enemies like Ophidian Flame Dancers and in the Pariss and Hykssoss dungeon. As a Buccaneer that often fields melee only (most of the time all s), it allows a quick and courteous escort of Flame Dancers from the battle board before they can dish out a lot of damage against multiple crewmembers. Plus it allows my crew to move clear across the board in one try to avoid having to cross Hykssoss's minefield and also close in on Pariss in an instant before she has a chance to Immobilize any of my crew.

It's a great power to use, whether for saving time farming or to quickly close the gap between stubborn long ranged, high damage enemies in order to inflict some mega damage of your own.
i cant say i use it all the time, but i myself prefer Anakin's way of negotiating.