A comparison of 90 Point ships in PvP

Learn to Play guide originally created by Garbad_the_Weak

This is part one of what I intend to be a three part series on 90 point ships. This section deals with selecting a ship. The next section will discuss outfitting and skills. The final section will discuss combat and stalking your prey.

This guide will discuss the following ships:

Arcadia Xebec

 * Max Speed: 15.85
 * Acceleration: 3.15
 * Turn/Turn Accel: 11.48 / 15
 * Crew: 330
 * Sails: 3231
 * Armor/Structure: 930 / 1530
 * Guns: 24 x 10lb, 6 x 6lb

The Arcadia received a major buff in 1.2. In addition to substantial improvements to the base model, the Mastercraft version was added. I was one of the minority who believed the ship was powerful before the buff, and now all agree the ship is lethal.

The Arcadia has several strengths, including outstanding agility for its size and very high sails for its class. The Arcadia also has very solid crew size and armament. Because the Arcadia has two decks, you can mix ammo types, which gives you tactical options. The speed of the Arcadia is also acceptable. At a close haul, you can easily outrun anything other than a Corsair, and you heavily overpower a Corsair. Like all Xebecs, however, you need to control the angle of attack to have a chance to outrun a frigate. This is not a weakness (its just the difference between an ambush predator and a pursuit predator), but something captains need to be aware of – Xebecs give you a window of attack, and during that window you must drive home the win or else your prey will escape.

Like all xebecs, the Arcadia has relatively soft armor. However, I find the armor is *enough* for what I want to do. Whereas a corsair can get crippled in one or two unlucky broadsides, the Arcadia can weather a bit more damage. I find it easier to take a close range fight in an Arcadia against say, a Sleek Conq, than I do withstanding a Sleek Locust in a corsair. As a huge ship, the Arcadia has poor outfittings, and the visibility leaves something to be desired.

I have found the Arcadia to be extremely effective in many situations. Warships such as the Triton, Defiant, Deliverance, and Stralsund are highly vulnerable to the agile and deadly Arcadia. I have not yet had the opportunity to fight a SOL 1v1 in live, but I know some captains have soloed SOLs 1v1 in Arcadias. The Arcadia can also hold its own against one of the most common solo ships – the MC Raa. Although the Raa has very similar damage, structure, and armor, the Arcadia has a slight advantage in agility and a large advantage in sails, so if both sides fight aggressively I believe the fight favors the Arc. However, much like corsair vs. hermes, if either side wishes not to fight, there is nothing the other can do to stop them from escaping. Other large scouts, such as the conquistador and MC Capri are more challenging, but potentially doable. Smaller ships is standard Xebec fighting – you typically have a window, and if they get past you, you cannot overtake them again. I initially was afraid packs of Corsairs could bring down Arcadia, but so far I have not had that be the case.

In conclusion, the Arcadia is a ship you should seriously consider. The only reason a person might not wish to use one is preference and target availability, as it can be hard finding a steady diet of large ships to devour as an arcadia (and a smaller cerb or corsair can deal with the lesser vessels just as well, if not better). Some captains also prefer the feel of a smaller ship. But for those who use them, the Arcadia is a force to be reckoned with.

Corsair Xebec

 * Max Speed: 16.85
 * Acceleration: 5.00
 * Turn/Turn Accel: 12.88 / 16
 * Crew: 115
 * Sails: 1541
 * Armor/Structure: 440 / 811
 * Guns: 16 x 6lb

The infamous Corsair has long been the icon of small ship combat. The corsair is extremely popular among privateers and pirates, both for its piratical looks and its exceptional performance. Its quite likely that the small, unassuming Corsair has accounted for more kills than any other vessel of any size, and some captains have even pulled off incredible wins against much larger ships using the Corsair. Many people do not like its ambush and boarding style of combat or its unusual sailing characteristics, but everyone needs to know this ship, because you will see it as an opponent regularly.

The Corsair has unmatched speed at a close haul. It also perhaps reaches the highest absolute speed in the game (in a heavily controlled test run, my Corsair broke 50 knots). It has a large crew and decent firepower for its size, and exceptional agility. Like the Arcadia, the Corsair scores kills by ambush – you attack your prey downwind of them and race in before they can move, or conversely, attack when they are at a close haul and cannot maneuver to deal with you. In a downwind chase, you cannot overtake hardly anyone, but no one will ever overtake you at a close haul, and if you ambush correctly, you can get a window of attack on almost anything.

However, the Corsair is extremely slow downwind and has very weak armor. Even relative to other ships of your size and level, you cannot withstand a gunfight. Against larger ships, a single broadside can nearly destroy you, so there is little margin for error. Finally, due to your squishy hull, you will lose guns quickly in a battle, and have only average sail strength. You have only two ways to attack – board, or fire at them when they cannot fire back. If an opponent can keep moving and keep you in his arcs, you will be forced to withdraw very quickly. Accordingly, the Corsair is not a forgiving ship – mistakes will cost you your ship much faster than other vessels.

Most captains use the Corsair as a noob killer or merchant killer. It has adequate speed to give you a decent shot of overtaking small scouts, such as sloops, renards, and cutters if ambushed correctly. It also does a good job of taking out lower level ships such as brigs, locusts, posts, and so on if handled well. The corsair can also defeat many merchant vessels, including Dromendary, Barks, Santiagos, Flutes, and so on in the right circumstances. Many pvpers earn a good living just defeating this small, ignored game that larger ships cannot reasonably catch or kill. Finally, the corsair can take out much larger and more powerful ships such as Falcons if handled extremely well. It gives you the speed and agility to make things happen, and there is no limit to what could be accomplished by the hands of a bold attacker.

There is a great and long running debate among PvPers about whether to use a Mastercraft Corsair or a Sleek. Both have their advantages, and many people use each. The Mastercraft has 18x8 lb guns, more armor, and more crew at the cost of some speed and agility. Both are viable, although I prefer the Sleek.

In conclusion, the Corsair is a ship you simply must try. Not everyone will love it, but some will. Everyone needs to experience it, because it is a completely different combat experience to a frigate. Most of the most famous small ship captains in the game swear by the Corsair, and it is one of my favorite ships as well. I recommend everyone at least tries it.

Cerberus Frigate

 * Max Speed: 16.35
 * Acceleration: 3.65
 * Turn/Turn Accel: 11.25 / 13
 * Crew: 160
 * Sails: 1960
 * Armor/Structure: 776 / 1169
 * Guns: 24 x 10lb

Privateers of the world rejoiced recently when the Cerberus received a mighty buff. The Cerberus was one of the most popular and loved ships in Beta, and many of us were delighted to see this ship return to preeminence.

The Cerberus plays like a bigger cutter. Like the cutter, it relies on firepower and agility to defeat even much larger opponents. The addition of chasers and aft cannons also makes the Cerberus more effective at running down people or spinning and firing. The Cerb is in a nice position, in that it can outfight any ship smaller than it (including postilleons, Locusts, etc) and can outrun almost anything at its best point (some cutters/sloops are faster than you at a 90, but not by much and you can overpower them). Also, because the cerb’s guns are “heavy” (meaning it has no smaller, weaker 2nd gun deck) you can actually outDPS a lot of larger ships at the right range, plus you have the agility to get multiple shots for each one you take. In addition, the excellent all around speed of the Cerb make it able to work well under a variety of conditions (I can go over 25 knots in ANY direction, even running). The Cerb’s excellent combination of range, power, and agility for its size make it a deadly foe.

The main weaknesses of the cerb mirror the cutter. Although under ordinary circumstances you can outrun any vessel at your best point (90), many times its hard to catch a dedicated speedboat at their best point. Xebecs will outrun you upwind, Hermes will outrun you downwind. I initially thought two cerbs would be a deadly pack, capable of outrunning almost anything and being able to sink almost anything working together, but this has not turned out to be true. Instead, its much more suited to 1v1, sinking slower ships of all types (merchants, lowbies) while also packing the power to beat much larger warships if played well. The Cerb also has relatively soft armor against large targets, so your sails or hull can give out quickly.

In conclusion, it has its flaws – specifically dealing with speedboats. But you can still run from packs of speedboats, generally speaking, and be deadly as a merchant/noob killer with the potential of spanking much larger targets you catch alone. All in all, the Cerb is an outstanding 90 point ship, and one every Captain should seriously consider.

Algeris Poleacre

 * Max Speed: 16.35
 * Acceleration: 4.35
 * Turn/Turn Accel: 11.82 / 15.5
 * Crew: 250
 * Sails: 2310
 * Armor/Structure: 682 / 1007
 * Guns: 20 x 8lb

The unloved Poleacre is a true hybrid. It combines similar sailing characteristics of a Ceberus, with the battle capacity of a Xebec (soft armor, high crew). Many people are biased against this ship because its ugly (The Rhino, The Frankenship, etc) and because, like the Arcadia, its so extremely large it “feels” slow because of the camera angle. In fact, it’s a pretty solid ship, and worth a look.

In combat, I found the ship to be surprisingly effective. Its agility and speed are very good, and it has adequate firepower for its level and a very large crew. Migoines, Santiagos, Agamemnons, and Brigs in particular were easy prey for this ship, as well as having the ability to overwhelm smaller scouts that don’t or can’t run away. It also did well against packs, and several times I beat groups of 3 lesser vessels (such as locusts, cutters, and so on). It was also pretty difficult to counterboard (even with 50% of your crew dead, you still have more than a corsair, for example), which was nice. Even its unnatural size was an advantage, because I could pull in front of them to block and very few ships could turn fast enough to avoid me.

However, the Poleacre also had some weaknesses. First, it was slightly vulnerable to faster ships. Unlike most of the ships discussed in this guide, it has ships that can both outrun it and outfight it – specifically, Arrows and Lancers. The speed gap is not huge, but its there. Both are fast enough to match you at almost any angle and can devastate your softer hull if they dictate a ranged gunfight. If sailing a Poleacre, you need to be very alert for those ships. Next, the visibility on the Pole is pretty high, higher than even the Arcadia. This means that even with full stealth, you are somewhat easy to detect. This takes away from your advantage of surprise and getting to pick the angle. Finally, your large size makes it hard to beat higher level ships. Because you are so huge, its hard to avoid shots, and because you are so squishy, there isn’t much room for error. This meant it was difficult for me to defeat larger opponents, and I was limited to fighting ships near my level.

The only variant of this ship, the base Mystique, is inferior in every way.

In conclusion, I think the ship is about average. Most captains will probably move on to the larger Arcadia as they level, but the Poleacre is an interesting ship, and worth a try.

Mediator Cutter

 * Max Speed: 16.6
 * Acceleration: 4.05
 * Turn/Turn Accel: 13.05 / 16
 * Crew: 75
 * Sails: 1236
 * Armor/Structure: 594 / 911
 * Guns: 16 x 7lb

Almost everyone has sailed a cutter. Its long been a staple because of its all around excellence for its level and most people will be familiar with it.

For PvP, the main advantage of the cutter is its turning and size (because of its size, outfittings, and speed, it can be difficult to hit). The cutter is best used at relatively short range hammering the aft of a much larger ship that cannot turn fast enough to get it away. While these fights are the stuff of legend (in Beta, a Cutter sunk a 104 gun SOL solo, and see my screen of beating a Rat Hercules), they are also very rare. The cutter has low crew and small guns, meaning its difficult to land hits at range. When fighting other small speedboats, your low crew and sails leaves you vulnerable to boarding. Finally, because your speed is merely average and because you are a 90 point, many ships will be able to outrun you if they wish. Even a skillfully played cutter results in a lot of targets that get away. But still, many people love their cutter because of its outstanding overall agility, and wouldn’t trade it for the world.

The variants of this ship, the base model and the heavy, are inferior in every way. The Navy only Lancer, has a higher top speed and larger guns at the expense of some armor and structure. The Lancer is usually preferred, although there is little difference in combat.

In conclusion, the Cutter is very solid for its level. It’s a ship most people will use because its one of the best choices for its level and is a great way to get your first taste of PvP, but by the time you hit level 50 most people will have moved on to larger ships.

Bermuda Sloop

 * Max Speed: 17.25
 * Acceleration: 4.95
 * Turn/Turn Accel: 14 / 17.9
 * Crew: 90
 * Sails: 978
 * Armor/Structure: 475 / 781
 * Guns: 14 x 6lb

Much like the cutter, most people have sailed the basic Bermuda Sloop, as it is one of the best and most popular choices for its level. Also like the cutter, it has outstanding handling and speed, but weak armor, sails, and a very short range gundeck. Her sails are a particular weak point, as many ships can cripple you in one blast. For example, a courrone could blast away more than half of your masts in one shot….with her aft cannons.

As a merchant, she is more suited to running than fighting, but some people use this ship as a tackler because of its speed. If you prefer speed and agility at all costs, consider the Bermuda.

All the lesser ships aren’t worth mentioning.