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[PIRATE101] Double Tap 5/Bladestorm 5 Buccaneer Gold Key Krampus Solo No Companions/Doubloons

Автор: Rookie Cookie

Загружено: 2026-01-08

Просмотров: 69

Описание: I think one challenge of coming up with new ways to solo mobs as a level 75 character is that it's hard to make things seem level 75 worthy. Most fights haven't really evolved past the level 70 difficulty, making many fights once perceived as 'hard' much easier than ever.

So this video, recorded during the Krampus event, features a build ONLY made possible with the level cap raise: a Double Tap 5/Bladestorm 5 buccaneer! Featuring probably the most insane combo potential in the entire game (no ranged Follow Through exists so Double Tap 5/Mojo Rising 5 Witch falls a little short as far as quantity of available hits go), this is probably about as chainbrain as it gets.

And honestly? I don't really like it for soloing. Double Tap 5 on a non-musket has a pretty big flaw where one would have to devote a LOT of gear pieces just to achieve it. You need to have Cerberus's Collar, the Gilded Ring of the Emissary, a pet grant, Phule's Endgame Dueling Set, and Kane's Robe for a melee Double Tap 5 to be possible. You're putting a bunch of eggs into one basket with this setup for a glass cannon setup! I mean you're basically just left with your hat, eyepatch, and totem as the only free slots. Buccaneer does have some decent options for those slots but if you were to want to invest in any defensive tools beyond the learned shields, that's all you'd get to work with.

I will note that my buccaneer is NOT a true melee/shooty hybrid. As seen, I actually use the Prince of Illios Quiver and a pet with Burst Fire to achieve this setup. I don't really feel like retraining my pirate to learn Burst Fire so this'll have to do for him. Having a flexible totem slot would've been nice but oh well, this'll just have to do I suppose.

As for the fight itself? I honestly severely underestimated No Companion Krampus. His main gimmick is that he's immune to all damage as long as minions are alive. If a damage attempt is dealt to him by pirate during his immunity, he will turn that pirate into a present box, completely disabling any action for 2 turns, which is his "Got a Present For You!" cheat. Once all minions are dead, he has about 1-2 turns of vulnerability before another full set of minions are spawned in. So in a normal setting, the goal would be to get the minions, then go completely all out against Krampus and kill him as fast as possible.

In a companionless situation? Well.........there is no other target for Krampus to attack besides your pirate. This is really just BAD news. His "Got a Present For You!" cheat, in this situation, just completely punishes normal play. The three main things he ends up severely punishing the most are 1. melee reactions, 2. passive combo starting, and 3. ranged chaining. Lets go break these down.

1. Melee reactions: So think of things like First Strike, Riposte, Repel Boarders, Cheap Shot, and Vengeance Strike. So ordinarily, these epics reward the user if their conditions are met. Against compless Krampus? Tantamount to death. You pretty much hit Krampus AT ALL and he will respond in kind with "Got a Present For You!" up to three times. Basically, he can play as poorly as he wants because he faces no punishment for it. Sure, Vengeance Strike 3 can stun him, which prevents his cheat, but not even rank 5 is guaranteed to stun.

2. Combo Starters: So things like First Strike, Repel Boarders, Overwatch, and Readied Spell. These epics are usually pretty good for getting a combo started, sometimes going as far as to kill an enemy in a single turn. But again, "Got a Present For You!" just completely punishes this philosophy. You basically just WANT to miss if you got these, as turning learned epic talents off is just impossible unless you just use a completely different weapon type you were not trained to use.

3. Ranged Chaining: So you know how ranged users have insane chaining potential nowadays with their normal weapon? Let's suppose you kill the final minion. Great work! Now your Double Tap/Mojo Rising activates on Krampus, who's in range. He's still immune because it's still the same chain as when you killed the last minion (similar thing happens against Kane and Moo too) so all of the damage you would've done to him does nothing. And because he was still immune when you launched that chain, guess what? You get turned into a present and you end up having to force skip the rounds that he was vulnerable. By the time your stun wears off, the minions are back too and he is immune again! See the absolute dogwater loop?

Overall I actually think "Got a Present For You" is some of the most unfun I've ever had. But I suppose this fight was never meant to be soloed with no companions though I guess there's a bit of leeway.

Ordinarily I put gear in the description but I made this description an entire yap session so I guess I won't write them down. They should all be covered in the video though so you can just watch the beginning or the end for the list I had.

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[PIRATE101] Double Tap 5/Bladestorm 5 Buccaneer Gold Key Krampus Solo No Companions/Doubloons

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