galleon ghost ships

  • Hello,

    I play solo on a sloop and it happend a few times now in a week that I got sunk by a galleon ghost ship. Lost al the progress and it's very annoying! A sloop is a lot slower then a galleon. I try to shake him off but it's not working. he keeps on chasing me and eventually I sink. Is there a way that you can disable galloen ghost ships on a solo sloop?

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  • first we gotta find out why they are triggering on you and then we gotta use that information for prevention

    as a sloop you're only going to be pushed into skelly galleon fights by triggering them intentionally or accidentally.

    They are not only triggered by attack but also proximity so don't attack them and don't sail too close

    There are really only 2 times they will spawn on you as a sloop. Entirely bad luck rng where one rises from the depths right next to you and triggers (extremely rare)

    and during combat when a sloop ends up getting the spawn of a nearby brig or galleon

    By avoiding being close and attacking them you should be able to avoid them a large majority of the time.

    There is also the fleet event which will spawn galleons on sloops but this event can be avoided by not sailing under the cloud shaped like a ship. Fleets spawn in 2 areas, right near reapers hideout and in between kraken's fall and ancient spire. When you see a cloud in the sky shaped like a ship just avoid the area.

    If you do trigger a random skelly galleon try to use rocks as cover to open an escape while protecting yourself from shots.

    Don't go broad to broad with them they will light you up. You'll want to try to un-trigger them or cause them to despawn by strategic rock plays

  • They rises from the depth between thieves haven and plunder outpost and today between crooks hollow and crooked masts.

  • @h4rdh1tt3r said in galleon ghost ships:

    They rises from the depth between thieves haven and plunder outpost and today between crooks hollow and crooked masts.

    If you didn't have a player brig/galleon near you then it has to be a random pre-spawned skelly that just spawned within your trigger distance

    this is very very rare because there is so much map and so few ships that collision isn't going to happen often. Very rare case of wrong time wrong place.

    I wouldn't worry too much going forward because it's isn't likely that you'll see it more than a time or two if at all going forward.

  • okay, thx for helping & info;)

  • @h4rdh1tt3r said in galleon ghost ships:

    okay, thx for helping & info;)

    one more trick you can try while trying to escape is use island ocean crawlers as a distraction. A skelly ship will target ocean crawlers so if you go by small islands and there are ocean crawlers the ship will target them and give you a break to hopefully make an escape.

  • Ghost or skeleton ship? Ghost ships are events or quests only and if your on a sloop you’ll only get skeleton sloops if there’s a skeleton Galleon sailing around just keep clear they’ll leave you be …also ghost ships only take 3 cannon balls to sink

  • @h4rdh1tt3r you can sink a Skeleton galleon on a solo sloop just gotta fight smart get in close hit them low use cursed cannon balls and fire for their top deck to keep skeletons off the guns

  • One of my favourite challenges is to take on Skelly Galleons solo. I recommend doing it at the end of a session if you have a load of supplies left over, it can be very good practice. I know it's annoying when it happens out of the blue, but I would take it as an opportunity to practice. If you do sink them, they can give you really good loot.

    They can be very tough but there are a few tactics you can use. As WolfManbush says, try to avoid their broadside. If they get all cannons trained on you and manage to kill you, it's pretty much game over. If they are firing any emote curse balls (jig, weary) they are even more tricky.

    One tactic I use is to lock the wheel in a quarter turn circling them and raise the sails by a third. For whatever reason, this can confuse the AI (works better on Skelly Sloops but it can help with Skelly Galleons also). If you get it right, they will probably start spinning trying to focus your ship.

    Use firebombs on them, as long as they're not shadow skellies on board at night - if they are, fire a flare as well. This helps clear the deck and give you some breathing space. Firebombs on mid deck will also help clear out skellies running to repair. Cursed cannonballs are also your friend, if you have barrel, ballast, weary, venom and/or jig balls, they are really useful, I find.

    There is also the old tactic of rubbing up against their side and staying there whilst bailing water onto them (skellies can't bail water out). You'll be too close and low down for them to shoot their cannons at you, but be aware they will be trying to shoot you with guns.

    I recommend keeping an eye on your health as well, it can be easy to lose track on that when you're overwhelmed and the sniper skellies can be a pain. Stay calm, focus and time manage. After a bit, you get a sense for when you do and don't need to go below deck to patch. One hole is not a major issue but try to keep in your head a mental image of what is happening around you. It's all about prioritising what needs doing and when.

    It's not easy, but it can be a lot of fun and there are very few genuine PvE challenges in the game nowadays.

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