Jump to content
Zymeth

Help with build on DD line

14 comments in this topic

Recommended Posts

[17AF]
Players
32 posts
3,028 battles

Hello,

 

First i am playing with friend. Me USA DD and he JPN CV.

What i see from tier 6 USA there are A/B/C Hulls.

 

It will be good to go for hull C if i play with CV (Him) ?

 

Compatible build question

 

1. Main Armaments Modification 1

2. Damage Control System Modification 1 or Propulsion Modification 1 ?? Later Defensive AA Fire Modification 1?

3. Aiming Systems Modification 1 or AA Guns Modification 2?

4. No idea what to pick...

5. Concealment System Modification 1

6. Dont know too maybe torpedo boost

 

Perks for Commander

1. PM

2. LS

3. SE

4. CE

 

Last 9 points BFT\TAE\Superintendent - Do you think it would be ok ?

 

I know German and Russ have better AA but they are not good in torpedo :/

Share this post


Link to post
Share on other sites
WG Team, WoWs Wiki Team
3,500 posts
13,723 battles

If he plays CV, then you definitely want the C hull and equip Def-AA instead of Speed-Boost.

 

2. Propulsion

3. AA guns

4. Propulsion

6. Torpedo Tubes is good for Fletcher; for Gearing I personally choose AA instead, because Gearing's torpedo launchers tend to get incapacitated quite often and with the module even more. Which is extremely annoying and in the case of permanent destruction even fatal.

 

My build for Gearing (which works fine on previous DDs too) is in that order:

PT, LS, SE, CE, AFT, BFT, AR

 

The torpedoes are nice, but the guns are the real strength for US DDs and the AA is quite helpful too, especially if you play together with a CV.

Share this post


Link to post
Share on other sites
[SCRUB]
Players
8,460 posts
13,036 battles

AFT and BFT are a solid choice if you want to build a US DD (or any other DD with DFAA access) for an AA trollbuild.

 

But unless you're going to be almost exclusively playing your DDs with a CV division, I'd question the value of at least AFT over other skills. Additional range on the AA guns isn't as valuable on a DD as you won't really be fulfilling a fleet escort role where your AA needs to cover an as large radius as possible and whilst AFT also serves the dual purpose of extending your main battery range due to the low caliber, the US DD ballistics make that a questionable benefit.

 

You might want to look into a more utilitarian build.

 

Personally my Gearing build (19 point captain) is as follows (in chronological order):

PM

LS

SI

CE

SE

AR

RL

 

No skills to buff the AA performance, but mostly because I have a full AA trollbuild Grozovoi for that purpose at tier X. You could ditch RL and free up the four points for BFT and PT for the extra AA dps, or you want additional AA and mainbatttery range, pick AFT instead. I don't recommend not picking AR, because the passive buff can make a difference in the late game after you've taken some damage, particularily on the torpedo reloads in addition to the main battery reload buff.

 

I am currently building an AA trollbuild for my Sims/Kidd with BFT, though even then I'm not yet decided if I actually want AFT over RL because I find the latter to be incredibly useful to have on any frontline DD.

 

As for ship upgrades:

Main Armamant Mod.1

Propulsion Mod.1

AA Armament Mod.1

Propulsion Mod.2

Concealment Mod.1

Torpedo Armament Mod.1 (better torp reload is always good for a DD that makes good use of its torps)

 

I wouldn't really recommend to invest too much into a full AA build on the US DDs. Their AA is solid if specced for it, but unless you have allies with to ran back to, any carrier can just wait out your DFAA duration and then strike you with impunity. Plus if you want a DD with serious AA power, you should grind for the Grozovoi as it has much better AA dps (still the same problem with smart CVs waiting out the DFAA duration, but otherwise the Grozovoi AA easily outshines the Gearing's AA performance by a mile) plus using AFT on that captain is wholeheartedly recommended as you have the ballistics to easily hit stuff at the extended range unlike the Gearing with its freedom-mortars and since the Gorozovoi torps are mediocre at best, you don't lose out too much going for the AA dps upgrade instead of the torpedo reload one (Gearing torps are amazing and you want to use them as often as you can).

  • Cool 1

Share this post


Link to post
Share on other sites
[IRQ]
Players
2,930 posts
7,510 battles

PM, LS, SE, and CE is the base 10p build that works for all DDs.

 

If you're playing with a CV, then RL has less value. Sure, you can always point to where you want the planes for undetected DDs, but those situations are rare, since planes are so fast anyway if they're just for scouting.

 

In other words, I'd recommend picking three T3 skills instead (unless you want to go for AFT for troll AA; extra gun range for USN DDs is mostly irrelevant). BFT in this case becomes much better, since it meshes well with DD hunting and AA. SI gives you more of those smokes, and DE gives you better performance firing out of those smokes.

Share this post


Link to post
Share on other sites
Beta Tester
3,552 posts
8,863 battles
13 hours ago, Zymeth said:

1. Main Armaments Modification 1

 

2. Damage Control System Modification 1 or Propulsion Modification 1 ?? Later Defensive AA Fire Modification 1?

3. Aiming Systems Modification 1 or AA Guns Modification 2?

Damage Con mod is pretty useless in DDs, because fires aren't big killer with ship taking so much direct damage from hits.

While that engine tends to break when seagull takes a dump on deck...

Which can be very lethal when avoiding taking hits is your armor.

 

And -7% to dispersion is rather low vs +20% to AA range, especially if you're divisioning with carrier.

Actually effectiveness of AA increases more than 20%, because area of AA bubble increases to square of range.

With another +20% to range (total 44% range increase) from AFT AA bubble doubles in size.

So effect to planes flying over you is big.

 

 

 

11 hours ago, Aotearas said:

AFT also serves the dual purpose of extending your main battery range due to the low caliber, the US DD ballistics make that a questionable benefit.

It's not about caliber, but ballistically bad shortish and light shells for caliber, fired at very slow velocity to start with.

127mm/38 catapult was pretty much designed primarily for that AA with use against ships as secondary function.

Meaning very short barrel light weight guns for maximum traverse speed and those light weight shells for faster handling of them to maximize shell spam.

After WW2 US actually developed proper 127mm gun with 54 calibers long barrel and heavier shells.

 

 

9 minutes ago, AnotherDuck said:

PM, LS, SE, and CE is the base 10p build that works for all DDs.

Anyone using LS in Gremy is failing to plan ahead properly.:Smile_hiding:

Share this post


Link to post
Share on other sites
[SCRUB]
Players
8,460 posts
13,036 battles
5 minutes ago, EsaTuunanen said:

It's not about caliber, but ballistically bad shortish and light shells for caliber, fired at very slow velocity to start with.

127mm/38 catapult was pretty much designed primarily for that AA with use against ships as secondary function.

Meaning very short barrel light weight guns for maximum traverse speed and those light weight shells for faster handling of them to maximize shell spam.

After WW2 US actually developed proper 127mm gun with 54 calibers long barrel and heavier shells.

Did any of that refute something I said?

Share this post


Link to post
Share on other sites
[17AF]
Players
32 posts
3,028 battles

Well.

 

Slot 2

Damage Control System Modification 1 / -3% to the risk of flooding and -5% to the risk of fire

Propulsion Modification 1 / -20% to the risk of the engine becoming incapacitated and -20% to engine repair time

 

Optional from tier 8 to 10

Defensive AA Fire Modification 1 / +20% to duration of Defensive AA Fire

 

Hmm to be honest DCM1 give me small protection vs PM1 and DAFM1 boost DAAF to 36 sec not so much. It looks like PM1 is the winner :P

 

Slot 3

Aiming Systems Modification 1 / -7% to maximum dispersion of main battery shells and +20% to torpedo tubes traverse speed

AA Guns Modification 2 / +20% to AA mounts maximum firing range

 

I thinking if Hull C need that extra range... in other hand u said -7% is not so much

 

Slot 4

Damage Control System Modification 2 / -15% to flooding recovery time and -15% to time of fire extinguishing

Propulsion Modification 2 / Reduces time to full speed

Steering Gears Modification 2 / -20% to rudder shift time

 

Do u see any differences in PM2 or in SGM2? 

In most battels it is easy to dodge torp with full speed and i dont know if SGM2 gives something...

 

PM2 can help i think if i am in smoke and want fast max speed or **** happens and i hit a island need to reverse :P

 

I think BFT is a good choice a boost for dps is nice and TAE with TTM3 give me like 25% reduction for torps.

 

 

Share this post


Link to post
Share on other sites
WG Team, WoWs Wiki Team
3,500 posts
13,723 battles
Vor 6 Minuten, Zymeth sagte:

Damage Control System Modification 1 / -3% to the risk of flooding and -5% to the risk of fire

Remember that the -3% on Flooding are only applied when torps hit the torpedo protection. And since DDs don't have any ... ;)

Share this post


Link to post
Share on other sites
[SCRUB]
Players
8,460 posts
13,036 battles
3 minutes ago, Commander_Cornflakes said:

Remember that the -3% on Flooding are only applied when torps hit the torpedo protection. And since DDs don't have any ... ;)

Nevermind that, if anyone gets hit by a torpedo in a DD they have other problems than a negligably higher chance of flooding.

Share this post


Link to post
Share on other sites
Beta Tester
3,552 posts
8,863 battles
2 hours ago, Aotearas said:

Nevermind that, if anyone gets hit by a torpedo in a DD they have other problems than a negligably higher chance of flooding.

Flooding is even rarer killer for DD than fires considering half the time torpedo hit likely sinks DD straight away.

Share this post


Link to post
Share on other sites
[17AF]
Players
32 posts
3,028 battles

Do u think -7% dispersion is too good to miss? In Gearing it is like from 98m to 91m.

 

What i see with AAGM2 range is now 2400/4200/6000m from 2000/3500/5000m and air camo is 4300 then mid AA are realy close to air detection. It sound very good.

 

I am thinking which one is more necessary...

 

Share this post


Link to post
Share on other sites
[SCRUB]
Players
8,460 posts
13,036 battles
31 minutes ago, Zymeth said:

Do u think -7% dispersion is too good to miss? In Gearing it is like from 98m to 91m.

 

What i see with AAGM2 range is now 2400/4200/6000m from 2000/3500/5000m and air camo is 4300 then mid AA are realy close to air detection. It sound very good.

 

I am thinking which one is more necessary...

 

 

Dispersion isn't very crucial for DDs as you already have pretty good dispersion, if anything the only thing that's useful in that module is the extra turpedo-tube traverse rate.

If you use DFAA on the DD, then I recommend the AA range upgrade as it helps project your AA dps just a bit further out. You can (and should) keep your AA guns deactivated anyway for the longest time, so if the CV gets too close for your liking and you activate DFAA, the extra kilometer range offers additional chance to shoot down an airplane or two before he can pull back out of your AA range, or in case of division play offers a bit extra range to cover an ally with if necessary.

Share this post


Link to post
Share on other sites
[POP]
Players
599 posts
11,759 battles

If you end up running a DD with AA build with your CV buddy here's a quick tip: Using DFAA when a carrier cross drops torps on you makes the torpedo evasion hard mode. Cool to impress chicks. :cap_cool:

Share this post


Link to post
Share on other sites

×