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invicta2012

10pt Captain Skill on a Warspite

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So... big tanky RN BB, and I'm dithering over the 10 pt skill selection. I already have Priority Target (of course), Expert Marksman (duh), Basics of Survivability.  But what to spend the last four points on? Manual Secondaries, AFT or Radio Location would be good for annoying DDs, AFT or Manual AA for vexing carriers, CE would always be a good thing.  Any experience or suggestions for this particular ship?

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As he says. Concealment gets you to little bit over 11km and with her accuracy on that range, you can blap anything in the face for huge amounts of dmg.

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Manual Secondaries is worthless at T6

RL is... pretty useless on a BB most of the time

AFT is neat because you have decent secondaries and acceptable AA for the tier, but again since you're not T7 the secondaries are not going to do all that much

Manual AA... have you even looked at the values?

Fire Prevention would be an option as well

 

But with Concealment Expert, the Grand Old Lady actually becomes pretty scarily stealthy. So I'd always go for that first.

 

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Cheers all. I think I'll go for CE on this one, as you say the accuracy of the main battery at 12k ranges is scary. A secondary Warspite build is pretty scary too, though... those are cruiser rifles down the side. Once made the mistake of trying to torp a Warspite that turned out to be a secondary build. Owch.

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Just now, invicta2012 said:

 A secondary Warspite build is pretty scary too, though... those are cruiser rifles down the side. Once made the mistake of trying to torp a Warspite that turned out to be a secondary build. Owch.

no it isnt. Warspite secondaries themselves are pretty good, that's true, but a "secondary build" itself doesnt do much since the benefits of Manual Secondaries on a T6 are marginal at best - I'd even argue that it's an active detriment because it prevents your secondaries from firing on both sides or when you forget to lock a target.

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[BONUS]
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I resisted the notion of using concealment on a BB for far too long.   

 

Having the ability not to be seen for a while is a nice addition to the toolkit. When you get battered and you need some time to heal, it really helps to stop shooting, "go dark," and disappear. You don't even need to stop pushing if you're part of a push.

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4 minutes ago, Capra76 said:

I guess the question is what are you going to use the captain for when he's not in the Warspite.

Nothing. I have a 10pt captain in my KGV and Fiji and a 13pt Captain in my Caledon, awaiting the arrival of the RN Destroyers, so no need.

 

I play Warspite a lot because it's my favourite BB (historically speaking) and plays like I wish most Battleships in the game did... like an irritable Staffy.

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1 hour ago, creamgravy said:

Concealment expert so you can sneak up and run away more effectively.

Run away in a Warspite.... lol

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Concealment expert to do the "tadaa: surprise" by popping up at point-blank(ish) range. 

Fire Prevention to prevent being burned to a crisp. The 'Spite burns... a lot!

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shot-18_09.15_13_14.05-0747.thumb.jpg.16b4db3c9254c277fad74e2f7ab9a503.jpgshot-18_09.15_13_14.35-0252.thumb.jpg.caa9dda0e863055e0201a452cff8789a.jpg

 

I use these two builds on the two 19 point skippers touring my RN premium BB's. The 10th. skill point was used on CE in the top build and on FP in the bottom one.

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2 hours ago, invicta2012 said:

So... big tanky RN BB, and I'm dithering over the 10 pt skill selection. I already have Priority Target (of course), Expert Marksman (duh), Basics of Survivability.  But what to spend the last four points on? Manual Secondaries, AFT or Radio Location would be good for annoying DDs, AFT or Manual AA for vexing carriers, CE would always be a good thing.  Any experience or suggestions for this particular ship?

For the tier, Warspite actually is pretty compact (try Fuso or Normandie) and tankiness also is questionable. She was very tanky when released (before IFHE, before 38 cm at T6), these days, I'd certainly not describe the ship as tanky. I once made a comparison of T6 here, on why the ship isn't tanky.

1 hour ago, invicta2012 said:

Cheers all. I think I'll go for CE on this one, as you say the accuracy of the main battery at 12k ranges is scary. A secondary Warspite build is pretty scary too, though... those are cruiser rifles down the side. Once made the mistake of trying to torp a Warspite that turned out to be a secondary build. Owch.

Secondary range on Warspite is crap, not worth building for. In close quarters, Warspites secondaries pack a punch merely because they are so close, so something has to hit. But you get the same from any other BB with decent secondaries. Better to invest in CE and FP, as well as ASM1 instead of Secondary range mod.

37 minutes ago, MrFingers said:

Fire Prevention to prevent being burned to a crisp. The 'Spite burns... a lot!

What BB doesn't burn a lot, except those which never see battle?

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First pick is Concealment Expert.

 

I would've also picked Super-Intendant rather than Basics of Suvivability first since the additional heal does more for added survivability than the fire duration reduction (BoS would be second tier III skill to pick). Warspite's heal is also special as it can heal more citadel damage back than the normal BB heal, which is also something you can capitalize on when picking SI first.

 

Also with the now buffed turret traverse I'd pick Adrenaline Rush first and Expert Marksman later (especially since the Warspite turns so exceptionally well that you can just turn the entire ship and get the guns faster on target anyway)

 

Overall build looks like this:

  1. Priority Target - 1 point
  2. Adrenaline Rush - 3 points
  3. Super Intendant - 6 points
  4. Concealment Expert - 10 points
  5. Expert Marksman - 12 points
  6. Basics of Survivability - 15 points
  7. Fire Prevention - 19 points

If you want to share the captain with regular RN BBs (especially for the Conqueror) I'd personally opt out of Fire Prevention since fire damage is laughable with the RN black magic heal, you can have 4 fires burning for full duration (minus BoS, ship upgrades and signal flags of course), pop one heal and all the HP comes back and use those 4 skill points to go for Jack of all Trades and High Alert (especially if you use the Jck/Bert Dunkirk captains with the improved JoaT skill) to reduce the downtime between DCP and DRP for better health management instead, served me pretty well and I can't say I ever felt like I needed Fire Prevention on the Conqueror.

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57 minutes ago, Riselotte said:

What BB doesn't burn a lot, except those which never see battle?

Yeah, but Warspite burns very easily I've noticed.

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5 hours ago, creamgravy said:

Concealment expert so you can sneak up and run away more effectively.

I'll have you know, Sir, that the Grand Old Lady does not "run away".

She may, if she so chooses, make a dignified withdrawal. :cap_tea:

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5 minutes ago, Procrastes said:

I'll have you know, Sir, that the Grand Old Lady does not "run away".

She may, if she so chooses, make a dignified withdrawal. :cap_tea:

It's called a tactical retreat.

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Just now, Riselotte said:

It's called a tactical retreat.

That's what they call it in Her Majesty's former colonies, no doubt. I allow that the two procedures might be hard to tell apart.

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If you'll play mostly randoms with her i'd go CE followed by FP. However if you're willing to grind out the next 4 skill points in operations before doing randoms again I'd do it the other way around, FP followed by CE

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Concealment Expert. 

I guess it might depend on which tech-tree ship (if any) you're planning to put the captain in. But actually even then, I can't fathom a case where I wouldn't pick CE as first 4-point skill.

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[4OIL]
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Pirority target on BB cpt? Why? Correct me, if I'm wrong, but BB is generally expected to deal and tank damage. PT is the skill I see mainly on DD and CA....

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4 minutes ago, Shaasvre said:

Pirority target on BB cpt? Why? Correct me, if I'm wrong, but BB is generally expected to deal and tank damage. PT is the skill I see mainly on DD and CA....

First of all, it helps to see if you're being targeted by one ship, or if you're gonna get gangbanged by half the entire team.

 

Second, if you're detected but can't see anything, and you see detected (1) to detected and back to detected (1), chances are you're getting torped, because DD's switching to their torps technically makes them stop targeting you. That means it's time to stop sailing in a straight line at a constant speed.

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You havent stated what you intend to do with it......i will not contradict a PvP build suggested by all others.

 

But in Operations stealth will get your allied cruisers blapped ( you should draw bot fire off them, not be invisible while they are visible ) and even gimped T6 secondary batteries will exact heavy punishment on bot ships, escorts, forts and merchants while your main guns are reloading, seriously racking up higher rewards. Coop works a bit differently, but close quarters combat you do nearly all the time, stealth will be wasted points and sink your score.

 

Not every build works in every game mode.....

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Concelment are always gonna be your first 4pt skill on any BB maybe expect the GK. Same for cruisers ( Expect IFHE demanding ones ) and ofc DD's.

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