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Northern_Nightowl

USS North Carolina, what skill shall I choose?

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Hello,

 

I've got 4 skill points to spend on a T4 skill for my NC. Which one may I choose? I'm looking for advice; playstile-wise, I prefer survivability and gunnery precision.

(I seldom exhaust the 4 charges of my repair team, and fires are also presently not much of a threat).

 

Regards, Nightowl

 

978074725_SkillscreenNC.thumb.PNG.bfbd30fa207fd0d2179a07e11d24cd03.PNG

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[LAFIE]
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Fire Prevention would be my vote.

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[SINT]
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You already invested in survivability due to picking the skills that boost repair and earlier visibility of enemy torps. While vigilance would not be my 2nd tier pick and I would prefer the Adreline rush as the tier 3 skill with this skillset I think CE is your best bet. NC still has the better base concealment ( if you also picked the ce module) so that should work. Enables you to slip in concealment while fighting at the preferred firerange of the NC. 
 

Deadeye is the alternative but without CE it has slightly less benefit and there is a rework coming.

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Vigilance is a waste of 2 points. My first 3 point skill would be adrenaline rush, first 4 pointer concealment. With concealment modification you have 12.3 km concealment which allows you to disengage easier and to surprise your enemies with salvos from unexpected angles.

 

The rest of the build is based on your preference and play style, there is a lot of good options for the NC.

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Make her tank build like many other BBs.

Vigilance and Basics of Survivability - wrong skills. One is not needed and other is waste of points of extra few seconds of fire.

In 4th slot you need both, Concealment and Fire Prevention tho I personaly dont feel difference with and without FP. And Concealment is always a plus on a BB.

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So, anything secondaries-related is not worth it?

I pondered whether the long rang shells or the improved aiming could be beneficial; I'm always looking with envy at the muzzle blasts of some Friedrich-der-Große or Massachusetts who are already beginning to fire at ~10 km when I'm not yet in range (8,3 km).

 

Regards, Nightowl

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Just now, Northern_Nightowl said:

So, anything secondaries-related is not worth it?

I pondered whether the long rang shells or the improved aiming could be beneficial; I'm always looking with envy at the muzzle blasts of some Friedrich-der-Große or Massachusetts who are already beginning to fire at ~10 km when I'm not yet in range (8,3 km).

 

Regards, Nightowl

Secondaries are not worth it, especially not on the US BB's (Massachutes, Georgia and Ohio are anomalies in that regard). Just go for a tank build, drop vigilance and get AR instead.

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[RODS]
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Concealment expert or Fire prevention

Vigilance skill seems like wasted 2 points, it´s not like u are gonna be doing a lot of torp beats, would be better if u used the 2 points on Priority target 

  

 

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I'm feeling more at ease getting a tiny amount of seconds more reaction time when fishes are headed for my hull than knowing how much barrels are pointed at me, that's why I'm quite fond of the "vigilance" and I currently feel well enough knowing that I'm getting shot at by seeing muzzle blasts or tracers; it's not this hard to tell the approximate angle of the shells and to see whether they're for you or not.

 

As I take your remarks, it will come down to concealment or fire prevention. I'm not ready to decide yet, so I'll be pleased to hear some more opinions!

 

Regards, Nightowl

 

PS. Just for information, I equipped these modules:

2008240836_ModulescreenNC.PNG.2adf9d2866077ffe4024e722af404f42.PNG

The propulsion modification actually serves me well, I decided to use it after reading the footnote on the Wiki page.

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37 minutes ago, Northern_Nightowl said:

PS. Just for information, I equipped these modules:

 

3rd slot main battery traverse

4th slot damage con, or if you really dont want that then rudder shift is better than acceleration mod. Acceleration mod only helps between -6/+6 kts. So you can do some dodgy dodgy when you are sitting on one spot, but that usually only helps against BB AP, and unless its a Yamato hitting your bow it doesnt matter anyway.

I think the footnote is rather weird, it sounds much better than it actually is. Damage con mod helps against fires/flood (but its not necessary if you run BoS + anti-fire flag), so you can go rudder shift, which helps with dodging shells and foremost torps.

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fire prevention or concealment expert, also with all the he spammers around fires will be your greatest issue

and dont show too much broadside, NC gets lots of punishment from that

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[ACIER]
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Il y a 23 heures, Northern_Nightowl a dit :

Hello,

 

I've got 4 skill points to spend on a T4 skill for my NC. Which one may I choose? I'm looking for advice; playstile-wise, I prefer survivability and gunnery precision.

(I seldom exhaust the 4 charges of my repair team, and fires are also presently not much of a threat).

 

Regards, Nightowl

 

978074725_SkillscreenNC.thumb.PNG.bfbd30fa207fd0d2179a07e11d24cd03.PNG

 

Concealment is a classic one. 

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I love this North Carolina build :

image.thumb.png.69d4f491bcd98abf97e885b0dd9294c4.png

 

Your build is pretty screwed up, you can make it not completely terrible by going for this, but it's sub-optimal.
image.thumb.png.9ee068a1941527115026af216d07add9.png

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7 hours ago, Northern_Nightowl said:

I'm feeling more at ease getting a tiny amount of seconds more reaction time when fishes are headed for my hull than knowing how much barrels are pointed at me, that's why I'm quite fond of the "vigilance"

-If you use priority target actively, you only take torpedo hits from competent destroyer players, there's not many out there.

All vigilance does is let you know you're going to die 25% sooner :fish_cute_2: Vigilance was only ever useful on smaller ships that can :
A) Use the advanced warning to actually dodge
B) On DDs in competitive environments - screening for torpedoes

-Fire prevention is much better than basics of survivability agains fires, they're not even in thesame ballpark in terms of efficiency.
-Emergency repair specialist reduces your cooldowns by a meaningless 1,5 seconds, meanwhile gun feeder lets you switch to HE to blap destroyers, it actually saves your life when a DD tries to yolo you

Priority target is still the best skill in the tree, if an average DD player torps you, you'll see PT go +1 -1 - Whenever you see that, slow down or change course, you'll rarely eat torps. It also tells you when you need to angle for incoming shells obviously but the power of priority target (used properly) against torpedoes is so vast, an average or below average destroyer player will think you're a mind-reader, get frustrated and stop trying to torpedo you after 2-3 attempts.

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Am 21.3.2021 um 02:04, NikolayKuznetsov sagte:

-If you use priority target actively, you only take torpedo hits from competent destroyer players, there's not many out there.

 

Priority target is still the best skill in the tree, if an average DD player torps you, you'll see PT go +1 -1 - Whenever you see that, slow down or change course, you'll rarely eat torps. It also tells you when you need to angle for incoming shells obviously but the power of priority target (used properly) against torpedoes is so vast, an average or below average destroyer player will think you're a mind-reader, get frustrated and stop trying to torpedo you after 2-3 attempts.

 

Thank you, this advice is really valuable to me! I didn't really get the usefulness of "Priority target" until this hint about DD...

FYI, I followed the advice of restarting the build and I emulated the "Halsey pattern" from above.

 

Regards, Nightowl

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1 hour ago, nambr9 said:

Screenshot_20210324-055319_Brave.jpg

 

With Montana in mind ....

The one thing that keeps my mind boggled is this.

You go for an almost full tank build, yet you are also banking on taking a lot of dmg and staying low to get your money's worth out of the AR three pointer.

Is this really the most optimal thing to use? 

 

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2 minutes ago, 159Hunter said:

The one thing that keeps my mind boggled is this.

You go for an almost full tank build, yet you are also banking on taking a lot of dmg and staying low to get your money's worth out of the AR three pointer.

Is this really the most optimal thing to use? 

 

 

In my opinion yes.

Montana has good repair and dead eye is not mandatory on her.

 

Playing mid range will make you take dmg and AR is always useful (mandatory in my opinion).

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Both 4 points survival skills are much more important than concealment. And dont waste equipment space for concealment too. 

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7 minutes ago, Gwynbleidd11 said:

Both 4 points survival skills are much more important than concealment. And dont waste equipment space for concealment too. 

Disagree. Concealment is one of the best survival skills there is. Not being seen = not taking damage. And it allows you to get better volleys in ( closer / unsuspecting reds )

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36 minutes ago, 159Hunter said:

Disagree. Concealment is one of the best survival skills there is. Not being seen = not taking damage. And it allows you to get better volleys in ( closer / unsuspecting reds )

 

Nope, in Cruiser and DD it's like that, but in BB you mostly shoot every time you get a chance, so every 30 seconds or so. It's not the worst skill of course, but when you need to choose for more and longer repairs and less fire chances its not even a competition. Just checked that wiki also recommends not to take concealment skills for BB

 

As of equipment, concealment might be a decent choice, but torpedoes visibility or extended consumables time are also very useful

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32 minutes ago, Gwynbleidd11 said:

Both 4 points survival skills are much more important than concealment. And dont waste equipment space for concealment too. 

 

Just as a headsup:

When you get to hightiers, and play totaly without concealment, you gonna have a really bad time...

 

3 hours ago, 159Hunter said:

The one thing that keeps my mind boggled is this.

You go for an almost full tank build, yet you are also banking on taking a lot of dmg and staying low to get your money's worth out of the AR three pointer.

Is this really the most optimal thing to use? 

 

 

Properly played BBs should take damage the entire game, so they can make use of all heals.

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Why do you have Vigilance? lol

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You say, "fires are not a problem" and I hear "I stay way too far back". Now, this may not be the case with you. Fire prevention is necessary I'd say and - unless you're some kind of unicum - concealment expert also. The NC is a very good battleship. Great concealment, good armor, amazing guns. Sitting nose-in at 20km and firing rounds every 30 seconds is a damn waste. Also, deadeye. Don't take it, it is about to be changed and you'll have to pay to remove it more likely than not. In my opinion, the average player can't go wrong with a typical tank build. Treat the NC well and you will reap the dividends. 

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