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Puffin_

Massachusetts, OHIO Captain Builds

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For Ohio I have an AA Halsey build for CB at this time, Massa still has a sec build, IDK if its best or not though

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When i use my UK CV against BB they always ignite, and after a few passes they burn 3 fires for full duration. When i have to come back i do it again.

 

It is the same for UK BB and UK heavy Cruisers lobbing HE at enemy BB i suppose...frying enemies  is really their thing.

 

What does that say  about "survivability" builds ? Some food for thought that.....

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2 minutes ago, Beastofwar said:

When i use my UK CV against BB they always ignite, and after a few passes they burn 3 fires for full duration. It is the same for UK BB and heavy Cruisers lobbing HE  i suppose...it is really their thing.

 

What does that say  about "survivability" builds ?

That they burn 3 fires instead of 4, not for full duration, smartass.

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2 minutes ago, LemonadeWarriorITA said:

That they burn 3 fires instead of 4, not for full duration, smartass.

 

Still kills them real fast.....not very convinced that is worth all those points.

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3 minutes ago, Puffin_ said:

Extra Heal vs Concealment 

Kafteinn.thumb.jpg.e4f01a6c9a484310c230176cdad41475.jpg

 

What does concealment do for you when firing 20+ km guns ? When CV are hovering near or DD are lurking near ?

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Just now, Puffin_ said:

Maybe this build is best after all :Smile_sad:

Kapt.jpg.5ed192caa68030b094868e71716348c9.jpg

 

 

 

Why not trade CE for Super-heavy AP + Shell switch? 

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This is what I'm currently running on the Georgia:

 

2097954177_Screenshotfrom2021-05-2620-20-22.png.2174a6e0b9d82849b64d1958e367b286.png

 

With 21 points, I could go for Concealment Expert (boring), Emergency Repair Expert (slightly less boring), Basics of Survivability + Pyrotechnician (still boring, though it would allow me to switch to Engine or Rudder Mod in slot #4) or Close Quarters Combat (tempting).

Imho, if you go for secondaries, it makes more sense to sacrifice range than accuracy, as on many occasions you are free to decide how close to the target you want to get, while accuracy is important against DDs in particular. However, secondary range synergizes with Close Quarters Combat, so I wouldn't get the latter without the former.

Also, the usefulness of Emergency Repair Expert depends on your skill: if you're a good player you'll get to use the 5th heal more often than someone who either camps or overextends. Since your profile is private, I can't offer a recommendation. :Smile_smile:

 

If I had the Ohio, I wouldn't take Grease the Gears (30s traverse is excellent already, and even 34s if I went reload would be perfectly acceptable), but instead Priority Target, I suppose. Or Vigilance.

I wouldn't even consider Pyrotechnician, as the fire chance of those secondaries is almost double that of the Georgia (which is a bit stupid...).

I'm not entirely satisfied with Main Armament Mod 1, as Georgia (and Massa, and Ohio) turrets are pretty tanky, but it's cheap to switch, anyway. The Dmg Con Mod 1 (coal module, +40% fire and flooding immunity) is also worth considering for slot #1, imho.

 

Now, I'm not much of a competitive player, and you could argue I'm not an outstanding Georgia player either, but I think secondaries are still worth going for. For instance:
- I had a round in the Silver qualifiers where my secondaries did 50k dmg to an (angled) enemy Georgia, during a prolonged fight: they were simply more efficient than AP;

- I had another round where my secondaries did 7.5k on an Akizuki as my main guns were sniping an Alaska on the other side of the map: just like the fast-reloading heals sustain you in close fights, secondaries allow you to engage multiple enemies and to have a broader impact.

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1 hour ago, Puffin_ said:

This could be worth trying but will not be as strong against DD as "Improved Secondary Battery Aiming"

Take my statments with a grain of salt, i recently accuired the Ohio so need a bit more experience on it. 

But to answer youre statement, if a dd is spotted within secondary range i would trust my Main guns more than secondary guns, i also have Halsey to benefit on expert loader so its pretty quick to change to HE while guns are rotating. 

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3 hours ago, Puffin_ said:

What is the best Captain Build for Massachusetts and OHIO now?

 

applies for pretty much most of the American premium line (Massa, Georgia, and Ohio) and I run this. There are two more builds you can try.

image.png.f74e78a713922e5d16e5c03d9d19a073.png

 

 

These are the other builds you can try.

 

 

 

image.png.395348a9365b88c34b941c08dcc1d005.png

 

All work quite well

You can go full tank build but that gave me the worst benefit. 

The best build out of the three is the first one, which buffs secs and survivability. 

You can try hybriding three three builds coz AA build on Ohio can give CVs a run for their money. I actually even shot down a full FDR squad in about 30 secs or so. He got a 10k bomb drop but he lost all his planes except the three he struck me with. The amount of enlightenment I received that day can rival monks when they find the answer to everything (jk, but I was very satisfied).

I would suggest focusing Ohio with ranked in mind coz Randoms are trash and most likely that build will work there.

 

You may have a question on why secs. Well Ohio's dispersion of secs is still good enough. She never pened much to begin with but she did set fires and superstructure hits yielded more damage and that seems the case even more now since the secs are laser beams anymore and the secs hit all portions of the ship now, even more than before. Couple that with good guns with great handling (gun wise), good tanking capacity, and we have a BB that is the ultimate generalist at all ranges.

 

 

image.png

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2 hours ago, SpartanRenegade said:

 

 

Why not trade CE for Super-heavy AP + Shell switch? 

Super heavy AP gives fire duration. Aka a 60 sec fire would burn for 75 secs. This skill is only optimal or even considered an option for long range snipers like Champagne or Slava.

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23 minutes ago, totally_potato said:

Super heavy AP gives fire duration. Aka a 60 sec fire would burn for 75 secs. This skill is only optimal or even considered an option for long range snipers like Champagne or Slava.

 

Good point.

 

In addition, since Achievements no longer give signals, mitigating the problem with Dreadnought and Fireproof flags has become a lot more expensive.

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Just now, tocqueville8 said:

 

 

Good point.

 

In addition, since Achievements no longer give signals, mitigating the problem with Dreadnought and Fireproof flags has become a lot more expensive.

yeah. Atleast I have a huge credit stock pile, to keep buying them from time to time

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38 minutes ago, Karasu_Hidesuke said:

Best?... dunno, but this is my Coop Special Masachusetsu captain build.

 

image.thumb.png.2cb44fe325bcca985c48ae3d13c7c2ee.png

 

I have such a build for Operations BB, but with torpedo protection instead of concealement........it feels valuable as bot DD and Cruisers like to spam torpedo's around a lot. In fact bot Cruisers are using their torpeo's far more then human players. You can count on them launching whenever they can.

 

I think concelament is pretty useless firing long range guns, practically the whole map can see that. In PvP when you do not charge foreward ( too soon ) you dont have to flee into concealment because you are mass targetted either.

 

That said i only see value for secondary builds ( and for some inlcuding IFHE as i want the secondaries to be able to do DIRECT damage, that is punch 26-27 mm plating )  in Operations where they can rack up ~ 50k damage all on their own. Fire chance is not missed there, targets often die in seconds anyway and BB shoot exclusively AP or SAP at bots.

 

In PvP enemies are too remote for the rework introduced piss poor accuracy most of the time. And what damage do secondaries do in PvP ? Light some (extra) fires if you are lucky......

 

 

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5 minutes ago, Beastofwar said:

 

I have such a build for Operations BB, but with torpedo protection instead of concealement........it feels valuable as bot DD and Cruisers like to spam torpedo's around a lot. In fact bot Cruisers are using their torpeo's far more then human players. You can count on them launching whenever they can.

 

I think concelament is pretty useless firing long range guns, practically the whole map can see that. In PvP when you do not charge foreward ( too soon ) you dont have to flee into concealment because you are mass targetted either.

 

That said i only see value for secondary builds in Operations where they can rack up ~ 50k damage all on their own. In PvP enemies are too remote for the rework introduced piss poor accuracy most of the time.

 

 

 

Yeah, CE is the weak point of my build. Might have been better to use those 4 pts otherwise. However, this does allow me to have some use of the ship in PvP, too, should I want that. The problem is, I can't realistically have any use of the secondaries in most randoms, but possibly sometimes if I feel like pushing aggressively. Still, they may not be something to rely on...

 

By default, I often pick CE regardless. Frankly, I'm disappointed by the fire prevention at 4 pts which is the one I'd probably pick instead. My normal BB builds would typically pick those three 4 pt skills on the right, though.

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9 minutes ago, Karasu_Hidesuke said:

 

Yeah, CE is the weak point of my build. Might have been better to use those 4 pts otherwise. However, this does allow me to have some use of the ship in PvP, too, should I want that. The problem is, I can't realistically have any use of the secondaries in most randoms, but possibly sometimes if I feel like pushing aggressively. Still, they may not be something to rely on...

 

By default, I often pick CE regardless. Frankly, I'm disappointed by the fire prevention at 4 pts which is the one I'd probably pick instead. My normal BB builds would typically pick those three 4 pt skills on the right, though.

 

Yes very much true.....i had to use IFHE secondary builds in the most recent ranked because that was suddenly in t6-t7 range and all the ships i have in that range are Operations efficient configured, not hardcore PvP.

 

Not that it mattered a lot frankly......55 % WR may be below elitists dignity but it got me in silver in 3 days. :Smile_coin:

 

 

ranked3.jpg

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Just now, Beastofwar said:

 

Yes very much true.....i had to use IFHE secondary builds in the most recent ranked because that was suddenly in t6-t7 range and all the ships i have in that range are Operations efficient configured.

 

Not that it mattered a lot frankly......55 % WR may be below elitists dignity but it got me in silver in 3 days. :Smile_coin:

 

 

ranked3.jpg

 

Just gave it a go. Have to say, those secondaries are next to useless unless you just enjoy watching fireworks. They are not good enough to seriously threaten anyone.

 

I'll have to keep this in mind if there's a free respec in the future, whether to fine tune this captain for Coop or revert to a non-secondary build. Basically, though, this set up is what I use for racking up my ribbon count for those missions doable in Coop so it just might make enough sense to keep this captain for Coop.

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8 minutes ago, Karasu_Hidesuke said:

 

Just gave it a go. Have to say, those secondaries are next to useless unless you just enjoy watching fireworks. They are not good enough to seriously threaten anyone.

 

I'll have to keep this in mind if there's a free respec in the future, whether to fine tune this captain for Coop or revert to a non-secondary build. Basically, though, this set up is what I use for racking up my ribbon count for those missions doable in Coop so it just might make enough sense to keep this captain for Coop.

 

But one of these secondary skills accelerates the main gun reloading as well, giving quite a substantial benefit in situations where your enemy is grinning with all barrels pointed at you at pissing distance from you....the 1st one to complete reloading in such situations is the one that sails away.....

 

When you spec for close quarters combat, you will have to force close quarters combat whenever you can  to benefit ofcourse. And when all goes south, the rammer flag is always a nice thing to have in the mast......this to the frustration of many a almost full HP BB enemies protesting the unrealism of it all...hey i do not disagree with that, but i will use it as it is....:Smile_veryhappy:

 

 

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7 minutes ago, Beastofwar said:

 

But one of these secondary skills accelerates the main gun reloading as well, giving quite a substantial benefit in situations where your enemy is grinning with all barrels pointed at you at pissing distance from you....the 1st one to complete reloading in such situations is the one that sails away.....

 

When you spec for close quarters combat, you will have to force close quarters combat whenever you can  to benefit ofcourse. And when all goes south, the rammer flag is always a nice thing to have in the mast......this to the frustration of many a almost full HP BB enemies protesting the unrealism of it all...hey i do not disagree with that, but i will use it as it is....:Smile_veryhappy:

 

 

 

So... that's what's been going on... I've been telling those hapless sods to learn how to steer a ship..... :cap_hmm:

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