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DaBung

Recommendations for Agir Builds, Secondaries or not?

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Just now, Figment said:

No. If you are more likely to hit and hit often, that 5% extra damage will stack up quickly in a short time period. With Kansas or so, once every 40s +5% would be relatively meaningless. For hit and run tactics, doing that bit extra damage in short time is useful.

If you're in a Kansas, and you have +5% dmg per shell, that will apply to the first salvo as well.

 

Better reload might not make any difference on a ship with slow reload (BB guns, torpedoes, etc.), but more damage per salvo will stack up immediately, by definition.

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On 8/1/2021 at 10:28 PM, DaBung said:

What’s the best build for Agir these days? Most of the guides seem to be from before the secondary nerfs. They still worth building into with modules or should I just go main battery? Also range mode or reload if main battery is the way? 
 

Thanks.

standard super cruiser build. Sorry but cruiser secondary builds were never possible since 10.0

image.thumb.png.f4f8fa28dcd4495640436e5cbd57ee17.png

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26 minutes ago, tocqueville8 said:

If you're in a Kansas, and you have +5% dmg per shell, that will apply to the first salvo as well.

 

Better reload might not make any difference on a ship with slow reload (BB guns, torpedoes, etc.), but more damage per salvo will stack up immediately, by definition.

Yes, but chances of it missing are greater on the Kansas and you hit hard anyway. You’re better off with stuff that gives you time to reload and survive than more damage which would likely be overkill anyway.

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Am 2.8.2021 um 05:09, Samyuel sagte:

Please WG give back this skill for cruiser !

But then nobody would spend a fortune for Napoli (until she gets nerfed).

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On 8/2/2021 at 4:52 AM, gopher31 said:

My current Agir build:

 

20210802095117_1.jpg

This is the same build I use and it does well

 

shot-21_08.05_03_56.04-0917.thumb.jpg.2b057f07b36fcf43ce87a3664003ed02.jpg

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On 8/2/2021 at 1:32 PM, Figment said:

No. If you are more likely to hit and hit often, that 5% extra damage will stack up quickly in a short time period. With Kansas or so, once every 40s +5% would be relatively meaningless. For hit and run tactics, doing that bit extra damage in short time is useful.

This not a very good argument. First a BB has overmatch thus that extra 5% is going to actually cause damage more often then the AP of a CL or even a CA will.

 

Super cruisers being a hybrid between a CA and BB however puts it in a nice spot where it can be combat effective against more classes then most other ships. 

 

The agir is a rather nice ship with great accuracy and enough pen to make the damage stick against most ships. When shown a broadside that extra 5% equates to 2865 per pen. It is not uncommon for an agir to get 10k volleys with just the front 6 guns against a bb or to completely destroy most heavy cruisers at tier. 5 citadels from a Agir is almost enough to 1 salvo a Minotaur from full health. So yeah the extra 5% combined with superior accuracy and dependable armor scheme with a sub 20second reload makes tons of sense and should be taken.

 

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