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The_Angry_Admiral

Road to Daring.

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Decided to grind for the Daring wanting to go for a 99% gun boat build so if there are any Daring players out there what do you recommend? I am currently on the Lightning and I have Ben Dunkirk as my Captain.

 

image.thumb.png.ecd9d6c1e203ee00490c3d6daaddd4ff.png

 

image.thumb.png.81dcfbefa213b20e6cc5aff439d43105.png

 

Here is what I have so far. I took Torp Tubes Mod because Enhanced Grease the Gears gives my main guns a good traverse so I thought just a bit extra on the torps would be good. 

 

I also went for Consumables Enhancements as that skill is enhanced to give me more with my consumables.

 

image.thumb.png.89cb7a17bd2573a6ba670588c4be7016.png

 

I plan on going with longer range and I'm wondering is Heavy AP worth it? 

 

Just some opinions would be nice thanks.

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Last Stand and Survivability Expert are mandatory skills for every gun boat!

 

And the first 10 points are always the same for every DD (with some exceptions): Prev. Maintenace -> Last Stand -> Surv. Expert -> Concealment!

That ist the very base for every DD: protecting your torps modules, be able to stear even with damaged rudder and engine, having more HP is always helpful for such low-HP ships and finally more concealment is okay.

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I wouldn't bother with Grease the Gears or Consumables Expert for RN DDs. I'd pick Survivability Expert or Superintendent instead.

Though tbh, RN DDs are the ones I have the least experience with :Smile_child:

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1 hour ago, The_Angry_Admiral said:

Decided to grind for the Darling wanting to go for a 99% gun boat build so if there are any Daring players out there what do you recommend? I am currently on the Lightning and I have Ben Dunkirk as my Captain.

 

image.thumb.png.ecd9d6c1e203ee00490c3d6daaddd4ff.png

 

image.thumb.png.81dcfbefa213b20e6cc5aff439d43105.png

 

Here is what I have so far. I took Torp Tubes Mod because Enhanced Grease the Gears gives my main guns a good traverse so I thought just a bit extra on the torps would be good. 

 

I also went for Consumables Enhancements as that skill is enhanced to give me more with my consumables.

 

image.thumb.png.89cb7a17bd2573a6ba670588c4be7016.png

 

I plan on going with longer range and I'm wondering is Heavy AP worth it? 

 

Just some opinions would be nice thanks.

You dont need faster turrets on Daring, take the right most skills in t1/2/3 then ce at t4, after that I would suggest heavy ap at t2, extra consumable at T3 (thats 15pt total) remaining 6pt i would put in ar and either torp reload or gun reload, perhaps even torp flood and speed at t1/2, now if you truly want a full gunboat build you can take that +10 when spotted instead of ce and go for other gun skills but i wouldnt do that tbh, daring already has low reload times hence percentage based reload skills are meh and the slot 6 module basically gives the same thing, she is also fat and slow and proper gunboats like marceau, ragnar or druid will rip you to pieces unless you smoke up and the said skill doesnt work when you are in smoke…

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53 minutes ago, lup3s said:

 Consumables Expert 

Though tbh, RN DDs are the ones I have the least experience with :Smile_child:

I went with Consumable Enhancement because I thought it would give me the most our of my smokes. 

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17 minutes ago, Yedwy said:

You dont need faster turrets on Daring, take the right most skills in t1/2/3 then ce at t4, after that I would suggest heavy ap at t2, extra consumable at T3 (thats 15pt total) remaining 6pt i would put in ar and either torp reload or gun reload, perhaps even torp flood and speed at t1/2, now if you truly want a full gunboat build you can take that +10 when spotted instead of ce and go for other gun skills but i wouldnt do that tbh, daring already has low reload times hence percentage based reload skills are meh and the slot 6 module basically gives the same thing, she is also fat and slow and proper gunboats like marceau, ragnar or druid will rip you to pieces unless you smoke up and the said skill doesnt work when you are in smoke…

Hmmmm I'm wondering if I will just change captains then and put DunKirk on the Fiji as I'm going for the Minotaur to make the most out of his enhancements. 

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3 minutes ago, The_Angry_Admiral said:

I went with Consumable Enhancement because I thought it would give me the most our of my smokes. 

Your smokes are already very short in duration, so 10% on top of that is very little gain. You are better off with getting 1 more smoke entirely if you are looking for improving your smokes.

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43 minutes ago, The_Angry_Admiral said:

Hmmmm I'm wondering if I will just change captains then and put DunKirk on the Fiji as I'm going for the Minotaur to make the most out of his enhancements. 

Dunkirks are best for things that can use that turret speed buff - bbs, cas or dds T7 and lower, wasted potential on cls esp mino

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2 hours ago, ColonelPete said:

I would also suggest Superintendent for the extra Heal.

It's not just for the heal. On Daring SI is more or less a mandatory skill because you have no AA, so you need the extra smoke to "counter" CVs and the extra hydro protects not only you, but also the team from the pesky Shimas, Gearings, Hallands, Jinans, Yoshinos, …

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Vor 2 Stunden, The_Angry_Admiral sagte:

I went with Consumable Enhancement because I thought it would give me the most our of my smokes. 

Keep in mind, there is a consumable action time, and a smoke dispersion time.

The consumabnle enhancement boosts the action time only, which on daring is 10 seconds. So wht this does is it gives you one more puff of smoke when laying smoke, which at totl will last 1.25s longer.... Ain't worth it.

And you should at least give RPF a try.

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Daring is my joint favourite DD in the game with many matches in it, go to tier 10.

 

RPF without a shadow of a doubt. It's one of the best cap contester's / DD hunters in the game.

 

Heavy AP is worth it. I gave it a go and wouldnt go back, as AP is its bread and butter. Noticed the difference as I dispatched enemies quicker. 

 

Had many changes to find my perfect build. Don't use SI, did the maths and simply don't use them all enough to warrant it. By the time I used my last heal, all the enemy DDs were all dead (the real reason the daring needs heals) and smokes seemed to last.

 

Unlike some DD's that HAVE to have more heals due to having none or short torps or always open water gun boating, the daring can prove to be a nasty top boat with single fire torps.

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Just now, Redcap375 said:

RPF without a shadow of a doubt. 

I have RL on most of my DDs.

 

Back when I played randoms and CW it was useful to know the direction of the nearest ship.   It's also useful when torping DDs (or other ships) hiding in smoke and sitting still.

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2 hours ago, The_Angry_Admiral said:

I went with Consumable Enhancement because I thought it would give me the most our of my smokes. 

 

It boosts the action time of the Smoke Screen consumable, not the dispersion time of the smoke screen itself.

This skill (if used) fits best on DDs with crawling smoke consumable (e.g. Haida, Vampire II) or on DDs with an exhaust smoke consumable (e.g. ITA DDs). 

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12 minutes ago, lup3s said:

 

It boosts the action time of the Smoke Screen consumable, not the dispersion time of the smoke screen itself.

This skill (if used) fits best on DDs with crawling smoke consumable (e.g. Haida, Vampire II) or on DDs with an exhaust smoke consumable (e.g. ITA DDs). 

Dunkirk is my highest English captain so I may just move him to another ship and just grind a 10 point one I have to change my setup.

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Longer smoke action is pointless: you're a DD, you can quickly reverse into the smoke if you drift out.

 

Longer hydro is also a bit pointless: it's already 3 minutes or so.

 

Faster turret traverse is useless.

 

Heavy AP is a good skill, as is RPF.

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SI and RPF are very nice when I play Daring (one of my most played boats).

Skip torp mod however and go for aiming systems, because Daring uses guns a lot more than it uses torps.

Not that the torps are bad (they're great), but because the reload is so long to begin with that improving is imo the wrong approach.

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FWIW this is my current Daring captain:

image.thumb.png.1ad7caa9284d18ff434e84963b532ec0.png

 

To address the obvious:

  • Although RL is clearly powerful, I tend to find I get better use (at the level I play) from other things; besides which, a decent player can do a lot with the knowledge that someone on the opposing side has got him with RL (even I can make good use of that information).
  • I tend to play fairly aggressively; in that context, PT can be very helpful - there is a big difference between one opponent pointing main guns at you and half a dozen doing so, and knowing which it is can be very helpful!

To provide context, this is the ship build I run:

image.thumb.png.a363cee8d704773acf6bc6b3d21db560.png

 

Needless to say, I wouldn't definitively say all this is 'right', but it's what I find works okay for me.

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Just now, Verblonde said:

FWIW this is my current Daring captain:

image.thumb.png.1ad7caa9284d18ff434e84963b532ec0.png

 

To address the obvious:

  • Although RL is clearly powerful, I tend to find I get better use (at the level I play) from other things; besides which, a decent player can do a lot with the knowledge that someone on the opposing side has got him with RL (even I can make good use of that information).
  • I tend to play fairly aggressively; in that context, PT can be very helpful - there is a big difference between one opponent pointing main guns at you and half a dozen doing so, and knowing which it is can be very helpful!

To provide context, this is the ship build I run:

image.thumb.png.a363cee8d704773acf6bc6b3d21db560.png

 

Needless to say, I wouldn't definitively say all this is 'right', but it's what I find works okay for me.

I'm running similar build sans BFT because 19pointer captain :cap_old: on my Daring/Cossack and it works well enough. Though after RL success in Ruskies/French destroyers, I'm slowly leaning towards equipping that skill on other destroyers, Brits included.

 

If nothing else, it will help them against surfaced subs to save on legwork:cap_haloween:

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3 minutes ago, Panocek said:

I'm running similar build sans BFT because 19pointer captain :cap_old: on my Daring/Cossack and it works well enough. Though after RL success in Ruskies/French destroyers, I'm slowly leaning towards equipping that skill on other destroyers, Brits included.

 

If nothing else, it will help them against surfaced subs to save on legwork:cap_haloween:

I must admit I'm wondering if my poor results with less sneaky DDs is in part due to not running RL; next time there's a reset, I'll have to give it another try...

 

Very good point about making life harder for the Underwater W4nkers; that might well provide a good enough reason to make more widespread use of the skill (assuming WG don't fix submarines).

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5 hours ago, The_Angry_Admiral said:

I am currently on the Lightning

BTW I would strongly suggest keeping both Lightning and Jutland as 'keepers'; they're both excellent in their own right.

 

5 hours ago, The_Angry_Admiral said:

Darling

It's now quite possible that my Daring will be permanently known as 'Darling'...!

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2 hours ago, The_Angry_Admiral said:

image.png.8d14710dd4dbf5d88d9f81f4f22fbe9a.png

 

What exactly is so funny here? Reminds of when I see people suddenly kite when they don't need - something they saw but don't understand it's implementation. 

There are 3 mandatory skills on every DD: you have only 1 selected. This shows how much you know about the DD gameplay. Yet you're asking the build for a tier 10 DD. It's funny and sad at the same time.

You're willing to spend 3 point on a garbage skill that gives you a 5% MBR increase (<==> 0.1s) and 10% AA increase from something that effectively is ~0 anyway.

Before starting a new thread about "the next important thing" consider watching guides on youtube, following a WOWS streamer (in this example a DD main), looking through the forum topics, reddit etc. Even the outdated wiki can be helpful.

But I do enjoy your posts! Keep spamming them!

 

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