[SHAFT] viceadmiral123 Players 1,221 posts 29,485 battles Report post #1 Posted September 7, 2015 Three skills are very viable for IJN DD captain. Advanced firing training for 20% extra range. Interesting it puts you outside detection even if you fire at an enemy, but he should be on the edge of your range. Seems the worst of the three to me. But, hey, range is range. Last stand - pretty obvious. Nothing worse than getting your engine and rudder broken while being under fire. Demolition expert - looks the most fun of all options to me. You can set fire to enemies more often. Share this post Link to post Share on other sites
[0031] Frank_F_B [0031] Beta Tester 359 posts Report post #2 Posted September 7, 2015 I voted Last stand.Handy in a DD Share this post Link to post Share on other sites
[URGRN] NecroFlex Beta Tester 328 posts 1,833 battles Report post #3 Posted September 7, 2015 (edited) For IJN i'd recommend the ''Last stand'', yes, i don't play DDs, but IJN DDs are more torpedo oriented, their guns are meh, slow turn, slow reload etc. The ''Advanced firing training'' would be or is prefect for USN DDs since they are more gun oriented, DD hunters, so the longer firing range really helps them. the ''Demolition Expert''..idk, don't take the ''+3% more chance'' literally, it increases your already existing fire chance by 3% (IIRC, i think that's hot it works), so it's a no-go for DDs. But yeah, overall, last stand is imo best for them since DDs are prone to engine damage and rudder damage. Edited September 7, 2015 by NecroFlex Share this post Link to post Share on other sites
[SHAFT] viceadmiral123 Players 1,221 posts 29,485 battles Report post #4 Posted September 7, 2015 I am not sure of the specifics of those skills as I've never picked them before. The 3% fire chance will make a 10% fire chance more like 10.3% I gather? Last stand gives you half speed and rudder or even less? The IJN DD guns are Ok, sometimes you get to chase BBs and set fires. Share this post Link to post Share on other sites
[URGRN] NecroFlex Beta Tester 328 posts 1,833 battles Report post #5 Posted September 7, 2015 (edited) I never said they were useless, but they aren't awesome either and yes, if i remember it right, it should be 10.3% and not 13%, unless that perk is calculated differently than other perks, since the ''fire prevention'' perk lower the chance of fire by 7%, but not literally 7% as in, you have 10% chance and if the enemy has that per you only have 3%, no, it lowers it by a little, so those perks are usually useless. EDIT: i have the ''Advanced firing training'' on my Fuso and it's awesome, that + the AA range increase from the upgrade makes my flak have 7.2km instead of 5km and the actual DPS AA has 4.3km, which when turning, gets rid of a few planes atleast But yeah, the secondary guns get some range increase, but if a DD comes that near you, you f***ed up somewhere Anyway, just get the ''Last stand'' perk for IJN and if you go play the USN DDs in the future, consider taking the ''advanced firing training'' it will help quite a bit, or buy 2 T4 perks, cause why not xD Edited September 7, 2015 by NecroFlex Share this post Link to post Share on other sites
Flavonov Beta Tester 46 posts 676 battles Report post #6 Posted September 7, 2015 Again, like all of these people are saying, it depends whether you're playing the US or IJN DD line Share this post Link to post Share on other sites
[TTTX] Mayv Players 1,952 posts 7,021 battles Report post #7 Posted September 7, 2015 I went for Advanced Firing Training on my IJN DD captain. In my experience there hasnt been a time where I feel that after having my steering or engine knocked out repaired and knocked out again that I would have survived anyway. On my Fubuki I can fire out to 12km and with the detectability decrease module and camo, I am spotted at 10km while firing. This has proved useful for finishing offlow health enemies and resetting caps while remaining undetected. Also useful in games where you cant land a torp hit on enemies. 1 Share this post Link to post Share on other sites
[SHAFT] viceadmiral123 Players 1,221 posts 29,485 battles Report post #8 Posted September 7, 2015 (edited) I went for Advanced Firing Training on my IJN DD captain. In my experience there hasnt been a time where I feel that after having my steering or engine knocked out repaired and knocked out again that I would have survived anyway. On my Fubuki I can fire out to 12km and with the detectability decrease module and camo, I am spotted at 10km while firing. This has proved useful for finishing offlow health enemies and resetting caps while remaining undetected. Also useful in games where you cant land a torp hit on enemies. My sentiment for this skill exactly. Still thinking about it in my isokaze What is the flight time of shells at 12km for Fubuki? Edited September 7, 2015 by viceadmiral123 Share this post Link to post Share on other sites
Userext Beta Tester 5,342 posts 2,957 battles Report post #9 Posted September 7, 2015 I would prefer to sharpen the side my sword is much more powerfull. Unfortunetly there isnt a skill for IJNDDs. So i chosed last stand as my modules will be knocked out a lot Share this post Link to post Share on other sites
[TTTX] Mayv Players 1,952 posts 7,021 battles Report post #10 Posted September 7, 2015 My sentiment for this skill exactly. Still thinking about it in my isokaze What is the flight time of shells at 12km for Fubuki? Its 10s at 12km. On the Isokaze your range would increase to 10.92km With camo your detectability is 5.9km and 9.9km will firing. If you get the level 5 skill your detectability would be 5.3km and 9.3km while firing. So it would be a viable skill on the Isokaze. Share this post Link to post Share on other sites
[SHAFT] viceadmiral123 Players 1,221 posts 29,485 battles Report post #11 Posted September 7, 2015 Its 10s at 12km. On the Isokaze your range would increase to 10.92km With camo your detectability is 5.9km and 9.9km will firing. If you get the level 5 skill your detectability would be 5.3km and 9.3km while firing. So it would be a viable skill on the Isokaze. Thanks for the expert feedback. I don't know if this mechanic will be "fixed" if deemed OP eventually, but with current state of DDs I doubt it. And I'm a little scared of getting a 4km penalty on my concealment if I'm not sure about who is around. I am going for the t5 skill for -10% detectability and stack it with module and camo. I am firing quite a lot when in the fleet or chasing down separated enemies and I find the IJN guns adequate. I got Fubuki, but I prefer levelling up and getting credits in Isokaze. Makes me think if is overkill to get so much concealment, I will be playing without the 5pt skill for a while anyway to see how it goes. Thanks again! Share this post Link to post Share on other sites
[RONIN] 22cm Beta Tester 6,377 posts 36,662 battles Report post #12 Posted September 7, 2015 (edited) Its 10s at 12km. On the Isokaze your range would increase to 10.92km With camo your detectability is 5.9km and 9.9km will firing. If you get the level 5 skill your detectability would be 5.3km and 9.3km while firing. So it would be a viable skill on the Isokaze. The firing arc is not too good. I have AFT on Isokaze and I m wondering if I should not change it. Edited September 7, 2015 by 22cm Share this post Link to post Share on other sites
[LAWS] Isitari Beta Tester 234 posts 12,720 battles Report post #13 Posted September 7, 2015 Last stand is more important in an IJN DD than even a USN DD I think because the IJN has no way to defend itself once it's spotted. Where as Advanced fire training in a USN DD means you can fire from range without being spotted which is awesome . 1 Share this post Link to post Share on other sites
[LAI] Nagine Beta Tester 680 posts 3,140 battles Report post #14 Posted September 7, 2015 "Last Stand" is useful mostly in close combat. If you can stay out of danger for prolonged amount of time, there is no need to take this skill. Just don't charge while your repair is still on cooldown. And you always have a smoke screen as a last resort. "Advanced fire training", on the other hand, gives a bonus not only to the guns (which are quite respectable on higher tier DDs), but also to AA. The latter is quite important, considering that there is swarm of planes at higher tiers. Put AA equipment and fighters will suffer if they stay above your head. So in my opinion, "Last stand" is better in lower tiers, while "Advanced fire training" - at higher ones. Share this post Link to post Share on other sites
Userext Beta Tester 5,342 posts 2,957 battles Report post #15 Posted September 7, 2015 "Last Stand" is useful mostly in close combat. If you can stay out of danger for prolonged amount of time, there is no need to take this skill. Just don't charge while your repair is still on cooldown. And you always have a smoke screen as a last resort. "Advanced fire training", on the other hand, gives a bonus not only to the guns (which are quite respectable on higher tier DDs), but also to AA. The latter is quite important, considering that there is swarm of planes at higher tiers. Put AA equipment and fighters will suffer if they stay above your head. So in my opinion, "Last stand" is better in lower tiers, while "Advanced fire training" - at higher ones. But you cant shoot down any high tier planes especially tier 9-10 planes. You just cant shot them down in IJN ones. Also you will be spotted in higher tiers a lot due to planes which hungery CA captains will spam the duck out of your position Share this post Link to post Share on other sites
kennydbt Players 308 posts 7,857 battles Report post #16 Posted September 7, 2015 last man for me. I sunk more than a few ship with my IJN got to love sinking CA VII with guns mahmaham Share this post Link to post Share on other sites
[LAI] Nagine Beta Tester 680 posts 3,140 battles Report post #17 Posted September 8, 2015 But you cant shoot down any high tier planes especially tier 9-10 planes. You just cant shot them down in IJN ones. Also you will be spotted in higher tiers a lot due to planes which hungery CA captains will spam the duck out of your position Not true regarding the inability to shoot high tier planes. Well, not sure about tier 10, but you can definitely shoot tier 9 ones. For example, in my Hatsuharu I managed to shot down 17 Taiho (tier 9) planes. They were trying to perma spot me and if I didn't have AA defense, this game would be highly annoying. Thanks to ability to destroy those pesky escorts I also had a chance to land some torp hits. Share this post Link to post Share on other sites
Userext Beta Tester 5,342 posts 2,957 battles Report post #18 Posted September 8, 2015 Not true regarding the inability to shoot high tier planes. Well, not sure about tier 10, but you can definitely shoot tier 9 ones. For example, in my Hatsuharu I managed to shot down 17 Taiho (tier 9) planes. They were trying to perma spot me and if I didn't have AA defense, this game would be highly annoying. Thanks to ability to destroy those pesky escorts I also had a chance to land some torp hits. I am pretty sure about tier 10 planes but wasnt sure about tier 9 ones. Share this post Link to post Share on other sites
[POP] YukiEiriKun [POP] Beta Tester 1,500 posts 5,749 battles Report post #19 Posted September 8, 2015 My choise is "Last Stand" for DD's.Stationary DD is a dead DD. Share this post Link to post Share on other sites
rafparis Beta Tester 872 posts 4,381 battles Report post #20 Posted September 8, 2015 In my experience there hasnt been a time where I feel that after having my steering or engine knocked out repaired and knocked out again that I would have survived anyway. it have saved my [edited]many times As you have a very high chance of your engine / ruddershift being knocked out at every HE shell that land on the rear (or near you). You retain 75% of you speed and turning radius, so you still can escape shells/torps. If you get caught when you used you repairs, you are a sitting duck. Share this post Link to post Share on other sites
[SHAFT] viceadmiral123 Players 1,221 posts 29,485 battles Report post #21 Posted September 8, 2015 it have saved my [edited]many times As you have a very high chance of your engine / ruddershift being knocked out at every HE shell that land on the rear (or near you). You retain 75% of you speed and turning radius, so you still can escape shells/torps. If you get caught when you used you repairs, you are a sitting duck. 75% sounds amazing. I will do some testing with the fire range and AA before I make a pick, I don't have doubloons to reset. Share this post Link to post Share on other sites
[TTTX] Mayv Players 1,952 posts 7,021 battles Report post #22 Posted September 8, 2015 it have saved my [edited]many times As you have a very high chance of your engine / ruddershift being knocked out at every HE shell that land on the rear (or near you). You retain 75% of you speed and turning radius, so you still can escape shells/torps. If you get caught when you used you repairs, you are a sitting duck. 75% is better than I would have thought. (WG really should have more info displayed on skills and upgrades...) Perhaps its just my playstyle but the times I find myself needing to repair twice, I am taking fire from multiple enemies and unable to outrun them anyway. Share this post Link to post Share on other sites
[SPUDS] Unintentional_submarine [SPUDS] Beta Tester 4,052 posts 8,765 battles Report post #23 Posted September 8, 2015 75%, that's pretty impressive. I think that seals the deal for me. Share this post Link to post Share on other sites
bloomoon11 Beta Tester 300 posts Report post #24 Posted September 8, 2015 A butterfly flapped it's wings on the other side of the world, consequently my Minekase's rudder fell off... Considering how easily and often modules will break, last stand is the only sensible choice. Share this post Link to post Share on other sites
RambunctiousRat Beta Tester 47 posts Report post #25 Posted September 8, 2015 (edited) I am playing up both DD lines and considered Last Stand to be essential for both IJN and US DD's. The earlier posts about Advanced firing training are making me wonder whether that might be better for US DD's though, might have to use some gold to retrain one of the captains and see how it goes. For my IJN ships I will definitely stick with Last Stand as guns on IJN DD's are, for me anyway, rarely used. Edited September 8, 2015 by RambunctiousRat Share this post Link to post Share on other sites