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USN DD Captain Skills in 0.6.0

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[BK]
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This is 1:1 my Gearing build and i use something similar on my Fletcher. It's actually insane how effective it is if the ship is below 30% HP, but it's also very risky.

 

What did you change for Fletcher?

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[BK]
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I need some assistance from players whom has gotten further into the USN DD line than me. Just got the Mahan thanks to Santa's Convoy and aiming for the Benson where I guess I will focus my attention so the captain will be Benson captain currently sitting at 11 skill points.

 

I have chosen for now:

1. Preventive Maintenance

2. Last Stand

3. Superintendent

4. Concealment Expert

 

I am not sure about the 3 point skill however, Superintendent vs Basic Firing Training vs Demolition Expert vs Survivability Expert. There is the extra smoke or would the Benson benefit more from 10% flat DPM boost, 18% extra hitpoints or 40% increased RNG-based fire chance?

 

Then at 14+ points the question about Radio Location will come but let's start with the first 10 points and take it from there, looking at Adrenaline Rush and thinking that could be pretty sweet when reaching 16+ points maybe.

 

For Mahan/Benson:

SI, SE, DE, BFT

Fletcher, Gearing:

SI, SE, TAE, DE, BFT - you get great torps and cannot fire from smoke or open water as freely as in tiers before (much more radar, hydro, railgun cruisers, torp walls)

No RPF, too costly for situational skill.

I presume that in Clan battles RPF (and possibly Smoke Screen Expert) will be mandatory for US DD, so it probably leaves you with two 3-point skills SI and SE.

 

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[LEOND]
[LEOND]
Alpha Tester
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[OHFK]
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For Mahan/Benson:

SI, SE, DE, BFT

Fletcher, Gearing:

SI, SE, TAE, DE, BFT - you get great torps and cannot fire from smoke or open water as freely as in tiers before (much more radar, hydro, railgun cruisers, torp walls)

No RPF, too costly for situational skill.

I presume that in Clan battles RPF (and possibly Smoke Screen Expert) will be mandatory for US DD, so it probably leaves you with two 3-point skills SI and SE.

 

 

I presume that is how rate the 3 point skills individually between each other, that first 3 point shall be SI for the extra smoke?

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[BK]
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I presume that is how rate the 3 point skills individually between each other, that first 3 point shall be SI for the extra smoke?

 

Yes. And use those smokes for teammates whenever the opportunity arises. Well placed smoke can be the difference between the successful or failed push (or defence from the enemy push). Just place the smoke and spot the enemy team for others. Don't fire your guns, use only your torps. You'll get the exp for spotting damage.

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I can only do some theory craft from where I am now. But for the Gearing I'm thinking of taking the following skills in the following order.

- preventive maintenance

- Last stand

- survivability expert

- concealment expert

- basic firing training

- vigilance

 

For a total of 16 points, which I am very close to. Onwards I think of going for either torpedo acceleration or adrenaline rush. I am not yet convinced that rdf is useful for me. I will need to play test that, but am unable to, for now.

The reason I didn't take inertia fuse is because of the 32 mm armour on BBs on the high tier.

The reason why I don't go for the smoke is because I think the US smoke is sufficient.

 

For a maxed captain I'd also go for priority target.

 

My question is what you guys think of this. How do bft and ar work together? Is there a skill I'm not seeing?

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What did you change for Fletcher?

 

I use Vigilance instead TAE on my Fletcher because the torp reload is already fast enough, especially when AR kicks in. I play the Fletcher more as active DD killer and scout for the fleet while the Gearing is to scare/bully DDs away and focus more on raw damage against BBs.

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[BK]
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I use Vigilance instead TAE on my Fletcher because the torp reload is already fast enough, especially when AR kicks in. I play the Fletcher more as active DD killer and scout for the fleet while the Gearing is to scare/bully DDs away and focus more on raw damage against BBs.

 

Yes, before 0.6.0. I also had VIG on my Fletcher. If I start eating torps, I'll probably have to respec it in the same way.

 

I only have 11-point captain for Gearing (19-point stays on Fletcher). Is this build workable for Gearing? I think I'm not missing anything crucial for start.

 

How are you doing without RPF?

 

And how would you spec 14-point Blyskawica nad 18-point Khaba (both without RPF)?

Edited by romarkov

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[PACOS]
Weekend Tester
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I'm using CE + SE + BFT + SI in my Fletcher.

 

RL is just not worth the points it cost.

 

I'm not sure about Adrenaline Rush. Sure on paper is better than BFT once you got hit, but I don't know, I prefer not to get hit.

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