[BK] romarkov Players 45 posts 3,339 battles Report post #26 Posted January 21, 2017 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? Share this post Link to post Share on other sites
[BK] romarkov Players 45 posts 3,339 battles Report post #27 Posted January 21, 2017 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. Share this post Link to post Share on other sites
[LEOND] kodos [LEOND] Alpha Tester 1,222 posts 6,575 battles Report post #28 Posted January 21, 2017 my idea for a ranked support Benson http://shipcomrade.com/captcalc/10000000000010010100100000000011 and for T6+ random http://shipcomrade.com/captcalc/01000000000000110010100000100001 or aggressive ranked Benson http://shipcomrade.com/captcalc/10000000000000110100100000100001 Share this post Link to post Share on other sites
[OHFK] affie Players 437 posts 14,453 battles Report post #29 Posted January 21, 2017 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? Share this post Link to post Share on other sites
[BK] romarkov Players 45 posts 3,339 battles Report post #30 Posted January 21, 2017 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. Share this post Link to post Share on other sites
EmilyFara Players 1,091 posts 2,423 battles Report post #31 Posted January 21, 2017 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? Share this post Link to post Share on other sites
[TOXIC] ThePurpleSmurf Players 2,554 posts Report post #32 Posted January 22, 2017 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. Share this post Link to post Share on other sites
[BK] romarkov Players 45 posts 3,339 battles Report post #33 Posted January 23, 2017 (edited) 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 January 23, 2017 by romarkov Share this post Link to post Share on other sites
[PACOS] Eviscerador Weekend Tester 656 posts 6,004 battles Report post #34 Posted January 23, 2017 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. Share this post Link to post Share on other sites