Mr_Burke Players 261 posts 3,957 battles Report post #1 Posted April 5, 2017 (edited) As a result of my topic regarding CA, it's now time to move on to my other and last primary class I play. BB's.I stopped playing this game, when they introduced the new skill-tree. But now, I would like to return.Hoping people have had the time with trial and error, what works and what doesnt. Links have been fixed, so they open in a new window. All captains stays on the ships, they are not to be moved at all. I also never had the need for superintendent when I last played, so please leave that skill out of this. These ships below are the ones I play 85% of the time when I'm in a BB. The last 15% belongs to 3 other BB's I got before I stopped playing (Amagi, NC, Bayern)But they're so low on captain points, that those will be done some time after they've all reached a certain captain points. Starting with colorado, and working our way down, untill its all covered. I've reskilled some ships, by suggestion from other users here in this thread. But its far from done. - Colorado 14 points http://shipcomrade.com/captcalc/0000100000100000000000010000000114 AR vs. BoS vs. AFT. Upgrades: http://i.imgur.com/MrPbSev.jpg - Konig 13 points http://shipcomrade.com/captcalc/0100000000100010000000010000100013 1) Any thoughts? - Fuso 13 points http://shipcomrade.com/captcalc/0000100010100010100000010000000013 1) Any thoughts on this build? - New york 13 points http://shipcomrade.com/captcalc/0100000001100010100000010000000013 1) With Jack Of All trades, that skill will even things out if I do step 2? 2) Main battery mod 2. The 5% extra reload time, should even it out with jack of all trades, so I dont get any extra reload time, right? - Nagato 13 points http://shipcomrade.com/captcalc/0000100000100000100000010000000113 1) Any thoughts on this build? - Wyoming 10 points http://shipcomrade.com/captcalc/0100000000100000100000010000000009 - Dunkerque 12 points http://shipcomrade.com/captcalc/0100000000100010100000000100000012 Edited April 12, 2017 by Mr_Burke Share this post Link to post Share on other sites
Mr_Burke Players 261 posts 3,957 battles Report post #2 Posted April 5, 2017 (edited) I updated main post with builds I had in mind, and exchanges of some upgrades to some ships. Edited April 5, 2017 by Mr_Burke Share this post Link to post Share on other sites
VC381 Players 2,928 posts 6,549 battles Report post #3 Posted April 5, 2017 (edited) BBs don't really need Priority Target, most of the time if you're spotted you can assume someone's shooting at you, and you can't really do anything about it, so the extra information doesn't help. Preventative maintenance is probably the best (more or less only) useful first row BB skill. Double fighter is nice but only on ships that have fighters (double spotter is a waste). Fire Prevention is amazing. Not being able to have 2 fires lit on your superstructure is an absolute life saver and game changer. Unless you want to spec your BB for secondaries or AA (that it would compete for points with), I would say it's must have. Colorado makes a good AA spec, consider AFT and drop one of the 3-point skills for BFT. Concealment Expert on Fuso?! Really?! Also does it have a fighter? If it doesn't have a fighter the 2x plane thing is a waste. Nagato still makes a decent secondary spec, consider grinding the 14th point and going AFT and Manual Secondaries instead of CE and BoS (again, CE is wasted on this ship). To be honest, Concealment Expert on any BB at those tiers is a waste, the only thing it's good on is T8+ USN comboed with the concealment module, otherwise it's basically not a BB skill (in my opinion). BoS is good but overpriced, I would get it in a full survival spec but not before Fire Prevention. It's a luxury your limited points don't really offer you. Edited April 5, 2017 by VC381 Share this post Link to post Share on other sites
[UTW] ShinGetsu Weekend Tester, In AlfaTesters 8,985 posts 7,359 battles Report post #4 Posted April 5, 2017 For Dunkerque, there's a bunch of good build honestly. The obvious choices are Preventive Maintenance in order to protect the turret in a brawl, EM to switch left/right even faster, Superintendent is a good pick for more heals, and AFT makes your AA decents and your secondaries actually useful if a DD try chasing after you. And then you takes Adrenaline Rush which is a no-brainer for this ship. Actually Adrenaline Rush is a no-brainer for most Battleships now, but it's especially true on tier 8+ BBs and Dunkerque. After that... honestly, I'm still asking myself. There's so many useful skills you can take. BoS is good for bow-tanker, Fire Prevention too, CE can helps not being spotted from the moon anymore, and Manual AA is a nice helps against tier 6/7 CVs... At this point, just takes what you want, seriously.^^ For the IJN BBs, I went for AFT + Manual Secondaries on my Yamato, but I didn't take the seconday upgrade and instead went for the accuracy upgrade. I think it's the correct decision, since I also added the -12% reload upgrade and AR, and since then I finally started doing very decent matches with Yamato. A true 'survivability build' on a BB should be PM, EM, AR, SI, BoS, FP, AFT. (What I got on my North Cal) @VC381 : actually I got CE on Tirpitz too, since it's my Hindenburg captain and I don't care about the secondaries. It gets spotted at 12.3km, which is as OP as the US BBs, and that's quite fun for a brawler, especially since it's already halfway to the torp range. x) 1 Share this post Link to post Share on other sites
Blitzkrieguk Beta Tester 438 posts 3,154 battles Report post #5 Posted April 5, 2017 For Dunkerque, there's a bunch of good build honestly. I heard the Survival Expert, secondary gun build is excellent Share this post Link to post Share on other sites
VC381 Players 2,928 posts 6,549 battles Report post #6 Posted April 6, 2017 @VC381 : actually I got CE on Tirpitz too, since it's my Hindenburg captain and I don't care about the secondaries. It gets spotted at 12.3km, which is as OP as the US BBs, and that's quite fun for a brawler, especially since it's already halfway to the torp range. x) OK I can see that working Anyway I didn't spot Dunkerque. IMO Dunkerque needs fire prevention more than any other ship in the OPs list. It has a huge and easy to hit flammable area and tends to spend a lot of time chasing cruisers around and drawing HE spam. Share this post Link to post Share on other sites
Mr_Burke Players 261 posts 3,957 battles Report post #7 Posted April 6, 2017 (edited) I'm actually very close to be getting 1 more skill point for my Dunker. So with advices from people, would this dunkerque setup work? Dunkerque: http://shipcomrade.com/captcalc/0100000000100010100000000100000013 Before I go through my other BB's, so having FP is more or less a must on all of'em? Edited April 6, 2017 by Mr_Burke Share this post Link to post Share on other sites
[2DQT] RUSSIANBlAS Players 8,241 posts Report post #8 Posted April 6, 2017 AR is a great skill on any BB, sometimes as the first 2nd level pick if you feel the turrets are ok or take it later on. Nothing like pushing a 30s reload down to 25s in a clutch situation... I don't roll with BoS, FP or any other survivability buff other than Superindent which you don't appear to like. I often get through all 5 charges of a ship with SI and Prem Heal. Always worth it. Others take Vigilance too but I see it as a luxury skill. Share this post Link to post Share on other sites
Mr_Burke Players 261 posts 3,957 battles Report post #9 Posted April 6, 2017 (edited) so many options. This skill great, that skill great. I'll have to rethink the skill-tree for dunker, so for now also for dunkerque: Aiming mod 2 really optional? -7% dispersion really has that much effect? If no, I could just take AA mod 2. Dunker also got an huge turning radius, which means it will have more trouble dodging torps? Edited April 6, 2017 by Mr_Burke Share this post Link to post Share on other sites
[UTW] ShinGetsu Weekend Tester, In AlfaTesters 8,985 posts 7,359 battles Report post #10 Posted April 6, 2017 Naaaah, Dunkerque is really nimble. Even with a somewhat big turn radius, it got MLG rudder, you don't need Vigilance to dodge torps with her. Share this post Link to post Share on other sites
Mr_Burke Players 261 posts 3,957 battles Report post #11 Posted April 6, 2017 (edited) So its down to CE vs. FP vs. AFT vs. Manual AA on the 4th skill row. Can only pick one tho. If I dropped aiming mod 2 and picked AA mod 2, I wouldnt have to worry about AFT. Unless the -7% dispersion aiming mod 2 gives, is a must? Edited April 6, 2017 by Mr_Burke Share this post Link to post Share on other sites
Mr_Burke Players 261 posts 3,957 battles Report post #12 Posted April 6, 2017 (edited) Think I'll do this with Dunkerquehttp://shipcomrade.com/captcalc/0100000000100010100000000000000112 Why did I not pick FP? CE brings my detection down to 14,6km I believe. When I'm on fire, I will probably miss FP. if I had chosed FP, I would have missed CE to close distance or for a retreat. pest or cholera. You think CE doesnt make sense for a dunkerque and for the tier it is? then please explain. It's just impossible to make the perfect build, unless I had a +16 skill captain. But I dont, so this will have to do. BUT.....would you pick Aiming mod 2 or AA mod 2 for upgrade slot? Edited April 6, 2017 by Mr_Burke Share this post Link to post Share on other sites
[2DQT] RUSSIANBlAS Players 8,241 posts Report post #13 Posted April 6, 2017 Dunker CE yes, otherwise everyone focus fires you. I take the aiming mod. Dunker AA is trash, unless you've got like a 19 point captain and have specced a full AA build but even then it's not going to be great. Share this post Link to post Share on other sites
VC381 Players 2,928 posts 6,549 battles Report post #14 Posted April 6, 2017 The maps Dunkerque sees are relatively small and her guns, while not terribly inaccurate, work better at closer range and are at the front (favor closing not kiting). If you're so far back you are 14.6km away from the nearest DD that might spot you, then you are way, way too far away from the fight in that ship. You're better off with FP so you can keep shooting and pushing. Use your speed to get behind an island if you really need cover. Share this post Link to post Share on other sites
Mr_Burke Players 261 posts 3,957 battles Report post #15 Posted April 6, 2017 (edited) I've updated main post builds and ideas. They are the result so far from people adding suggestions to them in this topic. Edited April 6, 2017 by Mr_Burke Share this post Link to post Share on other sites
Mr_Burke Players 261 posts 3,957 battles Report post #16 Posted April 9, 2017 Anyone please? Lets just start with the colorado, and work our way down. Mainpost has been updated with suggestions so far, from people in this topoc. Share this post Link to post Share on other sites
[OP-B] JOVA1982 Players 128 posts 21,397 battles Report post #17 Posted April 10, 2017 To put it simply This is how I set my every BB up to 6 points. http://shipcomrade.com/captcalc/0000100000000010000001000000000019 Superintended for the extra heal, which outweights anything in endurance tree, Direction center for more fighters as you want to use that spotting advantage mostly fo watching out torpedos, and ships with fighters to give more AA which you dont have all too much. and again keeping an eye out for torpedos Adrenalin rush as you will eventually take damage, and in most games at least I end up being less than 50% health, so it really gives you nice bonus for reload. Granted, I do not have Dunkerque, but I doubt that I would change anything in to that. Colorado which is THE best brawler after German BB's I would say Dispersion mod or AA mod Concealment expert, and either fire pervention, or manual AA Also I would run Fighters over Spoting plane. For New York forget manual AA, it hasnt got good enough AA to play with it. and if I remember correct yuo dont have fighters on this ship, so perventative maintenance could be more useful than extra plane. Fuso and Nagato I would also use Concealment expert and dispersion modules. With Nagato I dended to end up closer to enemies, so survivability talents or Vigilance could be more useful and turret traverse could be handy. Fuso just get's so much lead in the air, and some of it will allways hit if the aim is good, that it can keep bit more distance, How ever later in the match you also have to get closer... and pretty much same goes for Bayern. You dont need any extra range with it, The german trollish dispersion makes sure that you will not hit a continent from 12km+ Therefore torpedos become real threat and vigilance will be very usefull skill Concealment expert is bit more questionable with this one, you kinda need it to get close, but once you get close you will be spotted just about always. Then again it is very nice if you need to run away. You have reasonably strong AA for battleship of this tier so buffing it could be very useful. Share this post Link to post Share on other sites
Mr_Burke Players 261 posts 3,957 battles Report post #18 Posted April 10, 2017 (edited) You can't get disperson mod for Colorado (aiming mod 1), its impossible. It's down to main battery mod 2, aa mod 2, secondary mod 2, artillery plotting mod 1. Without artillery plotting mod 1, I got 18.8km range. Is that too low? Also you recommend CE on fuso + nagato, while VC381 things its a waste. If anything I'm still as confussed as ever. Edited April 10, 2017 by Mr_Burke Share this post Link to post Share on other sites
[BOTS] deadly_if_swallowed Players 1,678 posts 13,867 battles Report post #19 Posted April 10, 2017 I think CE is a waste on Fuso but viable on Nagato (don't have it on her but wished I had it during ranked). Fuso can be spotted from across the map so I don't think a few km less will do the trick. Colorado with 18.8 km range is good enough. This is roughly the same range as before with plotting room, and besides that you should not fight at that range anyway - occasional potshots are okay but it is not your effective combat range. Better use slot 2 for AA range. Together with AFT you can push your powerful 40mm Bofors to 5.1 km range. Share this post Link to post Share on other sites
Mr_Burke Players 261 posts 3,957 battles Report post #20 Posted April 10, 2017 (edited) I think CE is a waste on Fuso but viable on Nagato (don't have it on her but wished I had it during ranked). Fuso can be spotted from across the map so I don't think a few km less will do the trick. Colorado with 18.8 km range is good enough. This is roughly the same range as before with plotting room, and besides that you should not fight at that range anyway - occasional potshots are okay but it is not your effective combat range. Better use slot 2 for AA range. Together with AFT you can push your powerful 40mm Bofors to 5.1 km range. So AA mod 2, and then equip fighter plane for colorado you would recommend? Also I'm running this anti fire / flooding setup as of right now (added AA mod 2 5min ago)http://i.imgur.com/MrPbSev.jpg Would it be foolish to stack that even further with fire prevention under the skill-tree? Then my Colorado skill-tree would look like this:http://shipcomrade.com/captcalc/0000100000100000000000010100000114 I need vigilance for the poor rudder time. But with this setup, I sacrifice adrenaline rush + bos tho. Edited April 10, 2017 by Mr_Burke Share this post Link to post Share on other sites
[BOTS] deadly_if_swallowed Players 1,678 posts 13,867 battles Report post #21 Posted April 10, 2017 I use fighter planes on most ships. Not for the AA cover (comes in handy because of panic drop but damage is to be neglected), but for spotting without change of perspective. Since detectability after firing main guns has been changed, planes have become an even more important spotting tool to spot ships behind smokes and islands. But scout planes are just as viable as they enable you to hit ships inside smokes more reliably (thanks to bird's eye view). I recommend trying scout planes for that purpose but if you feel more comfortable with fighters, there is no reason why not to equip those. It comes down to personal preference, really. Share this post Link to post Share on other sites
Mr_Burke Players 261 posts 3,957 battles Report post #22 Posted April 10, 2017 (edited) I'll keep that in mind. I may have edited my post after you made that reply of yours. But just in case you didnt see it, I'll post here again. Also I'm running this anti fire / flooding setup as of right now (added AA mod 2 5min ago)http://i.imgur.com/MrPbSev.jpg Would it be foolish to stack that even further with fire prevention under the skill-tree? Then my Colorado skill-tree would look like this:http://shipcomrade.com/captcalc/0000100000100000000000010100000114 I need vigilance for the poor rudder time. But with this setup, I sacrifice adrenaline rush + bos tho. Edited April 10, 2017 by Mr_Burke Share this post Link to post Share on other sites
[OP-B] JOVA1982 Players 128 posts 21,397 battles Report post #23 Posted April 10, 2017 I wouldnt call Colorado's rudder shift "poor". Granted it's not great either, but overall I found Colorado surprisingly manouverable. If you have Vigilance you rarely eat more than 1 torp what ever the angle it was fired from, unless enemy does "suicide rush" on to you, or you fall in to ambush. To put that in to perspective, I have avoided Benson torpedo drop from 5km, and those were launched around 90 degree angle for my direction of travel. while those aren't the fastest possible torps, they are still on the faster end you will ever meet. Share this post Link to post Share on other sites
Mr_Burke Players 261 posts 3,957 battles Report post #24 Posted April 10, 2017 I wouldnt call Colorado's rudder shift "poor". Granted it's not great either, but overall I found Colorado surprisingly manouverable. If you have Vigilance you rarely eat more than 1 torp what ever the angle it was fired from, unless enemy does "suicide rush" on to you, or you fall in to ambush. To put that in to perspective, I have avoided Benson torpedo drop from 5km, and those were launched around 90 degree angle for my direction of travel. while those aren't the fastest possible torps, they are still on the faster end you will ever meet. I will take vigilance. But as you can see in my first link in #22, would it be foolish to take FP, now that I have stacked damage ssytem mod 1 + 2? Share this post Link to post Share on other sites
Mr_Burke Players 261 posts 3,957 battles Report post #25 Posted April 11, 2017 (edited) Anyone else, are also welcome to answer that. I'll throw my colorado skill here http://shipcomrade.com/captcalc/0000100000100000000000010100000114 BUT as you can already see here, I've stacked alot of anti fire / flooding http://i.imgur.com/MrPbSev.jpg So is it pointless to do that colorado skill-tree build? Also I've been playing ingame in battles with my Wyoming with build from mainpost. Is it just me, or is jack of all trades kinda useless? I believe my reload is 29s with it, I could br wrong. And when I dropped down to 13k hp, my reload were 25s due to AR. But I dont know, I've been in so many battles, where BoS would have helped me. Would it be stupid to give up on AR and get BoS instead? And yes, we're still talking about wyoming, since its the one out of two only BB I have respec'ed from my main post so far. Edited April 11, 2017 by Mr_Burke Share this post Link to post Share on other sites