lethalbizzell Beta Tester 306 posts 4,903 battles Report post #1 Posted September 9, 2017 Hi fellow captains so i have an 18 point captain and am running the usual skillset of : incoming fire alert expert loader high alert super intendant demolition expert concealment i have 4 skill points to use ..... now do i go and get advanced fire training ?? or vigilance , IFHE is going to become useless in 6.11 and i like my fires..... KGV is susceptible to torpedoes and against CV didnt know if the KGV AA would greatly benefit from a range increase ? Could manual fire AA work ??? all help would be appreciated ! Best J Share this post Link to post Share on other sites
[TTTX] Tyrendian89 [TTTX] Players 4,608 posts 8,139 battles Report post #2 Posted September 9, 2017 Demo Expert? really?... three captain points to increase your fire chance by a whopping 5%? ditch that, complete waste. KGV AA will always be sorta poop due to lack of range on everything except the DP guns... might as well make those not suck as much, MAA>AFT in this case Also, where's the Fire Prevention in that build?! 2 Share this post Link to post Share on other sites
Blitzkrieguk Beta Tester 438 posts 3,154 battles Report post #3 Posted September 9, 2017 Think you need to change your build up. This is what i'd use. I'm at 16 points currently. http://shipcomrade.com/captcalc/0110000001100010000001000000100119 I am using Jack Dunkirk. That build you have 5 points to play with as AFT and Expert Loader are personal preferences. So you could take Fire prevention and Priority Target instead Or you could take Vigilance and I guess Catapult Or High Alert and Basics of Survivability If you don't have Jack Dunkirk you can remove Jack of all Trades and Expert Loader and get Vigilance instead for example. Share this post Link to post Share on other sites
[95TH] Temujin27 Players 40 posts 9,457 battles Report post #4 Posted September 9, 2017 Good discussion point. With Jack Dunkirk and 13 pts i currently run this: Share this post Link to post Share on other sites
[NWP] tank276 [NWP] Players 891 posts 9,271 battles Report post #5 Posted September 9, 2017 48 minutes ago, lethalbizzell said: Hi fellow captains so i have an 18 point captain and am running the usual skillset of : incoming fire alert expert loader high alert super intendant demolition expert concealment i have 4 skill points to use ..... now do i go and get advanced fire training ?? or vigilance , IFHE is going to become useless in 6.11 and i like my fires..... KGV is susceptible to torpedoes and against CV didnt know if the KGV AA would greatly benefit from a range increase ? Could manual fire AA work ??? all help would be appreciated ! Best J Why incoming fire alert instead of priority target? With the same 1 point you get more information. I would go for fire prevention as a second tier 4 cpt skill (after concealment). Share this post Link to post Share on other sites
[BLUMR] Herrscher_Elysia Players 727 posts Report post #6 Posted September 9, 2017 My universal BBs build is PT (for sneaky DDs and goddamn torpedo soup) EM (grease that rusty turret) SI (more heal) CE (be a ninja) after that get AR (gotta pump that shells even though I gonna die!) then its your choice AFT or FirePrevent for 4 points, last 3 point either BFT or Vigilance for that damn torpedo again. Share this post Link to post Share on other sites
jss78 Players 1,292 posts 12,866 battles Report post #7 Posted September 9, 2017 I'm using the following route with Jack Dunkirk (currently at 12 points): 10 point PT -- I use it on everything except CV's JoAT -- Faster heals and repairs (with Jack Dunkirk boost) SI -- More heals CE -- stealth Next EM -- turret twist (with Jack Dunkirk boost) AR -- DPM boost BFT -- AA DPM boost HA -- Even faster repairs This is my standard BB captain on ships where the AA/secondaries don't feel worth focusing on. Share this post Link to post Share on other sites
[CSN] Mikhail800 Weekend Tester 1,332 posts 21,567 battles Report post #8 Posted September 9, 2017 1 hour ago, Temujin27 said: Good discussion point. With Jack Dunkirk and 13 pts i currently run this: Right solution.This is my build for endurance and fast repair. http://shipcomrade.com/captcalc/0100000011100010100001000000000119 British BB dont need higher fire chance. But They burning instantly. My opinion is build focus on fast repair and reload time of consumables. Share this post Link to post Share on other sites
PseudoMi Players 607 posts 7,274 battles Report post #9 Posted September 9, 2017 You don't absolutely need Jack Dunkirk on a BB with 45s turrets. I prefer to use him on a 72s turrets BB. Anyway. Concealment because it's so addictive to surprise CAs broadside. AFT because your base AA is weak and CVs are screening that. It should stack with AA module. FP because you won't be the only flamethrower in the game. Expert Loader only because the last point has no better assignment. Playing by default as flamethrower, it helps prepare the surprise for CAs. Share this post Link to post Share on other sites
PseudoMi Players 607 posts 7,274 battles Report post #10 Posted September 9, 2017 27 minutes ago, Mikhail800 said: British BB dont need higher fire chance. But They burning instantly. My opinion is build focus on fast repair and reload time of consumables. Modules, skills, flags and incoming fire let aside, a ship fire resistance depends on its tier and class, its nation has nothing to do in this. Share this post Link to post Share on other sites
[-EXS-] Hades_warrior Players 5,381 posts 6,643 battles Report post #11 Posted September 9, 2017 This is my setup on KGV, and it works perfect for me. http://shipcomrade.com/captcalc/0010000000100010100001000000000019 Next ill add Vigilance. Forget AA or secondary builds on this. Share this post Link to post Share on other sites
[NWP] tank276 [NWP] Players 891 posts 9,271 battles Report post #12 Posted September 9, 2017 48 minutes ago, Hades_warrior said: This is my setup on KGV, and it works perfect for me. http://shipcomrade.com/captcalc/0010000000100010100001000000000019 Next ill add Vigilance. Forget AA or secondary builds on this. Interesting build man. Will you leave 1 4pointer for the end after vigilance for concealment or fire prevention or not? Share this post Link to post Share on other sites
[COOOP] Shirakami_Kon Players 2,624 posts 12,776 battles Report post #13 Posted September 9, 2017 Demo expert BBs are real. 1 Share this post Link to post Share on other sites
[RONIN] 22cm Beta Tester 6,377 posts 36,662 battles Report post #14 Posted September 10, 2017 19 hours ago, Tyrendian89 said: Demo Expert? really?... three captain points to increase your fire chance by a whopping 5%? ditch that, complete waste. KGV AA will always be sorta poop due to lack of range on everything except the DP guns... might as well make those not suck as much, MAA>AFT in this case Also, where's the Fire Prevention in that build?! So, what build? Fire Prevention + Concealment? Share this post Link to post Share on other sites
[JUNK] SomeoneYouKnow2 Beta Tester 301 posts 13,581 battles Report post #15 Posted September 10, 2017 (edited) This is my build on KGV so far http://shipcomrade.com/captcalc/1010000000100000000001000100000119 I simply cannot give up Priority Target on any ship once I had gotten used to it. If you can live without it, then remove it and use that point and the last point for Adrenaline Rush. Expert Loader on KGV is really useful. Switching from HE to AP faster has gotten me plenty of devastating strikes against cruisers before the window passed. Next I will add Basics of Survivability to reduce fire duration. This was a good BB skill even before the RN BBs came out with their HE spam because of cruiser HE spam. This brings me to 18 points. The last point I am not sure what to get and I'm unlikely to get to 19 anytime soon. The reason I am not trying to boost AA on KGV is that I don't think it will make much of a difference. The long range is only 65dps/4,5km and medium range is only 2,5km stock. I would be giving up too many skills just to shoot down 1-2 more planes per game while probably still get hit by as many torps/bombs. Edited September 10, 2017 by SomeoneYouKnow2 fixed link 1 Share this post Link to post Share on other sites
[A77] WashedandDeceased Players 891 posts 20,781 battles Report post #16 Posted September 10, 2017 http://shipcomrade.com/captcalc/1010000001100010000001000100000119 This is my build for RN BBs so far :) Edit: seems to be identical to the one from @SomeoneYouKnow2 Share this post Link to post Share on other sites
[TEAM_] Dampfboot Players 1,367 posts 11,386 battles Report post #17 Posted September 10, 2017 I am using my Belfast captain. http://shipcomrade.com/captcalc/1010000000100000000001000010100119 Share this post Link to post Share on other sites
creamgravy Players 2,780 posts 17,292 battles Report post #18 Posted September 10, 2017 Yep, KGV makes a good home for a Belfast captain. It's a unique BB on the RN line. Essential. Adrenaline Rush. Turn your BB into a CA (OP and needs nerfing imo) Concealment Expert. KGV is best at evasion tanking. Good. Priority Target. For evasion tanking. Preventive Maintenance. Fragile turrets. Expert Marksman. 45 seconds is fast for a BB but dropping it is always useful. Jack of All Trades. Cycle repairs and heals. Superintendent. Adds 10,164 HP. Basics of Survivabilty. Save 1,634 HP per fire. (Letting 6 fires burn out per game = SI) Decent filler. Expert Loader. Vigilance. KGV is fast and manoeuvrable. Inertia Fuse for HE Shells. Goes from 89mm to 115mm (pen/citadel popular cruisers and parts of KM BBs) and your secondary guns can rip up cruisers. Not impressed. Fire Prevention. Not a huge fan of this on KGV, it's not a BB to try and tank damage in. Radio Location. 12km concealment isn't enough to push you into full ambush mode. Survivability Expert. Adds 4,508 to your HP with 5 heals, not enough for 3 points. Any AA skill (or upgrade) KGV vs average tier 7 bombers. Stock. Spoiler 2.5km AA is useless against 137+ knot bombers. AFT, AA Guns Mod 2, flag. Spoiler Full AA. Spoiler 11 skill points to potentially shoot down 2 ranger bombers with 100% intact AA? No thanks. Share this post Link to post Share on other sites
[TSSHI] Kazomir Players 1,566 posts Report post #19 Posted September 10, 2017 On 9.09.2017 г. at 0:37 PM, lethalbizzell said: Hi fellow captains so i have an 18 point captain and am running the usual skillset of : incoming fire alert expert loader high alert super intendant demolition expert concealment i have 4 skill points to use ..... now do i go and get advanced fire training ?? or vigilance , IFHE is going to become useless in 6.11 and i like my fires..... KGV is susceptible to torpedoes and against CV didnt know if the KGV AA would greatly benefit from a range increase ? Could manual fire AA work ??? all help would be appreciated ! Best J IFHE no longer will reduce fire chance by 8% if that is what you think the change is next patch. Only small guns were buffed and will only have -1% fire chance. Share this post Link to post Share on other sites
jss78 Players 1,292 posts 12,866 battles Report post #20 Posted September 10, 2017 5 hours ago, SomeoneYouKnow2 said: This brings me to 18 points. The last point I am not sure what to get and I'm unlikely to get to 19 anytime soon. Preventive Maintenance is always nice, to keep your main turrets in action. I sometimes use it as a 1-point filler. I'm also a fan of Direction Center for 1 pt. The second float plane up there is an extra pair of eyes to spot DD's and incoming torpedoes. (However the return for that skill is better with fighter compared to spotting plane, because the flight time is longer.) Share this post Link to post Share on other sites
[-RNR-] Tanaka_15 Beta Tester 2,514 posts 20,269 battles Report post #21 Posted September 10, 2017 And what you tink about geting IFHE? would that make HE ultimate killer? Share this post Link to post Share on other sites
HatsuzukiKaiNi Beta Tester 215 posts 6,656 battles Report post #22 Posted September 10, 2017 1 hour ago, Tanaka_15 said: And what you tink about geting IFHE? would that make HE ultimate killer? IFHE just bumps the HE pen, it lets you citadel RN cruisers iirc but otherwise you have more than enough HE pen for anything and if there's a RN cruiser broadside you should be firing AP anyway, total waste of 4 points. 1 Share this post Link to post Share on other sites
[JUNK] SomeoneYouKnow2 Beta Tester 301 posts 13,581 battles Report post #23 Posted September 10, 2017 3 hours ago, jss78 said: Preventive Maintenance is always nice, to keep your main turrets in action. I sometimes use it as a 1-point filler. I'm also a fan of Direction Center for 1 pt. The second float plane up there is an extra pair of eyes to spot DD's and incoming torpedoes. (However the return for that skill is better with fighter compared to spotting plane, because the flight time is longer.) PM seems like a waste on anything besides DDs. Turret incaps happen maybe 1-2 times per game on BBs if even that. You reduce the chance by 30% only. 1 Share this post Link to post Share on other sites
[-EXS-] Hades_warrior Players 5,381 posts 6,643 battles Report post #24 Posted September 11, 2017 On 9/9/2017 at 2:46 PM, tank276 said: Interesting build man. Will you leave 1 4pointer for the end after vigilance for concealment or fire prevention or not? Maybe if I get my commander to level 19 (which I doubt), but probably not. These skills till Vigilance are all I really need. Share this post Link to post Share on other sites
[NWP] tank276 [NWP] Players 891 posts 9,271 battles Report post #25 Posted September 11, 2017 22 minutes ago, Hades_warrior said: Maybe if I get my commander to level 19 (which I doubt), but probably not. These skills till Vigilance are all I really need. +1 Share this post Link to post Share on other sites