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garfield001

0.6.0 German Destroyers builds

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Hi everyone!

 

I'm not very far into the German DD line (barely tier 4), but I was wondering if anyone has any build ideas for the line. I am currently having trouble defining the role and gameplay of the line, so this leads me to having problems building my commander. I plan on using one commander through the whole line, so I'm not worried about some skills not working on the 150mm. If I find those ships worth keeping, I'll have a dedicated commander for them and I can build them specifically for those ships then.

 

Thanks for the help!

Edited by garfield001

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If you don't get any info, keep an eye on ichasegaming and Flamu on youtube.

 

Those two specifically are posting Commander builds for different ships.

 

Both have just started posting so it might be a bit before they get to the german DD's

 

Noster will prolly start posting at some point as well.

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IF/HE has been working very well on the 150mm guns. The only German DD I've played since 0.6.0 released is Z-23 with 150s. I'm on a 14 pt cmdr, using PM, LS, DE, CE, and IF/HE. My next two points will go to adrenaline rush. This is a dedicated Z-23 commander though as my Z-23's a keeper, so I'm not certain how I'll build my commander for the t9/t10 ships.

 

Even with the 128s, I think AFT is unnecessary. 3 points is too high for BFT to be a 'must-have' skill but still worth it if you have the points to spare. However, like USN DDs, you're going to have a hard time getting consistent hits at AFT-level ranges.

Doing the math, IF/HE will be of a lesser benefit for t9/t10 ships than mid-tier ships with 128s because of the increased plate thickness of high-tier ships. With the 150s, I overmatch a lot of things with IF/HE that I would not penetrate otherwise. The 128s don't, at least not at 9/10 (they do allow you to penetrate a lot at tier 6/7 that you wouldn't otherwise, so a dedicated capt for V-170, T-22, Gaede or Maass may wish to consider using IF/HE.) So I think my build for t9/t10 will be PM, LS, DE, CE, Super, SE, BFT (in that order as you get more skill points.) 

Edited by poeticmotion

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I have a list with recommended builds for all my destroyers. This includes several builds for the German DDs T7 or higher.

https://docs.google.com/spreadsheets/d/1iCCOHVM4kw5aBIKDYi0Ym6LnNBiFPcFrGI_89m2B_Rg/edit?usp=sharing

 

Would you care explaining your skill choices? I was hoping for a more open discussion on the build rather than just having one already made up. It's also to help other people who may be in the same situation as me. I made this thread because there weren't any others going on for the German DDs.

 

How do you see German DDs gameplay compared to the other nations? You made different builds for them, but which one would you use personally? And why? How are German DDs at DD hunting ( is RL worth it)? You know, these kind of questions. But good list btw. :great:

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Would you care explaining your skill choices? I was hoping for a more open discussion on the build rather than just having one already made up. It's also to help other people who may be in the same situation as me. I made this thread because there weren't any others going on for the German DDs.

 

How do you see German DDs gameplay compared to the other nations? You made different builds for them, but which one would you use personally? And why? How are German DDs at DD hunting ( is RL worth it)? You know, these kind of questions. But good list btw. :great:

 

I personally don't use RL to hunt DDs. I go find them. I won't give up 4 points worth of other skills for RL. 

 

German DDs for me play a lot like USN DDs, trading a little bit of gun performance at close-range for better torps. 

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Unfortunately, your first few points of most DD builds are pretty limited:

 

T1: Preventative Maintainance is best, to help keep your Engine/Rudder/Torps active when under fire. IFA and PT are useful, but as a DD, whenever you're detected, you should assume you're being targeted and shot at, so I prefer PM.

 

T2: Last Stand. Losing your Engine or Rudder is a death sentence, so this is required.

 

 

At T3, things open up.

 

T3:

Basic Firing Training increases your Rate of Fire by 10% and is my preferred choice unless using 150mm guns on the Gaede or Z-29

 

Demolition Expert is a fire chance boost that's always useful, but German HE has a low fire chance already. Use instead of BFT on 150mms, as they have a GREAT fire chance.

 

Torpedo Armament Expert is good if you prefer a torpedoboat style, but German torps reload quickly already so I avoid it.

 

Superintendent gives you more Smoke/Engine Boosts/Sonar, but I avoid it since German Smoke is poor.

 

Vigilence helps you spot torps, but you'll have Sonar eventually, so this is less useful.

 

 

T4: Get Concealment Expert first. It simply helps with everything you need to do.

 

 

 

 

I'll add an overview for T4 options later.

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Would you care explaining your skill choices? I was hoping for a more open discussion on the build rather than just having one already made up. It's also to help other people who may be in the same situation as me. I made this thread because there weren't any others going on for the German DDs.

 

How do you see German DDs gameplay compared to the other nations? You made different builds for them, but which one would you use personally? And why? How are German DDs at DD hunting ( is RL worth it)? You know, these kind of questions. But good list btw. :great:

 

Well the builds I use are the ones marked as "main build".

So for the skill choices. I will start which are the same for all builds except for specific builds around torpedoes and low tier.

 

PT at T1 is obvious as you will be lit up every time you shoot your guns and those guns are good so you should use them. And therefore it is essential to know if and how many people are shooting back at you.

LS at T2 doesn't require any explanation I think.

SI as third skill for multiple reasons. First you get a third consumable with hydro and you want to maximize on it. You also rely on your smoke to fire undetected and as its duration is so short you will actually need 4 charges in most games. The exception again is a torpedo build where you take TAE first and SI as 6th skill.

CE on T4 is again obvious. While the detection is a little worse than USN and IJN it is still good and you actually want to contest caps in those DDs (maybe except Z-23).

 

So now the difference kicks in. In most cases you want AFT next as the arcs on the German guns are good enough to utilize it. The exception of curse are 150mm guns where it doesn't help and the Z-52 because its base range is 12km already and you could use the Gun Fire Control System mod.2 in slot 3 to compensate. So for the Z-52 IFHE is great as it pushes the penetration past the 32mm threshhold and allows you to penetrate bow armor of most high tier BBs. The Z-52 with German hydro (5.9km) is excellent at hunting down other DDs and therefore RL help. It also has the porpose of avoiding enemy DDs if you want to do that as the detection of the Z-52 is a little worse than its competitors.

 

Next skill in line is BFT on most ships to boost the DPM of your guns with the exception of 150mm guns of course. If you chose IFHE on those I recommend DE instead to keep the fire chance high or just go for SE to increase your health pool as you will receive a lot.

 

The final skill is highly dependend on your actual build an preference. Adrenaline Rush boosts your DPM or torpedo reload time, JoAT lets you use your consumables more often and on the lower tier ships EM helps with the horrible turret traverse time

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