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Kapitan_Wuff

Blyskawica Captain in a post 0.6.0 world.

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So I am looking at the captain skills with my Blys in mind and a little undecided. She seems to potentially benefit from a lot of the skills. This is the current build I am thinking of  http://shipcomrade.com/captcalc/1100000000100001010010100000100019  But, I wonder if the torp reload would be better than SE and/or dropping LS and PT for SI. So many choices...  So what are y'all running? Thoughts? Thanks in advance. 

 

Edit: Noticed I somehow skipped CE in that build. http://shipcomrade.com/captcalc/0100000000100001000010100000100119

        With the addition of CE the option are fewer. What do y'all think? Seems like a solid build, only not sure DE is worth it anymore.

Edited by Kapitanleutnant_Ford

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My only suggestion is to consider CE instead of AFT. The ballistics are too floaty to be consistently hitting targets that far. CE also improves your capping and torping abilities. 

 

Just for grins, you could ditch SE or BFT and one of your 1pt skills to take AFT and CE. This would increase your stealth firing window to 4km. Lol

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I am using this: http://shipcomrade.com/captcalc/1000000000000001010011100000000119

Well, okay, my captain isn't 19pts yet, but I've only left out SE

 

PT/PM

LS

SI, BFT, DE, SE

CE

You get the skills in order of: SI, CE, BFT, DE and then, finally, SE

 

4xT3 + CE allows you to be deadly at contesting caps.

I don't think AFT or IFHE is all that necessary on Blyska, because you have good speed and concealment to invisifire and stack fires against cruisers and battleships, should they try and run you down.

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I'm mulling over mine as well. I need one a full 1pt for 19. I plan on working that out in a fews days, so I figure a Tuber will have some ideas by then.

 

Regardless, its gonna have CE.

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My only suggestion is to consider CE instead of AFT. The ballistics are too floaty to be consistently hitting targets that far. CE also improves your capping and torping abilities. 

 

Just for grins, you could ditch SE or BFT and one of your 1pt skills to take AFT and CE. This would increase your stealth firing window to 4km. Lol

 

Yea, meant to have CE on there, very few of my DDs leave port without it.   http://shipcomrade.com/captcalc/0100000000100001000010100000100119

 

Right now, I am debating if DE is still a worthwhile skill. There are some other good level 3 skills like TAE, SE, or even SI that I think may be more valuable than the 2% fire chance.

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Yea, meant to have CE on there, very few of my DDs leave port without it.   http://shipcomrade.com/captcalc/0100000000100001000010100000100119

 

Right now, I am debating if DE is still a worthwhile skill. There are some other good level 3 skills like TAE, SE, or even SI that I think may be more valuable than the 2% fire chance.

 

TAE isn't that useful on Blyska, because it already has the fastest torp reload times in its tier of 70s.

However, it also doesn't have a very high alpha strike capability or ability to produce a torp wall when compared to proper torpedo boats.

Edited by MrDeaf

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With CE + AFT, it gets a stupidly-huge invisifire range that they seem in no hurry to get rid of.

 

Even with floaty crap shells, you can rack up damage by raining on BBs. DE can help with Firespam and/or IFHE can help with penning armor, but they aren't needed. And the float on these guns is nowhere near as bad as KM or USN DDs.

 

Expert Marksman at T2 helps a ton, as the Blys turrets can't keep up with the ship without it.

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I, like Wombat, like and play Sims often, and compared to her rainbow arcs, Blys's guns are lasers.

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My Blyskawica build for Random is almost identical except for Demo Expert in place of SE:

http://shipcomrade.com/captcalc/0100000000000011000010100000100119

 

Demo Expert makes a significant difference in the mean time needed to start fires. 

 

AFT cuz if you can't hit targets at 14 km with this ship, you need new glasses. 

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