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GabeTheDespot

Should I take Adrenaline Rush on Admiral Hipper

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Hipper has a monstrously slow reload of 13 seconds, and only 8 guns. Since I don’t believe Hipper will receive any RoF buffs anytime soon, should I take adrenaline rush for my captain to remedy this? I want to know what you guys think, since I don’t respec or retrain my captains when I move on, would this be a good decision for Roon and Hindenburg after it? Any positive feedback is much appreciated!

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1 minute ago, GabeTheDespot said:

Is it any good for Roon and Hindenburg  though?

Is the Pope Catholic?

The only reason someone doesn't take AR is because their captain doesn't have the skill points yet to do so. 

  • Cool 1

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AR is better than EM for high tier German cruisers. Their turrets are fast enough already. AR can give you a insane DPS buff.

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LESS LIFE = BETTER RELOAD = MORE LIFE

 

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AR is useful in almost every ship, the longer the re-load the greater the utility.  It's even useful in ships with quick loading guns like DD's because it also boosts torpedo re-load rate.  It's a safe skill if you play aggressively and like to exchange damage early in the match.

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I run AR on most ships I own.  I tend to go for maximizing damage output skills over survivability (if I kill the other boat faster, I will survive).

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1 minute ago, GabeTheDespot said:

Thanks guys, getting on it right now (although I still have EM).

I’d recommend if you have the doubloons to respec and take jack of all trades instead of expert marksman; cooldown usage is very important at high tiers.

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When someone takes half my health I typically type: thanks for the reload buff d-bag!

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On 1/22/2018 at 2:26 PM, Dr_Venture said:

LESS LIFE = BETTER RELOAD = MORE LIFE

 

Doing more with less!

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I put AR on everything.   Personally I think AR and BFT need to be swapped in the skill tree.

AR is strong enough it should really be a 3 points skill.

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6 minutes ago, Veasel said:

I put AR on everything.   Personally I think AR and BFT need to be swapped in the skill tree.

AR is strong enough it should really be a 3 points skill.

Shhhhhhh no

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Hipper / Prinz can't really make great use of AR because they won't live long to leverage it.  However, AR on the likes of Roon, Hindenburg later in the line, you better believe it's useful a.f.

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I think concealment systems is even more useful than AR, 10.9km detection range makes me feel dirty at times, “captain, begin disappearing at will.” It also is a skill that almost everybody takes...

On a separate note, AR is useful if on CVs you inflict damage to yourself or are very aggressive in a CV. Both tactics unicums may use to get strikes out faster.

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