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19 point Gearing captain build question

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Fck concealment! I have two gearing builds aa and torps.

build A Torpedo:

Tier one : PT

Tier two: LS

Tier Three: Torpedo expertise, Super intendant.

tier four: Concealment, Aft.

 

Anti carrier scrub build:

Tier one: PT

Tier two: LS

Tier Three Super Intendant (to get extra defensive), BFT

Tier Four: Aft, Manual AA

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This is what I am using on my Gearing right now. But I have not had mine all that long:

http://shipcomrade.com/captcalc/1100000000000011011001000000000119

I do not use AFT, because of the extra distance it adds to your detection range when you fire.  If I'm using my guns, it's usually at close range vs another DD, from smoke against a larger target, or something that is utterly preoccupied and not shooting at me :cap_rambo:

 

Edited by Valas1

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Not a fan of Advanced Firing Training.  Gearing's guns are so floaty that the only things you can hit at max range are things your guns aren't going to damage much anyhow.  The AA increase is good but I feel bad spending limited points on improving AA when most of the time you won't see a carrier anyhow.  Not to mention, opening up with your AA guns in a DD is always a decision you should be careful about as it extends your detection range.

I noticed you haven't mentioned Adrenaline Rush at all.  Personally, it's one of my favorites.  Taking damage early in the match is demoralizing, so it's nice to get something back.  At a minimum, if you have to play super conservative torpedo boat, at least you'll be loading them faster.

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21 minutes ago, zuga_01 said:

I have taken the following -

1. PM

2. TA, LS

3. SE

4. CE

What are the best skills to take for the rest 7 points? AFT+BFT or RL+BFT/DE ?

PT / PM

TA / LS  other options such as AR are good as well. 

SE / DE / SI  other options such at BFT or TAE are good alternatives depending on playstyle. 

CE

 

Thats what i run. 

 

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33 minutes ago, Valas1 said:

This is what I am using on my Gearing right now. But I have not had mine all that long:

http://shipcomrade.com/captcalc/1100000000000011011001000000000119

I do not use AFT, because of the extra distance it adds to your detection range when you fire.  If I'm using my guns, it's usually at close range vs another DD, from smoke against a larger target, or something that is utterly preoccupied and not shooting at me :cap_rambo:

 

Glad you posted this as it made me look at my Fletcher build and I made changes...my first game after changes.....2500 base xp kraken.....anyways, what I did was 

PM...no need for PT as if your spotted....they are shooting you.

LS. ---No Adranaline rush.

BFT, SE, Torp Arm and Vigilance.

CE.

So, the theory is.....its hard to hit anything at max range so no AFT needed, need to spot torps for fighting in caps,  extra smoke, and BFT does help with AA but its also a full time equivalent of 50% of adrenaline rush (if that makes sense).

 

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This is my build: 

Tier 1: PT, PM

Tier 2: LS, AR

Tier 3: SE, SI, BFT

Tier 4: CE

I run the torp reload mod. I don’t think RPF is worth it and I like the flexibility of improved guns and torps along with more health/consumables, plus huge benefit of adrenaline rush

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BFT + DE if you want to go heavy into guns, TAE if you want to bring the horrendous torpedo reload down to the level of only terrible.  Radio location is also a possibility if you want to be a DD hunter.  AFT to me is a waste since USN 5 inchers are already hard enough to land hits with past about 10km on anything smaller than a battleship.

 

Personally I used to run it with TAE + torpedo mod3 but ever since clan wars went to BFT + main batter3 and am finding it quite fun (I used RL with both specs).  It's really up to you depending on your play style.

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1 hour ago, zuga_01 said:

I have taken the following -

1. PM

2. TA, LS

3. SE

4. CE

What are the best skills to take for the rest 7 points? AFT+BFT or RL+BFT/DE ?

I would suggest TAE and and SE for six of the seven - added consumables and

reduce torp load time to get more fish in the electronic water

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Just now, DedPan said:

Personally I used to run it with TAE + torpedo mod3 but ever since clan wars went to BFT + main batter3 and am finding it quite fun (I used RL with both specs).  It's really up to you depending on your play style.

I initially tried BFT + main battery like you.  Gearing's guns are miles ahead of Fletcher's, so focus on that and make 'em even better, right?  The problem was I would head to a cap at the start of a match, a DD and I would detect each other, pop smoke, and I'd still have 20-30 seconds left until my first set of torps loaded.  Meanwhile his are most likely already on the way.  That was not a good feeling.  I'm of the opinion you need at least one of TAE or the torpedo mod if no no other reason to have torpedos available for that first critical engagement... but like you say it comes down to play style.

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The best Gearing build is to sell it and get a Grozevoi or Z-52.

Permanent gold camouflage and 19 point captian in mine and there is just no point to playing it. It has been so badly power crept. Sure you can have good games, but why bother when you can do the same for a fraction of the effort in something else.

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