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Gojira420

Blyskawica

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Suggestion on first 10 pnts in Commander Skill with the current meta?  Thanks!!!!

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opinions will no doubt vary on the first six -- but the last four -- concealment.

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You usually want Last Stand for 2 points in there.  Destroyer with no engines = dead.  And yes, Concealment for pretty much any DD.

 

Edited by mavfin87

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11 minutes ago, mavfin87 said:

 And yes, Concealment for pretty much any DD.

 

well yeah -- unless I have to play against his [edited].  In which case I'd strongly recommend focusing on a secondary armament build for his DD cap'n (kidding of gorse Gojira -- go concealment for the last 4 pts.)

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The first one kind of your call second one last stand third one usually superintendent and fourth one definitely concealment

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#1. Get the tier 1 skill that tells you how many people are targeting you, then get EM, SI, AFT.

 

#2. Dont play the Blys, because WG nerfed it into the ground soooooo far.

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4 minutes ago, aether_tech said:

#1. Get the tier 1 skill that tells you how many people are targeting you, then get EM, SI, AFT.

 

#2. Dont play the Blys, because WG nerfed it into the ground soooooo far.

sorry  dude no offense intended -- but every time I see your avatar -- it pretty much creeps me out.  dafork is it supposed to be

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28 minutes ago, aether_tech said:

#2. Dont play the Blys, because WG nerfed it into the ground soooooo far.

Howzat?  Did it become useless without stealth firing?  The ships speed, and shell velocity, make it seem like a Russian gunbote to me, but I dunno, I play IJN DDs.  No Demo?  I know the smoke is junk, so why SI?

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34 minutes ago, aether_tech said:

#2. Dont play the Blys, because WG nerfed it into the ground soooooo far.

WG didn't nerf Blyskawica in the least. She's no different now than she was when first introduced in late 2015. I think that she's a damn good bote.

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8 minutes ago, Gojira420 said:

Howzat?  Did it become useless without stealth firing?  The ships speed, and shell velocity, make it seem like a Russian gunbote to me, but I dunno, I play IJN DDs.  No Demo?  I know the smoke is junk, so why SI?

 

2 minutes ago, ReddNekk said:

WG didn't nerf Blyskawica in the least. She's no different now than she was when first introduced in late 2015. I think that she's a damn good bote.

Feel the same way. Started playing it like my Gnevny and actually started being useful/successful in it.

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5 minutes ago, Estimated_Prophet said:

 

Feel the same way. Started playing it like my Gnevny and actually started being useful/successful in it.

I'm a Cruiser main, mostly CLs, and I drive Blysky like a CL that has no citadel and lower detectability. I don't do too badly with her.

Edited by ReddNekk

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2 minutes ago, ReddNekk said:

I'm a Cruiser main, mostly CLs, and I drive Blysky like a CL that has no citadel and lower detectability. I don't do too badly with her.

So maybe go for demo instead of super at three?

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2 minutes ago, Gojira420 said:

So maybe go for demo instead of super at three?

Go for Superintendent. You get a extra smoke and speed boost charge, and a DD cant have too many smoke charges. I don't use DE on any of my ships. It doesn't seem to improve firestarting.

 

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Tier 1: I would go for Priority Target, mostly due to lack of other options but also being able to instantly recognise when you aren’t actively being targeted vs the entirety of the enemy is actively seeking your blood. 

Tier 2: My personal preference is Last Stand as an immobile DD is a dead DD, Last Stand means you still retain some mobility. Expert Marksman is a strong contender because Blysk has slower turning turrets, but I would rather the ability to escape/dodge over turret traverse. 

Tier 3: This is where it can vary, and personal style has an impact.

Superintendent: Your smoke may not be the most spectacular but an additional charge is still an additional charge, this also applies to Engine Boost, important to remember that. If you also consider the merits of smoke for allies (even with smoke nerfs there are benefits), an extra charge gives you more options for both team play and selfish purposes. 

Demolition Expert, improved fire starting minimal explanation needed, if you like additional damage options this is a good pick. 

Basic Firing Training, increases RoF, shooting faster means more shells, more chances to start fires and in some situations can be the difference between life and death (though rare). 

Survival Expert, Destroyers benefit the most, more HP gives you more life, more staying power, and more ability to trade/attrition for the situations when you have to. 

Tier 4: No contest, Concealment Expert.

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1 hour ago, mavfin87 said:

You usually want Last Stand for 2 points in there.  Destroyer with no engines = dead.  And yes, Concealment for pretty much any DD.

 

I would usually agree about CE, but there are occasions when I'm less sure, let's say.  The Blys is one of the cases.  I'm just not sure whether it's worth more to have CE or  AFT as the Blys' first level 4 skill.  AFT makes a huge difference in its offensive potential as a gunboat.

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I've seen some stubborn Blyskawicas out there still, a few even Non-CE build.  AFT & BFT, and they give BBs at those ranges HELL.  But they tend to help for sh*t on caps.

 

I remember specifically one doing this a month or so ago.  He was at max AFT range and being a godd*mn terror to the BBs, setting them all on fire, etc.  We couldn't hit her at those ranges.  No Cruiser would close in because she'd just kite them and the BBs of her team would try to delete the Cruiser.  The catch to this "CL-like" DD style of play is that she was absolutely worthless on the caps.  And if that's the only DD of your team, you guys are going to have an interesting time in the cap situation.  The Cruisers on that Blyz's team then had to try to cap themselves and were getting rekt.  Aoba, Myoko, Pensacola try to cap?  LOL!

Edited by HazeGrayUnderway

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Dead lollibotes all have the exact same firepower = 0. 

I advocate for SE as first choice for early career captains.

Once you have a clearer notion of your play style some other skill may suit better. 

 

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2 minutes ago, HazeGrayUnderway said:

I've seen some stubborn Blyskawicas out there still, a few even Non-CE build.  AFT & BFT, and they give BBs at those ranges HELL.  But they tend to help for sh*t on caps.

I was think, with the ships speed, maybe not extending the gun range with AFT would make it easier for the ship to break contact if it comes under heavy fire....but then again, the excellent shell velocity makes fire at range viable...

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3 minutes ago, Curly__san said:

Dead lollibotes all have the exact same firepower = 0. 

I dunno what a lollibote is...

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22 minutes ago, Crucis said:

 AFT makes a huge difference in its offensive potential as a gunboat.

Not as much as you might think.  

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1 minute ago, Gojira420 said:

I dunno what a lollibote is...

:Smile_facepalm: Never read a Little White Mouse review? You're kidding, right?

 

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1 minute ago, Curly__san said:

:Smile_facepalm: Never read a Little White Mouse review? You're kidding, right?

 

I guess I’ve read a few...don’t remember lollibote.  Isn’t it all like ‘mehbote’ and ‘gudbote’ or whatever?

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30 minutes ago, HazeGrayUnderway said:

I've seen some stubborn Blyskawicas out there still, a few even Non-CE build.  AFT & BFT, and they give BBs at those ranges HELL.  But they tend to help for sh*t on caps.

 

I remember specifically one doing this a month or so ago.  He was at max AFT range and being a godd*mn terror to the BBs, setting them all on fire, etc.  We couldn't hit her at those ranges.  No Cruiser would close in because she'd just kite them and the BBs of her team would try to delete the Cruiser.  The catch to this "CL-like" DD style of play is that she was absolutely worthless on the caps.  And if that's the only DD of your team, you guys are going to have an interesting time in the cap situation.  The Cruisers on that Blyz's team then had to try to cap themselves and were getting rekt.  Aoba, Myoko, Pensacola try to cap?  LOL!

I've seen every ship type cap at one time or another. Granted, it's more challenging in a larger ship, but it can be done. I'm not saying that a DD should avoid capping, but others can pick up the slack if they are doing a more than adequate job filling a different role in the battle.

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27 minutes ago, beliy_demon said:

Not as much as you might think.  

To me, the extra range makes a big difference in survivability, which becomes increased offensive potential over the long haul.  This isn't to say that you can't make CE first work.  It also depends on how much you want to occasionally stealth torp and how often you shoot from smoke vs run and gunning.

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