Jump to content
You need to play a total of 5 battles to post in this section.
CarbonButtprint

Kidd/Fletcher build help

18 comments in this topic

Recommended Posts

Members
1,175 posts
3,153 battles

I'm working on a commander that I use on Kidd and Fletcher and probably Gearing someday. I'm almost to 13 points. This is what I have so far. 

5b2685d8ee8e2_WorldofWarshipsScreenshot2018_06.17-08_58_11_24.thumb.png.e98b7aea3a91f78159c918a1f7b51721.png

For my next skill, I plan to get either BFT or Superintendent, but I'm having a hard time choosing between the two. Kidd especially benefits from this skill but it's very useful on Fletcher too. BFT is nice because it's a straight up 10% DPM buff and a 20% AA DPS buff. After that I plan to get AR and then the remaining 3 point skill (superintendent/BFT), and finally PT. Do you think this is a good build or should I think of something else? I prefer a more gunboat focused playstyle. 

Share this post


Link to post
Share on other sites
3,138
[NDA]
Supertester
4,923 posts
14,393 battles

This is the captain build I use with my 19 point Benson captain and my 19 point Fletcher/Black captain. 

http://shipcomrade.com/captcalc/1100000000000011010011000000000119

You could also use this build if you want a more Torpedo focused USN DD. 

http://shipcomrade.com/captcalc/1100000000000011011001000000000119

Now I use a different Captain build for my Gearing but its the same skill set I use on my YueYang. 

http://shipcomrade.com/captcalc/0100000000000011010001000000001119

Share this post


Link to post
Share on other sites
791
[SF-A]
Members
2,949 posts
5,920 battles
33 minutes ago, CarbonButtprint said:

The first build you linked is exactly what I'm going for. So should I get BFT, AR, or superintendent first?

I would go for superintendent. The extra heal/smoke will be very useful in every single match, whereas AR and BFT are less impactful on a general basis.

Share this post


Link to post
Share on other sites
1,001
[DUDE_]
Members
3,095 posts
13,152 battles
39 minutes ago, CarbonButtprint said:

The first build you linked is exactly what I'm going for. So should I get BFT, AR, or superintendent first?

Tough call as the Fletcher is a great Torp boat while the Kidd is a gunboat AA specialist. Superintendent isn't anywhere near as strong as it once was with all the radar and how ships get detected in smoke while firing now, just use premium consumables to get an extra smoke per game.

I would use those three points on vigilance, all of the US dds are gun boats and fight in or near caps. Spotting enemy torps will save your bacon much more than any other skill..and its very useful on both ships

  • Cool 1

Share this post


Link to post
Share on other sites
474
[-BRS-]
Members
1,769 posts
14,242 battles
28 minutes ago, Sweetsie said:

Tough call as the Fletcher is a great Torp boat while the Kidd is a gunboat AA specialist. Superintendent isn't anywhere near as strong as it once was with all the radar and how ships get detected in smoke while firing now, just use premium consumables to get an extra smoke per game.

I would use those three points on vigilance, all of the US dds are gun boats and fight in or near caps. Spotting enemy torps will save your bacon much more than any other skill..and its very useful on both ships

 Although I just got the boat so my sample size is small I would have to say that the superintendent is still very valuable for the heal,  And since  It is a gunboat having the extra smoke is valuable  Glad I finally got it :cap_win:even though it feels a little OP like a tier 9 ship

Share this post


Link to post
Share on other sites
1,517
[RLGN]
Members
8,689 posts
17,952 battles

Used LWM’s recommended AA build.

Fighting over caps is nothing more than an almost certain trip back to port.

 

Share this post


Link to post
Share on other sites
177
[JUGS]
Beta Testers
1,374 posts
15,332 battles

imo it's hard to  get one captain for both the Kidd and Fletcher since the Fletcher is a great torp boat while the Kidd is a gun boat.  If you want to optimize the Fletcher, I would go with TAE next to get your reload time down to 81 seconds since the Fletcher has some of the best torps in the game (reasonable range, good speed, high damage, low detectability).  As has been pointed out by another post SI isn't that valuable given all the radar so use those 3 points someplace else and just use premium consumables.

Maybe the Kidd and Gearing could share a captain because the Gearing plays more like the Kidd imo.  It will be interesting to see what builds will get used when the Gearing gets the option to use the Fletcher torps.

Share this post


Link to post
Share on other sites
1,001
[DUDE_]
Members
3,095 posts
13,152 battles
10 minutes ago, silverdahc said:

 Although I just got the boat so my sample size is small I would have to say that the superintendent is still very valuable for the heal,  And since  It is a gunboat having the extra smoke is valuable  Glad I finally got it :cap_win:even though it feels a little OP like a tier 9 ship

Ya, I forgot about the heal, I just got the Kidd as well. But in his situation he is using this captain for two ships...and there aren't really any bad choices, just that Vigilance is very helpful to both ships and with smoke being less useful than before...just some thought sausage im chewing on.

Share this post


Link to post
Share on other sites
Members
760 posts
7,021 battles

I just received Kidd yesterday - so haven't had much time to experiment with builds - I just put my 19pt Fletcher skipper onboard and gave her a go.

http://shipcomrade.com/captcalc/1000000000000001011010100000000119

It seems to work pretty well - you could optimize a build specifically for Kidd, which likely wouldn't include TAE - but I consider that a "must have" on Fletcher, so it is what it is.

I might consider a build like this, down the road - spending points to increase Kidds very strong AA suite

http://shipcomrade.com/captcalc/1000000000000011010010000000010119

- but I have a number of newly purchased special commanders that I'm  currently spending elite Skipper XP on - so working on a Kidd commander is a project for down the road.

The rest of the skills are offensive in nature (with the exception of SE and LS) - and I feel increasing the rate of fire, AA effectiveness and fire chance worth the points, but thats just my take on it.

I like both TAE and TA on my Gearing skipper, so it be a less than ideal build for Kidd - as that single rack of slow-loading torps isn't worth spending many points on, imho.

Share this post


Link to post
Share on other sites
Members
1,175 posts
3,153 battles

I dont really feel the need for TA on either ship, and I really don't feel like a 3 point skill is worth a 9 second boost to the torp reload fletcher. The 10% ROF buff will help bully caps but the extra heal and smoke will help with sustainability. Tough choice since I won't get the other one until 18 points. 

Share this post


Link to post
Share on other sites
2,777
[PSP]
Members
6,684 posts
9,790 battles
3 hours ago, Sweetsie said:

Superintendent isn't anywhere near as strong as it once was with all the radar and how ships get detected in smoke while firing now, just use premium consumables to get an extra smoke per game.

I agree with this. IMO, faster torpedo reloads and the ability to still maneuver after having the rudder and engine taken out are more important skill selections. The same thing goes for smoke screen expert as it does for superintendent. At one time a huge, long-lasting smoke screen was the way to go. Now, only a very few ships (some cruisers at mid range) can benefit much from a smoke screen. 

Edited by Snargfargle

Share this post


Link to post
Share on other sites
1,001
[DUDE_]
Members
3,095 posts
13,152 battles

So I have three games in mine so far and it seems like a complete bully at top tier (the Kidd) but against tier ten its rough. probably going to take away some of the AA and build a tankier boat. I should have eaten torps numerous times but fortunately the reds were sending widespread  spreads and I could avoid them, as this is a dd fighter, I feel stronger that vigilance is needed... but need a bunch more games in her to see how things even out.

Share this post


Link to post
Share on other sites
Members
3,481 posts
8,660 battles

I don't see a cpt. that's for right for Fletcher or Gearing being a good fit for Kidd.

Share this post


Link to post
Share on other sites
3,973
[INTEL]
Members
8,838 posts
26,334 battles

image.png.3695f530bac27098abd85c08821d78e3.png

I run a compromise build at the moment, no clear identity. I like having AFT because it extends my AA envelope and because it makes it easier to torment slowly reversing BBs and CAs from a distance. If you are a good shot you can even hit them on the move. I dont run Superintendent because I almost never need the extra smoke. SE is a must, if you cap and get in knife fights -- not only will you eat gun damage but torps too. 

Share this post


Link to post
Share on other sites
706
[TF57]
Members
1,349 posts
4,050 battles

My 10C

PT/PM

LS (vital) >> AR (useful - buffs guns AND torps)
SE (vital - 15% buff to everything - by surviving 15% longer you get 15% more gun damage, torpedo damage, and caps); BFT (boosts AA + dpm) >>> SI (extra smokes useless for Fletcher) >>>  TAE (you can use a module instead + not vital on Kidd) >>> DE (not many opportunities to sit in smoke nowadays spamming on BBs)

CE - (vital) 10% concealment, like SE, indirectly buffs everything  >>> RPF (useful info) >>> AFT (only good for AA aka rare carriers, negative due to bloom) >> IFHE (only useful vs small sample of targets)

Edited by evilleMonkeigh

Share this post


Link to post
Share on other sites
443
[DETN8]
[DETN8]
Members
1,662 posts
17,175 battles

Fletcher and Kidd are both amazing AA destroyers. My fletcher is full AA build with BFT AFT and manual AA. That would work great on the Kidd as well.

Share this post


Link to post
Share on other sites
78
[AAA]
Members
473 posts
5,935 battles

My fletcher build which I use in my Kidd as I lack a dedicated captain for the Kidd is 

pm

ar, LS 

se, bft, TAE 

ce

i run premium consumables so si isn’t as critical. 

Now Kidd is a ranked only boat. Cap specialist. I’m going to build a dedicated captain. 

My focus is getting into caps and destroying destroyers which with the repair party means taking damage isn’t as big a deal to me and I need those guns as fast as the go. Premium damage control is essential. Capt will have

pm

joat and ls 

se and bft. I run premium consumables so 3 engine boosts and 3 smokes are fine. Would like be 4 heals but honestly I don’t know that I could use all four and not have been killed

lastly CE and Radio detection. 

May dump the radio and then take si and pt 

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

×