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rage_wow

Jutland/Daring Captain Rework Build

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Hey guys been away from the game for a while and now have captain rework. So I'm trying to figure out a new build, one build I found that looks promising:

  • 1 pt - Preventative Maintenance
  • 2pt - Pyrotechnician,  Last Stand
  • 3pt - Main Battery and AA Specialist, Adrenalin Rush, Superintendent, Survivability Expert
  • 4 pt - Concealment Expert

I only have a 16 pt captain, what do you think is the proper build order here?

I'm thinking: Preventative Maintenance, Pyrotechnician, Superintendent, Concealment Expert. After that still 6 points and leaning toward: Main Battery and AA Specialist and Adrenalin Rush for damage.

What are your thoughts on that build? Would you do different?

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I am a huge fan of the rpf skill. This is a game changer for my playstyle to know where ships and torps are coming from in this dd hunter setup. I gave up Adrenaline rush and superintendent. Probably pickup consumables expert for last 2 points.

For build order I would get rpf after first 10 and main battery reload for 3 points for 17 total.

Edited by OilyBusiness

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don't give up last stand bud you will regret it, its way more important then 1% chance of fire. Adrenalin rush is way to good not to take, you have a ton of smokes on brit dd's, so superintendent is not that big of a deal

Edited by EraserNZ1

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3 hours ago, EraserNZ1 said:

don't up last stand bud you will regret it, its way more important then 1% chance of fire. Adrenalin rush is way to good not to take, you have a ton of smokes on brit dd's, so superintendent is not that big of a deal

Agree with this, last stand especially on a slow daring is a must imo at t2. Then I’d take PM at t 1 and Survivability at 3 and conceal and rpf to round out 16. Daring AA is meh, I wouldn’t waste points on it captain. For the remaining 5 points I use the main battery reload skill and then consumable specialist at t2. If your have the special hydro module and this skill your hydro is almost 4 minutes in duration. Don’t hold me to it but I think with Cunningham’s buff to this captain skill and the special module my hydro is 238 seconds. glhf to you

Edited by ditka_Fatdog

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Thanks for the feedback guys, makes a lot of sense.

In the 3rd upgrade slot is there what are your feelings about Torpedo Tubes Mod 1 over Aiming Systems Mod 1?

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On 1/24/2021 at 11:10 AM, rage_wow said:

Thanks for the feedback guys, makes a lot of sense.

In the 3rd upgrade slot is there what are your feelings about Torpedo Tubes Mod 1 over Aiming Systems Mod 1?

I take TTM1 on a lot of gun boats just for the -40% chance for torp tubes to be knocked out.

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On 1/24/2021 at 6:11 AM, ditka_Fatdog said:

and conceal and rpf to round out 16.

 

So you think RPF is more valuable than Dazzle? With all those smokes you have a ship that will be in and out of detection a lot. Possibly radared or hydro'd while hiding in those small smokes. With Brit acceleration and Dazzle you could be very tough to hit until you get up to speed. 

I do like RPF too. Just wondering which is "best".

 

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On daring, yes I do. At least for the hunter she is or maybe the way I play it. Dazzle isn’t bad but I’d rather get rpf 

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On 1/24/2021 at 1:59 AM, rage_wow said:

Would you do different?

I go with PM, LS, SE,  CE.  Then I go to RPF. I haven't decided on my last 7 points yet.  I can't think the number of times I have had a great game and a very large part of it was played on fewer than 3500 hp. I would have been dead in those games without SE. 

I will probable look at SI (for an extra heal) and AR and Liquidator.  I am not sure I like swift in silence or dazzle for an extra 4 points. 

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