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Hello,

I am trying to find good captain builds for my Alaska/Aegir/Azuma/Yoshino/Kronshtadt and am having minor difficulties.

CE and Superintendent and standard on everything I play that can take them. The heavy AP shells skill seems good, as well as Grease the Gears and Adrenaline Rush.

 

Is there any advice out there for good builds? 

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1 minute ago, Dmarvin said:

Hello,

I am trying to find good captain builds for my Alaska/Aegir/Azuma/Yoshino/Kronshtadt and am having minor difficulties.

CE and Superintendent and standard on everything I play that can take them. The heavy AP shells skill seems good, as well as Grease the Gears and Adrenaline Rush.

 

Is there any advice out there for good builds? 

There is not much to tale for heavy ca these days.

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10 minutes ago, Dmarvin said:

Hello,

I am trying to find good captain builds for my Alaska/Aegir/Azuma/Yoshino/Kronshtadt and am having minor difficulties.

CE and Superintendent and standard on everything I play that can take them. The heavy AP shells skill seems good, as well as Grease the Gears and Adrenaline Rush.

 

Is there any advice out there for good builds? 

For Azuma and Yoshino: ignore concealment, grab all the rudder mod, take the +10% he damage and bralwer.

 

for the other: brawler is pretty good sinxe you will engage quite often ships within your concealment.

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Unless you want to spec into RPF for some reason, I think this is the standard 19pt supercruiser build.  I don't think DE or whatever it's called now is worth it for 1% fire chance, nor is the detection penalty worth it for Heavy HE (maybe for Yoshino, but I don't have that ship).  Final 2 points probably to Expert AA mainly due to lack of other viable choices. 

 

temp.png

Edited by DouglasMacAwful

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7 minutes ago, DouglasMacAwful said:

due to lack of other viable choices

If it already a SuperCruiser, the AP shells are nasty, no need to spec capt point into that Heavy AP skills, light cruiser is better

Survivability in this case

  • Meh 2

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10 minutes ago, ObiphanKenobi said:

If it already a SuperCruiser, the AP shells are nasty, no need to spec capt point into that Heavy AP skills, light cruiser is better

:Smile_amazed: Heavy AP Shells is literally useless on light cruisers, as it only affects guns of 190mm and larger.

12 minutes ago, ObiphanKenobi said:

Survivability in this case

Post 0.10.0?

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image.png.cf9822f077ac0ae5921749f7fcac5ba0.png

 

This is what I would go with :

-Faster turret traverse and switching amo for obvious reasons

-PT for obvious reason

-SI and AR are very strong picks. AP skill is very useful since Alaska is mostly an AP spammer with improved AP pen angle.

-CE and Top gunner skill benefit that ship a lot since you want to fight people at mid range, and if you manage to get a DD spotted within your radar range in the open, it's more HE DPM to fight against him (or in general you get more DPM to fight people spotted within your detection range)

 

Edit : this would be my Alaska build. If it was a Yoshino I would take the improved HE damage over the AP damage.

Edited by AlcatrazNC

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24 minutes ago, Nevermore135 said:

Heavy AP Shells is literally useless on light cruisers, as it only affects guns of 190mm and larger.

oh, then I spec my capt wrong, thank you.

I will re check them as soon as possible

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16 minutes ago, HazeGrayUnderway said:

So much for the Skill Rebork giving "more choices."

I agree, Haze.  I think that they tried and in some places succeeded.  But overall, they failed to create more variety of skill builds.

I think that one problem was that they failed to get rid of the absolute must-have skills like Survivability Expert and Last Stand for DDs, CE for most ships, and so on.  The more must-have skills there are, the fewer skill points are left with which to choose other options.

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1 hour ago, HazeGrayUnderway said:

So much for the Skill Rebork giving "more choices."

How can you say that?! We now have all these great new skill choices for cruisers that buff our torpedoes and nerf our concealment! :Smile_sceptic:

Edited by Nevermore135

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1 hour ago, Nevermore135 said:

How can you say that?! We now have all these great new skill choices for cruisers that buff our torpedoes and nerf our concealment! :Smile_sceptic:

JOY!

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2 hours ago, HazeGrayUnderway said:

So much for the Skill Rebork giving "more choices."

Pretty much, Once you avoid the noob traps, we're gonna be back to maybe 2 builds for each type, with a few weird outliers for the oddball ships.

Sounds like pre-rework to me.

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7 minutes ago, SgtBeltfed said:

Pretty much, Once you avoid the noob traps, we're gonna be back to maybe 2 builds for each type, with a few weird outliers for the oddball ships.

Sounds like pre-rework to me.

Don't you want your Atago Torpedo Builds?

Do you not always put your Cruiser in position where the enemy team greatly outnumbers you?

Do you not want to increase your shell damage while also worsen your concealment by FIFTEEN F***ING %?

What do you mean you don't like Demolition Expert anymore?  WHY NOT???

"Wow, for 3 points I can improve the damage of Torpedoes on my Cruiser, the weapons I have the least amount of success with on such ships!"

"I am so glad that on a ship type that loses modules a lot, I no longer have access to Preventive Maintenance!"

Haha!

Edited by HazeGrayUnderway
  • Cool 2
  • Funny 1

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