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TaxDollarsAtWork

High tier EU DD build question.

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I need some advice on two ships I hope to have rather soon, the Friesland and Halland

https://wowsft.com/ship?index=PWSD110&modules=11111&upgrades=324221&commander=PCW001&skills=5388322&consumables=1111&pos=0

With the Hallandale I'm curious if investing in guns with these modules and skills is worth it.

https://wowsft.com/ship?index=PWSD510&modules=1111&upgrades=344321&commander=PCW001&skills=5381380&consumables=1111&pos=0

With Friesland I wonder if I hurt my self by not taking SI

 

 

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4 minutes ago, TaxDollarsAtWork said:

I would swap out MB/AA specialist for AR. You don't have torpedo tubes, nevertheless AR overtakes MA/AA spec when you are at 75% HP so below that AR gives you a better bonus. Now I guess you could say that you don't intend to take damage, but often that is not up to you. Especially if you get into a gunfight with another gunboat and it is all about trading HP, getting better and better reload the lower you go can make all the difference.

Friesland is a bit special since you have no torpedoes, which usually get better too with AR. That way the lower you go in HP, the better your torpedo reload becomes in a DD and you can spam torps when very low. So it is maybe not that much of a must, but I'd go with AR nevertheless. SI for the extra smoke/hydro is nice, but not necessary. Generally I only take SI on DDs if they have a heal or other important gimmick.

Currently I am stuck on how to incorporate RPF on my Daring, where it seems that I can't really without sacrificing either PT or AR. The rework really pisses me off in that regard, as my previous build is now 3pts more costly and thus impossible.

11 minutes ago, TaxDollarsAtWork said:

Halland guns are pretty nice, but they have the issue of range. With only 10.5km range you won't farm much BBs really (all the secondary ranges got increased, remember), though it might be good to start follow up fires.

Apart from that, more firepower to gun down other torpedo boats could be nice. But I haven't played my Halland enough to say anything with confidence there, tbh. But I would still recommend AR over MB/AA spec.

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Interesting insight I never thought there might be a cross over point with AR and BFT.

Might make more sense considering Friesland has no heal too.

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what i use for friesland

Capture.JPG

AR is too powerful not to use and i like SI for those close long games where you need the 4th smoke.

I'm using the same build for halland as you.

Edited by EraserNZ1

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8 minutes ago, TaxDollarsAtWork said:

Interesting insight I never thought there might be a cross over point with AR and BFT.

Basically AR can give you something between 0%-20% better reload on guns and torps, even more with the special EU commander (I think 25%). The old BFT would give you 10%, meaning the crossover point was half health; considering AR was also 1pt cheaper that made the choice relatively easy. The main reason though why I prefer AR over BFT in most cases (unless you can have both, naturally) is that the boost to torpedo reload means you become more effective as an torpedo demon as you effectiveness as a gunboat goes down (getting into a gunfight with very low HP is pointless, no matter how good your DPM is now).

4 minutes ago, EraserNZ1 said:

Capture.JPG

AR is too powerful not to use and i like SI for those close long games where you need the 4th smoke.

i use the same build for my Smaland, though I miss the range. CE is not strictly necessary on her, but I am way too used to playing with good concealment as that I could switch over easily.

One thing I miss on most builds nowadays though is the two points from PT and AR, plus the extra skill you have to take from tier1. Made a lot of builds more expensive/impossible. 

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