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_JohnWick_

Friesland

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Hey guys..

Got the Friesland last week and I really like it... I only have 16 points on my captain so far so I'm just wondering what the best commander skills to take are?  If there are any experienced Friesland captains out there?  I've seen some replays where the ship is sub 1 second reload and I'm not sure how they are getting that as  I'm at 1.5 seconds.  Any guidance would be appreciated.

 

Thanks

 

 

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8 minutes ago, _JohnWick_ said:

Hey guys..

Got the Friesland last week and I really like it... I only have 16 points on my captain so far so I'm just wondering what the best commander skills to take are?  If there are any experienced Friesland captains out there?  I've seen some replays where the ship is sub 1 second reload and I'm not sure how they are getting that as  I'm at 1.5 seconds.  Any guidance would be appreciated.

 

Thanks

 

 

Be aware that Friesland will be leaving the Pan-European tree and going to the Netherlands tree when the Dutch cruiser line is added.  I am guessing whatever captain you have on it will be making that jump with it.

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I think it’s a (skill?) that decreases your reload the more damage you take.

There’s also a few other main battery skills that reduce it, and some modules.

Sorry, not in a place where I can look those up atm.

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Just now, Estimated_Prophet said:

I think it’s a (skill?) that decreases your reload the more damage you take.

There’s also a few other main battery skills that reduce it, and some modules.

Sorry, not in a place where I can look those up atm.

Adrenaline rush, yes 0.2% increase per 1% decrease.

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Full RPM build with Adrenaline Rush the Friesland will have absolutely blistering fire rate when at very low health. Don't think it'll go sub 1s though. Most Adrenaline Rush will shave off is 19.8%.

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For the first 10 points:

Tier 1, Preventative Maintenance (it's a must since your main turrets are only protected by 6mm armor).

Tier 2, Last Stand (also a must have for most if not all DD captains).

Tier 3, I'd go for Survivability Expert before Adrenaline Rush, adding 3150 points to your HP, but that would be a personal preference.

Tier 4, Concealment Expert, of course.

For the last 6 points:

Tier 2, Pyrotechnician (extra fire chance for your HE shells is always good).

Tier 3, either Adrenaline Rush or Main Battery and AA Specialist, which is a permanent boost for your reload time and AA.

You can either save the last leftover point for future skills or use it on Incoming Fire Alert, if you prefer to "live dangerously".

Edited by Singularity_invader

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2 minutes ago, Singularity_invader said:

Tier 2, Pyrotechnician (extra fire chance for your HE shells is always good).

Always favored PT because I like to know how many reds are shooting at me. It is more appropriate to a smoke DD where there is often a ready means to hide when things get hot. For all DDs it can tell you whether you can concentrate on gunnery or need to start dodging and going dark. 1% more fire just seems so meh even if it is a 15% boost for those guns. More of a personal preference though.  If you're one of those that psychically know when you have  become the red teams favorite chew toy then definitely take the fire chance. 

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3 minutes ago, Sabot_100 said:

Always favored PT because I like to know how many reds are shooting at me. It is more appropriate to a smoke DD where there is often a ready means to hide when things get hot. For all DDs it can tell you whether you can concentrate on gunnery or need to start dodging and going dark. 1% more fire just seems so meh even if it is a 15% boost for those guns. More of a personal preference though.  If you're one of those that psychically know when you have  become the red teams favorite chew toy then definitely take the fire chance. 

I personally always assume I'd be fired at once I'm detected, thus finding an island to take cover would become my priority after smoke screen expires (that's when I'm out of someone's radar range).

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42 minutes ago, Lert said:

Full RPM build with Adrenaline Rush the Friesland will have absolutely blistering fire rate when at very low health. Don't think it'll go sub 1s though. Most Adrenaline Rush will shave off is 19.8%.

So Lert; which makes your whiskers go 'PING!' more? That the 1047 seems to be on the way? Or that Friesland will become Dutch?

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4 minutes ago, Estimated_Prophet said:

So Lert; which makes your whiskers go 'PING!' more? That the 1047 seems to be on the way? Or that Friesland will become Dutch?

In order:

  1. DZP coming. She's gorgeous.
  2. 1047 coming. She'd be #1 in front of DZP if WG had actually implemented the superstructure as per the Nevesbu design.
  3. The NL getting their own nationality with Friesland coming over.

<Edit> Nevesbu's design:

PprCovB.png

Edited by Lert
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57 minutes ago, Lert said:

Full RPM build with Adrenaline Rush the Friesland will have absolutely blistering fire rate when at very low health. Don't think it'll go sub 1s though. Most Adrenaline Rush will shave off is 19.8%.

Like this.

Capture.PNG.331e73145d3fe6bf72181e3537015674.PNG

 

  • Funny 4
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3 minutes ago, _JohnWick_ said:

is 'fearless brawler' a useless skill then? cuz that drops the reload another 10%

It only works when you're spotted and it currently comes with a reduction in stealth, so avoid it for now.  There's a change to the skill coming which will remove the stealth penalty which will make it more competitive.  Friesland does best when she's gunning unspotted, though, so the mileage on the skill will be somewhat limited.

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8 minutes ago, SuperUnicumInBed said:

Like this.

Capture.PNG.331e73145d3fe6bf72181e3537015674.PNG

Ha, yeah. No idea how I lived through all that.

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7 minutes ago, _JohnWick_ said:

is 'fearless brawler' a useless skill then? cuz that drops the reload another 10%

It's bad right now due to the concealment penalty but it's getting a slight buff next month that removes the penalty so it should be more useful then, especially for open water/smokeless gunboat DDs.

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1 minute ago, Zaydin said:

It's bad right now due to the concealment penalty but it's getting a slight buff next month that removes the penalty so it should be more useful then, especially for open water/smokeless gunboat DDs.

Well you should already be taking it on all open water gunboats (Kleber, Grozovoi, Marceau, Khaba, Z-52 if you play it as a gunboat). What the new change will do is make it more viable on stuff like Smaland that still values its concealment, and then maybe on something like a Halland/Friesland where a decent amount of DD engagements take place outside of a smokescreen.

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49 minutes ago, Lert said:

In order:

  1. DZP coming. She's gorgeous.
  2. 1047 coming. She'd be #1 in front of DZP if WG had actually implemented the superstructure as per the Nevesbu design.
  3. The NL getting their own nationality with Friesland coming over.

<Edit> Nevesbu's design:

PprCovB.png

What would a NL DD tree look like in your opinion. You probably already investigated and posted but I'm too lazy to look.

A series of S,M,L and XL Frieslands?

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1 hour ago, Sabot_100 said:

Always favored PT because I like to know how many reds are shooting at me.

Just assume they all will be. Because in a Friesland, they all will be.

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I built my Friesland in two phases, based on captain points.

Before I got 17 pts: https://wowsft.com/ship?index=PWSD510&amp;modules=1111&amp;upgrades=143222&amp;commander=PCW001&amp;skills=4343840&amp;ar=100&amp;consumables=1111&amp;pos=0

This is because, as mentioned before, Friesland does better at range and/or when smoked or under cover (i.e. not spotted). Since it takes a while to get to 17pts but Friesland is a GREAT credit earner, I went with the range Upgrade while going through the first 13pts. This means I could stay further away before I got the reload mod, so I stayed safe while dealing damage.

After 17 pts: https://wowsft.com/ship?index=PWSD510&amp;modules=1111&amp;upgrades=143221&amp;commander=PCW001&amp;skills=4610096&amp;ar=100&amp;consumables=1111&amp;pos=0

I currently only have 17 pts but Main Armament and AA Expert was my second 4pt skill and 6th kill overall. I also swapped the range Upgrade for the reload one. This gives me a base reload of 1.5 seconds and base range of 14.8km... which is damn good for a DD! I don't have MAAS yet but that'll be a further DPM boost.

 

I see two builds for Fries: dedicated DD hunter, and farming. I don't think she's as good as some other tech-tree DDs for the former, but if it's what you want her as, swap MAAE for Radio Location. You could also swap-out MAAS and a 1pt skill for Fearless Brawler which gives you a further 5% reload improvement (https://wowsft.com/ship?index=PWSD510&amp;modules=1111&amp;upgrades=143221&amp;commander=PCW001&amp;skills=7489568&amp;ar=100&amp;consumables=1111&amp;pos=0). That one's a dedicated DD hunting build and isn't very versatile... but quite scary DPM-wise.

 

I can live without Radio, since typically DD positions are predictable. So I prefer the farming build overall. That means I don't care about Fearless Brawler, which requires me to be detected... something I try to avoid even with 6.4km of detection!

But for farming, it's both Main Armament and AA skills for me, and I use AR on all my boats so it's an easy pick.

Edited by Count_pott

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1 hour ago, Singularity_invader said:

I personally always assume I'd be fired at once I'm detected, thus finding an island to take cover would become my priority after smoke screen expires (that's when I'm out of someone's radar range).

Agreed. Of course, that assumption sometimes ends with me facepalming and questioning the collective awareness of the enemy team when almost none of them shoot at me. But as far as DDs go, I say you should always assume that if you’re detected, everyone in range is going to shoot at you. I still like it on most of my battleships and cruisers and used to put it on some DDs, but since the rework I’ve taken it off almost all of my destroyers. 

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55 minutes ago, Wye_So_Serious said:

What would a NL DD tree look like in your opinion. You probably already investigated and posted but I'm too lazy to look.

A possible tree:

  • T2 Wolf, would probably need a 'theoretical' torpedo upgrade to make it competitive. Was built in steel.
  • T3 ???, would need to be a 'theoretical' design, either based on actual paper designs WG digs up or wholesale fantasy
  • T4 Admiralen first block. The Admiralens were built in two blocks with slightly different armaments. Was built in steel.
  • T5 Admiralen second block (don't think too much of the linked thread, not entirely happy with it). Massage the gunnery on T4 Admiralen, give her a more potent torpedo loadout, done. Was built in steel.
  • T6 Gerard Callenburgh. Was laid down, almost completed. Finished by the germans, served as ZH-1. Was built in steel.
  • T7 Van der Hulst. Was never laid down, but designs were drawn up that would fit nicely at tier.
  • T8 ???, would need to be a 'theoretical' design, either based on actual paper designs WG digs up or wholesale fantasy
  • T9 ???, would need to be a 'theoretical' design, either based on actual paper designs WG digs up or wholesale fantasy
  • T10 Utrecht. Imagine a Friesland with massaged stats and a triple barrel torpedo launcher on either side, at the waist. Two Frieslands carried this modification for a few years, but the torpedo tubes were later removed. Was built in steel.

Possible premiums:

  • T6 Witte de With, Admiralen with hydro and spotter plane. Was built in steel.
  • T7 Tromp, originally built as (extremely) light cruiser but I think she's work best as destroyer. Would be slow and fat, and armed with 150s. Wouldn't fit the line in playstyle or feel. Was built in steel.
  • T6 / T7 Isaac Sweers. Gerard Callenburgh's sistership, escaped to Britain before receiving her armament, was given 3x 2 British QF 4" Mk XVI DP guns and carried British Mk 10* torpeedus. Could be T6 or T7 based on soft stats. Was built in steel.

Honestly though, an Admiralen at T4 is a bit iffy, but it could be made to work if given slow firing guns and relatively weak torpeedus. I mostly listed her there as a placeholder unless WG finds a more suitable candidate. Still, I think a reasonable line of Dutch tin cans could be made with only three or four 'paper' ships, and a number of possible, interesting premiums that don't fit the line's playstyle per se. After the war we also bought a few hand-me-down British designs, including N, Q and S classes that could be used to fill up empty spots in the tree, but I wanted to keep to actually Dutch ships here.

Edited by Lert
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1 minute ago, Count_pott said:

U bent vanaf het Nederlands Lert?

Geboren en getogen. Also hi google translate. :)

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