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Igiby100

Friesland Build

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I am going to pick up Friesland, and I am thinking of running this build on her. Is this optimal, given her inherent playstyle? Additionally, what priority levels should I give to each skill, given how long it takes to get the last 6 or 7 skill points?

 

- Preventative Maintenance, Last Stand, Priority Target, Superintendent, Survivability Expert, Main Battery and AA Specialist, Adrenaline Rush, Concealment Expert.

- Auxiliary Armaments Mod 1, Engine Room Protection, Main Battery Mod 2, Propulsion Mod 1, Concealment Systems Mod 1, Main Battery Mod 3.

 

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Looks good.

Some drop concealment expert for other 4 point skill.

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Isn't the AA so good it would be a waste for AA specialist?  Why do people waste points in Priority Target for a dd, you should be assuming all ships are going to be shooting at you if you are spotted?  Those 2 I wouldn't take.  Not sure about the gun size.. IFHE not going to work? But it rate of fire is so nasty.

Like the mods, any RB ones you could add?

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2 hours ago, dEsTurbed1 said:

Looks good.

Some drop concealment expert for other 4 point skill.

For me, concealment is God for a destroyer.

Hey; someone wants to play a Lighthouse destroyer? More power to them, but that ain’t me.

1 hour ago, Nachoo31 said:

Why do people waste points in Priority Target for a dd, you should be assuming all ships are going to be shooting at you if you are spotted?

Because being spotted and being targeted are two separate things.

It’s amazing how many are too busy farming to bother shooting at destroyers, as well as how many just plain don’t seem to know how to shoot at destroyers.

I have enough issues with my aim, without spazzing just because I’m spotted. If I’m not targeted, I’m not going to spoil my aim by dodging.

Edited by Estimated_Prophet
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26 minutes ago, Estimated_Prophet said:

For me, concealment is God for a destroyer.

Hey; someone wants to play a Lighthouse destroyer? More power to them, but that ain’t me.

Because being spotted and being targeted are two separate things.

It’s amazing how many are too busy farming to bother shooting at destroyers, as well as how many just plain don’t seem to know how to shoot at destroyers.

I have enough issues with my aim, without spazzing just because I’m spotted. If I’m not targeted, I’m not going to spoil my aim by dodging.

& that truly is the main benefit of PT...knowing that nobody is targeting you when you're exposed to 8 ships you can clearly see that could be.

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I was thinking this ship could really benefit from DE. 1% more fire isn't much (but is still around a 10% addition to your fire chance) but with all the hits you should get using shells that  won't do direct damage, the extra fires might add up.

Poster child for running those fire flags too.

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3 hours ago, Nachoo31 said:

you should be assuming all ships are going to be shooting at you if you are spotted? 

Because sometimes (more often than that, even) they're not. And that's very useful to know. Plus, it can give you information about when someone is launching torpedoes at you.

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All valid points.  But I'm always assuming I'm spotted, I'm going to be shot at and torps are coming my way.  Torpedo targeting at you can be done without targeting the ship :P It's only 2 points right lol.

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28 minutes ago, Nachoo31 said:

All valid points.  But I'm always assuming I'm spotted, I'm going to be shot at and torps are coming my way.  Torpedo targeting at you can be done without targeting the ship :P It's only 2 points right lol.

Torpedo targeting at you can be done while targeting the ship...& PT will give you zero warning about that...

It only lets you know which ships have main batteries locked on you.

That's how it (potentially...i toggle it to mess with people to make them maneuver & slow down 1st) lets you know if a DD is switching to torps because the PT goes down by 1 when they select torps & goes back up by 1 when they switch back to guns.

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4 hours ago, Nachoo31 said:

Isn't the AA so good it would be a waste for AA specialist?  Why do people waste points in Priority Target for a dd, you should be assuming all ships are going to be shooting at you if you are spotted?  Those 2 I wouldn't take.  Not sure about the gun size.. IFHE not going to work? But it rate of fire is so nasty.

Like the mods, any RB ones you could add?

Main Battery and AA Specialist is mostly taken for the 5% main battery fire rate increase, not the flak damage, that's just a bonus.

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Friesland can do 2 things well: kill other DDs, and farm. So the build is all about maximizing these; in general she's good out of the box vs. other DDs, so I invest more into farming.

I use this on Friesland: https://wowsft.com/ship?index=PWSD510&modules=1111&upgrades=143221&commander=PCW001&skills=4605984&ar=100&consumables=1111&pos=0

My last skills are will be either Superintendent or MAAS (I was intent on MAAS but I'm really hesitating now, as in long games I do tend to run out of smokes. But in general, late game skills aren't always worth it).

 

 

When I had a 10 points commander only though, I used this: https://wowsft.com/ship?index=PWSD510&modules=1111&upgrades=143222&commander=PCW001&skills=4327456&consumables=1111&pos=0

This swapped the Range skill for the Upgrade skill while I built-up my commander. I am not much of a farmer, and found I am more comfortable at it at longer range. In general stock range isn't too bad, it's all about your own preference.


Turret traverse is great AND 360 degrees. I wouldn't take Turret Mod 2; AA or aiming are both good choices, or even the smoke coal Upgrade.

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3 hours ago, Estimated_Prophet said:

For me, concealment is God for a destroyer.

Hey; someone wants to play a Lighthouse destroyer? More power to them, but that ain’t me.

Because being spotted and being targeted are two separate things.

It’s amazing how many are too busy farming to bother shooting at destroyers, as well as how many just plain don’t seem to know how to shoot at destroyers.

I have enough issues with my aim, without spazzing just because I’m spotted. If I’m not targeted, I’m not going to spoil my aim by dodging.

The Freisland isn't very stealthy,  so dropping 10% isn't such a big deal if your going to drop smokecand spam he anyways.

RL is a better skill,  allowing you to know a sneaker dd is coming...

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1 hour ago, IfYouSeeKhaos said:

Torpedo targeting at you can be done while targeting the ship...& PT will give you zero warning about that...

The PT torp warning is subtle. You look for the brief drop in number then back up when a targetting ship goes from guns to torps then back to guns. PT counter goes from 4 to 3 then quickly back to 4. It ain't foolproof but it can help.

Personally I find knowing how many are targeting me does influence my actions.  If it is just me and my adversary I can decide I can outgun him or beat his turret rotation and stay in the fight, If it is him and 4 of his friends, I might want to put major efforts into hiding or getting the hell out of there.  

Edited by Sabot_100
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9 minutes ago, dEsTurbed1 said:

The Freisland isn't very stealthy,  so dropping 10% isn't such a big deal if your going to drop smokecand spam he anyways.

RL is a better skill,  allowing you to know a sneaker dd is coming...

Might as well get both; it’s not like you need to spend points on torpedo skills.

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Friesland is very hungry for captain skill points. There are several skills that I'd like to take if I had enough points. Priority Target is one of those I had to toss.

I use Count_Pott's build, with 2 more skills. Here is how I prioritize them:
Preventative Maintenance. Of course.
Last Stand. Of course.
Survivability Expert. Staying alive is more important than faster damage.
Concealment. This ship is not fast enough to escape a fight, so concealment is key.
Main Battery and AA Expert. I already have 1.8s reload. The extra range lets me farm a lot more than without. Again, it's not a fast ship.
Adrenaline Rush. Could argue for Main Battery and AA Specialist, but for me, AR gives better rate of fire. AA is not a concern.

I like to fight in open water, too. For this, I take Incoming Fire Alert. This will not fit everyone's style.
I would take Demolition Expert, but this captain is shared with Östergötland, so I use a stupid torpedo skill instead.

Modules:
Main Armaments Mod 1, because with 2 turrets, you don't want to lose one.
Engine Room Protection
Aiming Systems Mod 1, because I use long range.
Propulsion Mod 1. This is important. You'll spend a lot of time hiding in smoke and behind islands.
Concealment System Mod 1. Of course.
Gun Fire Control System Mod 2. That 17.2km range lets me tickle a lot more pickles.

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18 hours ago, Count_pott said:

Turret traverse is great AND 360 degrees. I wouldn't take Turret Mod 2; AA or aiming are both good choices, or even the smoke coal Upgrade.

Yeah, IK. I took it to balance out MBM3 turret traverse loss. Also, anything less than a 180 degrees/second training rate bothers me. Even when I recognize that a ship has fast turrets, I do what I can to improve them. Slow turrets are one of my pet peeves. 

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21 hours ago, imaginary_b said:

I use Count_Pott's build, with 2 more skills. Here is how I prioritize them:
Preventative Maintenance....
Last Stand....
Survivability Expert....
Concealment....
Main Battery and AA Expert....
Adrenaline Rush.

 

10 hours ago, Igiby100 said:

Any opinions of priority of skills/upgrades?

Yes.

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