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DemonsofRazgriz

Captain's 4th Skill Tree

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So my Captain on my Farragut is about to finally get his 4 points needed for his 4th skill. My current set up is:

  • Situational Awerness
  • Basic Firing Training
  • Expert Marksman
  • SuperIntendent

 

The 4 skill tree has some interesting abilities that can benefit DDs:

  • Demolitions Expert
  • Advanced Firing Training
  • Last Stand

 

My reasoning behind taking any of these abilities (rather than going for Last Stand) are as follows:

 

Demolitions expert: http://forum.worldofwarships.com/index.php?/topic/38735-fire-prevention-and-demolition-expert-the-math/ This post shows that DDs get a decent boost to fire starting chances and would improve the anemic DoT that USN DDs have.

 

Advance Firing Training:

  • +20% firing range to guns under 155mm. Great for firing outside of getting spotted (spotted at 11.5k when firing guns, this ability would boost my range to about 14km)
  • +20% AA firing range. Useful for increasing my AA and allowing the USN DD to be a better AA picket and would improve self defense against CV planting planes over DD.

 

Last Stand:

  • Damaged rudders and Engines still work but at a reduced effect. Doesnt specify a percentage. Has its merits for increasing survivability when under fire.

 

TLDR: Reasons i would choose any of them:

 

Demolitions expert: Increases DoT

Advanced Firing Training: Increases Gun effectiveness and allows me to hunt silently

Last Stand; Increased survivability under fire

 

Edit: forgot to mention but captain will be carried all the way to the Gearing

Edited by DemonsofRazgriz

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Advanced Fire Training I believe is your best bet.

 

The reasoning for it is it allows you to fire without getting spotted, while Last stand seemingly useful, if you are taking hits in a DD you're generally not long for the world in either case.

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I say last stand there is always some component getting knocked out on a DD. For my NM I'm getting advanced firing training. AA needs all the help it can get

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Advanced Fire Training I believe is your best bet.

 

The reasoning for it is it allows you to fire without getting spotted, while Last stand seemingly useful, if you are taking hits in a DD you're generally not long for the world in either case.

 

And that is why i did not immediately get it lol

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I voted Last stand partly because it's what I had planned to get.

 

My logic behind it is I'm inside a US DD, less torp range then the Japanese DD's so I need to get closer, getting closer means I'm more likely to get spotted. Enemy CA's love to pepper HE all over the place which wrecks the rudder/engine a lot. So by doing last stand I'll be increasing the chance that I don't need to hit the Damage Control ability because I could still, KINDA, steer.

 

Ya feelin' me?

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I would think Advanced Fire Training would be the better option over Demolitions Expert.  Either of them would increase the effectiveness of your guns, but as you mentioned AFT gives you better AA for clearing planes off you, and USN destroyers actually do get almost respectable AA ratings at high tiers (at least enough to start costing a CV planes if he wants to keep you lit up), and the ability to poke at people from beyond detection range has got to be pretty fun and useful.

Edited by Vaidency

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Last Stand for now.  If later in the higher tier DDs you feel you can stay undetected/unhit then redo your capt and change out Last Stand for AFT.  My $.02.

 

edit: You can't take hits and live long in a DD, but you definitely won't live long if you're stuck in range with no engine.

Edited by CasualCat2001

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So my Captain on my Farragut is about to finally get his 4 points needed for his 4th skill. My current set up is:

  • Situational Awerness
  • Basic Firing Training
  • Expert Marksman
  • SuperIntendent

 

The 4 skill tree has some interesting abilities that can benefit DDs:

  • Demolitions Expert
  • Advanced Firing Training
  • Last Stand

 

My reasoning behind taking any of these abilities (rather than going for Last Stand) are as follows:

 

Demolitions expert: http://forum.worldofwarships.com/index.php?/topic/38735-fire-prevention-and-demolition-expert-the-math/ This post shows that DDs get a decent boost to fire starting chances and would improve the anemic DoT that USN DDs have.

 

Advance Firing Training:

  • +20% firing range to guns under 155mm. Great for firing outside of getting spotted (spotted at 11.5k when firing guns, this ability would boost my range to about 14km)
  • +20% AA firing range. Useful for increasing my AA and allowing the USN DD to be a better AA picket and would improve self defense against CV planting planes over DD.

 

Last Stand:

  • Damaged rudders and Engines still work but at a reduced effect. Doesnt specify a percentage. Has its merits for increasing survivability when under fire.

 

TLDR: Reasons i would choose any of them:

 

Demolitions expert: Increases DoT

Advanced Firing Training: Increases Gun effectiveness and allows me to hunt silently

Last Stand; Increased survivability under fire

 

Edit: forgot to mention but captain will be carried all the way to the Gearing

 

I'm getting Advanced Firing Training personally (Gremy) and on my USN DDs.  The Japanese ones I might go for Last Stand as they rely more on their torps....

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You chose the exact same captain path as me - you are a good 4 points ahead of me though! I would go with the advanced fire training. It serves multiple benefits - Give you a tool you can use all the time whilst remaining mostly hidden and buffs your AA. Demo expert also seems tempting for me - higher risk - higher reward. Last stand seems too situational to me I feel like more often than not your just going to get dead with 50% rudder and engine.

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Immobile DD is a dead DD.

 

They get the engine and rudder knocked out constantly.

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Immobile DD is a dead DD.

 

They get the engine and rudder knocked out constantly.

 

A DD that is spotted for more than a few seconds is a Dead DD. Last stand isn't going to change that.
  • Cool 1

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I'm not a DD driver and no expert at the game in general, but the Advanced Firing Training skill seems to me to yield the most benefits. 14km gun range on a USN DD must be nice, and better AA is not a bad thing either. For Last Stand to be of any use, you must be in trouble already, but I would prefer Skills that help me from getting into trouble in the first place.

Just my two cents.  :honoring:

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So my Captain on my Farragut is about to finally get his 4 points needed for his 4th skill. My current set up is:

  • Situational Awerness
  • Basic Firing Training
  • Expert Marksman
  • SuperIntendent

 

The 4 skill tree has some interesting abilities that can benefit DDs:

  • Demolitions Expert
  • Advanced Firing Training
  • Last Stand

 

My reasoning behind taking any of these abilities (rather than going for Last Stand) are as follows:

 

Demolitions expert: http://forum.worldofwarships.com/index.php?/topic/38735-fire-prevention-and-demolition-expert-the-math/ This post shows that DDs get a decent boost to fire starting chances and would improve the anemic DoT that USN DDs have.

 

Advance Firing Training:

  • +20% firing range to guns under 155mm. Great for firing outside of getting spotted (spotted at 11.5k when firing guns, this ability would boost my range to about 14km)
  • +20% AA firing range. Useful for increasing my AA and allowing the USN DD to be a better AA picket and would improve self defense against CV planting planes over DD.

 

Last Stand:

  • Damaged rudders and Engines still work but at a reduced effect. Doesnt specify a percentage. Has its merits for increasing survivability when under fire.

 

TLDR: Reasons i would choose any of them:

 

Demolitions expert: Increases DoT

Advanced Firing Training: Increases Gun effectiveness and allows me to hunt silently

Last Stand; Increased survivability under fire

 

Edit: forgot to mention but captain will be carried all the way to the Gearing

 

For DD: Demolition Expert(fast firing guns benefit the most from this skill)/Last Stand(I am dubious about its effectiveness but if it can allow you to limp back into your smoke before Cruisers kill you then it is worth the points).

For Cruisers: AFT first then get Demo next(Amazing on Mogami/Des Moines).

For BB: AFT 

 

Edited by Cpt_VictorHenry_USN

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I would choose Advanced Fire Training...simply because by increasing the range of fire, you are able to engage your enemies quicker and at a safer distance.


 

Yes, you are a DD not a BB, so long distance engagements aren't really your thing...but at the same time, if your going to be going in anyway, wouldn't being able to fire those rounds from an earlier point in your engagement help?


 

If that logic does not suite your cup of tea, then Last Stand is where it is at...can't go wrong with being able to use your key components at any and all times.

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I've only had one situation in all my battles where Last Stand would have saved me, and that was getting my engine knocked out by a lucky hit while retreating from two DDs.  In smoke, but out of harms way mostly, and in come some random torpedoes that I couldn't get out of the way from.  Survived the torp hit, but with 50 health.

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For a DD driver, get "Last Stand". Don't argue, just get it.

 

Then save your damage control for when you get set on fire or flooded.

 

It makes surviving so much easier, especially those near misses that still knock out your engine or rudder.

 

Advanced fire training is not as useful as you think, given the current flight times of the US 5" shell. The extra AA range is good to have, especially on your 40mm, but it is less valuable than never completely losing your engines and steering.

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Advanced Firing Training is a good skill on any ship, even for BBs. I would recommend that if you got other murican premium ships as crew trainers/credit earners. 

 

 

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For a DD driver, get "Last Stand". Don't argue, just get it.

 

Then save your damage control for when you get set on fire or flooded.

 

It makes surviving so much easier, especially those near misses that still knock out your engine or rudder.

 

Advanced fire training is not as useful as you think, given the current flight times of the US 5" shell. The extra AA range is good to have, especially on your 40mm, but it is less valuable than never completely losing your engines and steering.

 

But since you're firing out of detection range, it doesn't matter how long it takes the shells to hit the target.  It only matters that you can properly lead and stay in the safety zone able to fire at will.

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For DDs last stand is where it's at. Especially if you hunt other DDs. IJN and USN guns hit other DDs hard losing your engine and/or steering is a death sentence. There have been numerous occasions where I'm still able to maneuver and they're dead in the water. 

 

If they ever reduce flight time of USN 5" shells then I will consider respeccing to AFT, but until then, firing those mortars at 14k is a crapshoot at best. 

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For a DD driver, get "Last Stand". Don't argue, just get it.

 

Then save your damage control for when you get set on fire or flooded.

 

It makes surviving so much easier, especially those near misses that still knock out your engine or rudder.

 

Advanced fire training is not as useful as you think, given the current flight times of the US 5" shell. The extra AA range is good to have, especially on your 40mm, but it is less valuable than never completely losing your engines and steering.

So you honestly don't use your repair to get full engine and steering back when you have it available? You invite more danger to make use of your skill? I think you've got it backwards.

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So you honestly don't use your repair to get full engine and steering back when you have it available? You invite more danger to make use of your skill? I think you've got it backwards.

 

It actually gives you options.  Your repair may be down, or you can limp away and wait for the engines to repair.  I guess it is something I can probably try to test/play around with in the test rooms, but you still have a decent amount of steering and speed with Last Stand.  You don't get reduced to a crawl for example.

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It actually gives you options.  Your repair may be down, or you can limp away and wait for the engines to repair.  I guess it is something I can probably try to test/play around with in the test rooms, but you still have a decent amount of steering and speed with Last Stand.  You don't get reduced to a crawl for example.

 

And you'll just be dead because your 1/3rd powered engines aren't going to save you.

 

It's like taking the anti-fire perk for a BB, totally useless.

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And you'll just be dead because your 1/3rd powered engines aren't going to save you.

 

It's like taking the anti-fire perk for a BB, totally useless.

 

Pretty sure it isn't 1/3 powered.

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Pretty sure it isn't 1/3 powered.

 

It isn't going to be higher than that sunshine :).

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It isn't going to be higher than that sunshine :).

I think the ability says 50% but it's still Wyoming level maneuverability. Still - should be used as a last chance - when your rudder goes out you should hit R instantly - it increases your chances of not being hit by a second HE shell. 

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