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Simzee

Hmm-how to respec a 15 point USN DD Captain with new patch

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I only recently got my 15th point allowing me to gain camo 5 point skill-rest being SA-Torp reload-Super-DE.

I miss BFT but i so much wanted camo, now my Sims has 6.6 klm and Gearing sits at 5.9klm.

Biggest decision will be to trade torp reload for last stand, and DE for survivability expert.

Very difficult as i do a lot of fire damage in almost every game, and I have a sub 70 sec reload on Sims torps and 1:40 secs on gearing torps.

Trying to use torps a lot more as i generally miss way too many as i dont predict enemy moves properly, being a gunboat at t10 is probably going to get me killed a lot more.

I want to get it right with the free reskill, then again its only 500 doubloons if i want to experiment.

Doubt I would want to trade camo for another 4 point skill and a 1 point skill eg get BFT and survivability.

Anyone else considering any sweeping changes?

 

Edited by daffy678

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I am wondering about this to and I have a 17 point commander in my Fletcher ( DD I wanted from start ; it is elite ) .

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Okay, my tentative list is this:

 

Situational Awareness

Torpedo Reload

Vigilance

That Skill No One Knows Its Name But Gives 400 HP Per Tier

Concealment Expert

Last Stand

Basic Firing Training

 

And that should get you to 18 points.

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:popcorn:got 19capt skill..patiently waiting...

 

You my man are just out to make me jealous !    :teethhappy:

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Okay, my tentative list is this:

 

Situational Awareness

Torpedo Reload

Vigilance

That Skill No One Knows Its Name But Gives 400 HP Per Tier

Concealment Expert

Last Stand

Basic Firing Training

 

And that should get you to 18 points.

 

Could you give me a point cost for each of those skills ?    Pretty please .

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What's the consensus on Torpedo Acceleration for USN destroyers?  Worth the speed increase for higher tiers or a waste of points vs Vigilance? (or worth giving up BFT and Last Stand if you want it along with Vigilance)  Or will this be one of those rare instances where either one is viable depending on if you favors guns vs torpedoes in your play style?

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Could you give me a point cost for each of those skills ?    Pretty please .

 

1 Situational Awareness

2 Torpedo Reload

3 Vigilance

4 That Skill No One Knows Its Name But Gives 400 HP Per Tier

5 Concealment Expert

2 Last Stand

1 Basic Firing Training

points on left

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points on left

 

Thank you kind sir !

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What's the consensus on Torpedo Acceleration for USN destroyers?  Worth the speed increase for higher tiers or a waste of points vs Vigilance? (or worth giving up BFT and Last Stand if you want it along with Vigilance)  Or will this be one of those rare instances where either one is viable depending on if you favors guns vs torpedoes in your play style?

 

I think that a lot of it depends on how aggressive (i.e. how close you launch) you are with torpedoes.  Personally, I'm a bit on the conservative side, so I don't foresee using this skill with any USN DD's with the possible exception of the Gearing, which has 15 km torps, IIRC, and thus has some range to spare (reducing the range down to 12 km for the +5 kts).  Personally, I can't see giving up about 2.1 km off of the Fletcher's 10.5 km range (down to 8.4 km).

 

I suppose that some might consider it for the Benson to get the best torps' speed up to 60 kts (IIRC), but at the cost of a range of only 7.44 km, which leaves very, very little margin for error, unless your Benson Captain has the concealment expert skill.

 

Honestly, I see this as a skill that has more benefit for IJN DD's.  Particularly those 15 km torps that the Fubuki and Kagero mount, which would reduce range to 12 km but increase speed to 60 or 62 kts (don't remember which). 

 

 

 

 

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I don't plan it for my Benson (or any other non-IJN DD), but I will use it in Kagero.

 

For Fubuki, I am not so sure, as it already has a native 10km faster torp option, so using up one commander skill to reduce from 15km range to 12km range, therefore gaining 2km from the native faster torpedoes is not so appealing to me, as I can use the skill-points elsewhere Still considering what to do. As it is a free respec I will carefully consider before wasting it.

 

Haven't seen the patch applied yet, as of this writing; will do so tonight.

Edited by alexf24
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I think that a lot of it depends on how aggressive (i.e. how close you launch) you are with torpedoes.  Personally, I'm a bit on the conservative side, so I don't foresee using this skill with any USN DD's with the possible exception of the Gearing, which has 15 km torps, IIRC, and thus has some range to spare (reducing the range down to 12 km for the +5 kts).  Personally, I can't see giving up about 2.1 km off of the Fletcher's 10.5 km range (down to 8.4 km).

 

I suppose that some might consider it for the Benson to get the best torps' speed up to 60 kts (IIRC), but at the cost of a range of only 7.44 km, which leaves very, very little margin for error, unless your Benson Captain has the concealment expert skill.

 

Honestly, I see this as a skill that has more benefit for IJN DD's.  Particularly those 15 km torps that the Fubuki and Kagero mount, which would reduce range to 12 km but increase speed to 60 or 62 kts (don't remember which). 

 

 

im not a dd player at heart... i dabble here and there with them, but they're definitely my weakest ship type, so im not expert by any means.

 

what about for low and mid-tier usn dd's, the ones who already have to get into detection range to launch torps?  like, say the nicholas at t5?  she has base 5.5km torp range, and a 6.5km detection range (with camo).  her torps base have a speed of 55kts. 

 

with the skill you get 61kt torps and their range is reduced to 4.4km (which is i think only 0.1km less than the clemson), and since you already gotta get detected before you launch, is there really a super huge downside?  its not like you're giving up stealth launching by getting this skill at those low and mid tiers.

Edited by Shadeylark

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Okay, my tentative list is this:

 

Situational Awareness

Torpedo Reload

Vigilance

That Skill No One Knows Its Name But Gives 400 HP Per Tier

Concealment Expert

Last Stand

Basic Firing Training

 

And that should get you to 18 points.

That would be "Survivability Expert" :)

 

I'm looking at it now, and I'm having a hard time figuring out how to respect my 17-point Gearing captain. 

- Torpedo Acceleration is looking like a top candidate as having 71-knot torps that still go 13.2km seems very advantageous.

- Survivability Expert is another possibility as it would increase HP from 19400 to 23400. That's an insane increase.

 

I'm 70k away from my 18th point with this captain, so that will help round out the skills I'm considering, I may just do without either EM or LS until that time.

Edited by sbcptnitro

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TA is only good for Gearing. IMHO.  I would prefer to have Vigilence.  SE would be useful for US DD, probably more than DE.

 

Benson for me is easy. Fubuki is tougher for me to choose.     as I want to share the captain with kami as well, which means no TA . stick with 10km torps . may have to consider AFT  for IJN  vs SE.

 

 

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Currently I am sitting at 15 points, and have done this so far and why,

 

Situational Awareness  1pt  ( no brainer for a DD)

Last Stand 2 pts

Superintendent 3 pts  ( need that extra smoke for the Fletcher )

Survivablity Expert 4pts  ( need a 4pt skill and this one is way better than Demo Expert, gives me 3,600 more HP)

 

Now I have 5 points remaining, I can pick up,

Concealment Expert 5pts for a 10% reduction in detection,  6.4 KM to I think 6.2 I believe)

 

But I am not sure if I should get one of these first,

Torp reload and shave off 9 seconds ,  90 sec reduced to 81 sec,  ( not a HUGE improvement but any is better than none) or,

Torpedo speed where I will go from 10.5km torps, to 9.4 8.4 KM torps and have 71kn speed.  ( I am thinking this is a bad idea on the Fletcher, you now have shorter range then the stock torpedoes)

 

THEN go back to working on Concealment Expert.

Edited by Shadowrigger1

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Just respecced my 17 point Gearing Captain. Chose the following: 

-Situational Awareness. This ones a no brainer. 

-Last Stand & Torpedo Armament Expertise. Again, two easy ones for me. The turret traverse on the Gearing is fast enough as it is. 

-Torpedo Acceleration. This one again was pretty easy. I hate firing torps at max range anyway and getting 71(!) knot torps for only sacrificing 2km of range is awesome. 

-Survivability Expert. 4k HP is a drop in the bucket for BBs, but for a DD that often gets lots of unwanted attention that is a massive boost to your survivability. Love this addition. 

-Concealment expert. Again, no brainer here. 5.9km Detection is a must just so Shimis can't get the drop on you. 

 

I am thoroughly excited to play the Gearing again after a month break from getting burned out. 

 

Choosing for my other ships is gonna be tough though. 

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Just respecced my 17 point Gearing Captain. Chose the following: 

-Situational Awareness. This ones a no brainer. 

-Last Stand & Torpedo Armament Expertise. Again, two easy ones for me. The turret traverse on the Gearing is fast enough as it is. 

-Torpedo Acceleration. This one again was pretty easy. I hate firing torps at max range anyway and getting 71(!) knot torps for only sacrificing 2km of range is awesome. 

-Survivability Expert. 4k HP is a drop in the bucket for BBs, but for a DD that often gets lots of unwanted attention that is a massive boost to your survivability. Love this addition. 

-Concealment expert. Again, no brainer here. 5.9km Detection is a must just so Shimis can't get the drop on you. 

 

I am thoroughly excited to play the Gearing again after a month break from getting burned out. 

 

Choosing for my other ships is gonna be tough though. 

 

Interesting build! 

 

I never really considered forgoing BFT, but you have a good point here.

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I don't plan it for my Benson (or any other non-IJN DD), but I will use it in Kagero.

 

For Fubuki, I am not so sure, as it already has a native 10km faster torp option, so using up one commander skill to reduce from 15km range to 12km range, therefore gaining 2km from the native faster torpedoes is not so appealing to me, as I can use the skill-points elsewhere Still considering what to do. As it is a free respec I will carefully consider before wasting it.

 

Haven't seen the patch applied yet, as of this writing; will do so tonight.

 

To be honest, the thing that slightly scares me about the torpedo speed increase skill is that you don't have a choice to turn it off or back on.  Why is this a concern?  I have a 15 skill point Shimikaze captain who I could give this skill.  But if I move this captain down into the KamikazeR or the Tachibana and I have this skill, it will HURT ... badly, because the loss of torp range will bring the torp range down below or very close to even the concealment expert's reduced detection range.

 

So, quite likely, I will not choose this skill for my Shimekaze captain, even though I think that he could benefit from it, because I don't want to hurt his ability to fight effectively in either of the two new premium IJN DD's.

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Now that I've tried it I wonder how I ever got along without Vigilance.  Ironically the same game where I was seeing it in action for the first time was a game where I wish I had a 3rd use of smoke and engine boost.

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For my Fletcher I went:

T1: Situational Awareness

T2: Last Stand & Torpedo Armament Expertise

T3: Vigilance -> Best skill ever if you want to fight over caps and knife fight enemy DDs without eating torps. I just run premium consumables for the other stuff

T4: Survivability Expert

T5: Concealment expert

 

When I get my 18th point I'll be grabbing BFT

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I do not take Situational awareness with my Fletcher and Gearing anymore. Reason being is that only the Kagero will spot you before you spot it, everything else, you will spot first or spot at the same time.

 

I have:

BFT

TAE and Last Stand

Vigilance

Survivalist Expert

Concealment

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Those interested on TA with USN DDS

 

I didnt for the sake of the Mahan but here ya go!

 

I totally think its worth it for USN DDs:

USN DDs (with CE/With Concealment upgrade) can lose:

Mahan 7.1km Base - 9.2km Torps: W/TA: 7.36km - 0.26 km stealth window

Benson: 5.8km base - 9.2 torps: W/TA 7.36KM - 1.56 km stealth window

Fletcher: 5.8km - 10.5 km torps: W/TA 8.4KM - 4.7 km stealth window

Gearing: 6km - 16.5 km torps: W/TA 13.2KM - 10.5km stealth window

 

Now that we know the affects of torpedo acceleration:

  • Torpedo acceleration: Increases the speed of torpedoes launched from ships and aircraft at the expense of a reduction in their travel distance. +5 knots to torpedo speed; -20% to the torpedo travel distance

 

I totally think its worth it for USN DDs:

USN DDs (without CE/With Concealment upgrade) can lose:

Mahan 7.92km Base - 9.2km Torps: W/TA: 7.36km

Benson: 6.6km base - 9.2 torps: W/TA 7.36KM

Fletcher: 6.6km - 10.5 km torps: W/TA 8.4KM

Gearing: 6.8km - 16.5 km torps: W/TA 13.2KM

 

 

I'm not sure about yall but I dont fire torps at max range anyways, waste of time. So the Mahan would be the only one that cannot stealth torp unless you run Concealment Expert and drop its steath to 7.1km.

 

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I do not take Situational awareness with my Fletcher and Gearing anymore. Reason being is that only the Kagero will spot you before you spot it, everything else, you will spot first or spot at the same time.

 

I'm way to lazy to be able to pull that off. I tried, but it didn't work out so well.

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I've ran without SA in lot of my stealthier DD and it does fine.   its also tier depended, but once you have 6km concealment,  only a few can truly beat that by big enough margin to matter.   

Edited by centarina

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