Jump to content
Sign in to follow this  
You need to play a total of 20 battles to post in this section.
AdmiralMudkip

Help with 4th Tier Captain Skill for USN DD's?

19 comments in this topic

Recommended Posts

114
[NLIST]
Members
618 posts
8,201 battles

Just to keep it short and simple, I have a captain that's ready to get its 4th tier skill in a fully upgraded Farragut. I intend to keep the same captain as I advance to get the Fletcher and eventually the Gearing (both actually). At the same time, I'm curious on which skill I should get for my captain in the case that I keep that captain in the Farragut. Any suggestions for a best Tier 4 captain skill for the Farragut and Fletcher (and to a certain extent, the Gearing)? What about the Tier 5 captain skill?

Share this post


Link to post
Share on other sites
Members
5,202 posts

Lower tier USN DDs, take DE as your 4th skill.

I'd recommend CE as your 5th skill. 

 

Higher tier USN DDs, take SE as your 4th skill.

After taking SE, I'd still recommend DE, although it won't be as potent at higher tiers due to the fire reduction modifiers. 

 

 

Share this post


Link to post
Share on other sites
39,481
[HINON]
Alpha Tester
27,858 posts
27,301 battles

No love for AFT?

Share this post


Link to post
Share on other sites
5,106
[ERN]
Alpha Tester, Alpha Tester, In AlfaTesters, Beta Testers
10,906 posts
4,896 battles

I rather have AFT skill for that extra 20% run range on all dd's. It allow you to stealth fire more easily

Share this post


Link to post
Share on other sites
114
[NLIST]
Members
618 posts
8,201 battles

Thanks for the tip guys! :)  

 

One more thing on the Tier 2 captain skill as a Fletcher, would Expert Marksman or Torpedo Armament Expertise serve the Fletcher better? I'm going for a more "balanced" set of using both my guns and torpedoes offensively so which would be better?

Share this post


Link to post
Share on other sites
Members
74 posts
10,935 battles

Thanks for the tip guys! :)  

 

One more thing on the Tier 2 captain skill as a Fletcher, would Expert Marksman or Torpedo Armament Expertise serve the Fletcher better? I'm going for a more "balanced" set of using both my guns and torpedoes offensively so which would be better?

Definitely torp arm. That with the torp reload module gets torp reloads on the fletcher down to 81 seconds. The guns are just fine without upgrades.

Share this post


Link to post
Share on other sites
3,640
[WOLF1]
Members
9,915 posts
18,626 battles

No love for AFT?

 

I have it... I love it, now that I am used to orbiting shells....
  • Cool 1

Share this post


Link to post
Share on other sites
3,640
[WOLF1]
Members
9,915 posts
18,626 battles

 

Feel the Painbow, taste the Painbow! 

 

HA!

as with the atlanta, when firing my Fletcher at those BBs, it looks like the Matrix.....(if you understand it, you will chuckle)

Edited by pmgaudio

Share this post


Link to post
Share on other sites
Members
3,067 posts
2,554 battles

For my future fletcher captain; BFT, Last Stand, Vigilance. 4th is a toss up between DE and SE, but my fletcher's role would be as a picket to watch out for other DDs for the team. 5th would be...CE or another 4th tier skill.

Share this post


Link to post
Share on other sites
279
[KIA]
Members
1,863 posts
8,058 battles

Always in the sig. *sigh*

 

Your guide is outdated
Edited by Skeem689

Share this post


Link to post
Share on other sites
Beta Testers
4,982 posts
6,249 battles

Mhmm

 Captain Skills:
For USN DDs I prefer to keep my DD running during the battle, so I recommend the following:
Lvl 1: Situational Awareness, since you need to know when you're detected at all times. Pick up BFT after getting Concealment Expert.
Lvl 2: Last Stand, you need your rudder and engine all the time, if you don't, the term "sitting duck" comes to mind.
Lvl 3: Vigilance. High Alert is betting on you getting hit. Superintendent is based upon not running premium smoke. Torpedo Acceleration isn't an option until tier ten. Vigilance is the only good option to me.
Lvl 4: This skill is a real toss up, since it is entirely dependent upon the specific ship in the line. On everything but the top three I'd run Survival Expertise, then I'd run Demolition Expert on the Benson, Fletcher, and Gearing. It's really more personal preference than anything else.
Lvl 5: Concealment Expertise, since Last Stand diminishes the effects of lost modules enough to not need a reduced rate of damage.

 

 

Share this post


Link to post
Share on other sites
2,080
Alpha Tester
6,683 posts
3,338 battles

Just to keep it short and simple, I have a captain that's ready to get its 4th tier skill in a fully upgraded Farragut. I intend to keep the same captain as I advance to get the Fletcher and eventually the Gearing (both actually). At the same time, I'm curious on which skill I should get for my captain in the case that I keep that captain in the Farragut. Any suggestions for a best Tier 4 captain skill for the Farragut and Fletcher (and to a certain extent, the Gearing)? What about the Tier 5 captain skill?

 

DE. The more stuff you can burn, the better.

Share this post


Link to post
Share on other sites
1,850
[AXANR]
Members
3,650 posts
23,502 battles

I use the following setup for both Farragut and Fletcher (I'm extremely good in the Farragut, average to below average so far in Fletcher, so take with grain of salt but this works well for me) 

Lvl 1: BFT. Nothing else worth taking for DDs at this level. 
Lvl 2: Last Stand. I plan on getting Torp Arm Expert when I reach 17 points as a 2nd level 2 skill, but I play aggressive with USN DDs, fighting for caps and hunting DDs. You can get away without Last Stand in a Fletcher if you use her almost exclusively as a torp boat, but if you like to mix it up, you need Last Stand. If you don't like to mix it up, go play something besides DDs. :D 
Lvl 3: I use Superintendent for extra smoke. High Alert is a good choice, from what I've heard, but I like the extra smoke and speed boost. Some say Vigilance but even when knife fighting, I don't think you need it if you're alert. If his firing slackens for a couple seconds, he prob just launched torps. And as long as you constantly bob, weave, and change speed, hard for him to get a solid bead on you. 

Lvl 4: There's three potentially good choices at this tier, which makes it a tough one, and dependent partially on your style. I personally use SE. While it's not enough hp to matter for cruisers or BBs, it's a difference maker for DDs. I get 2400 extra hp on my Farra, 3600 on my Fletch, and as I like to knife fight, that makes a difference. DE is also good, but as a previous poster pointed out, it is less valuable at higher tiers, and even for Farragut, while it comes in handy sometimes, the extra HP from SE is always handy, which made my choice for me. AFT is a must for Russian DDs, but I don't use it for USN DDs. With your shell arcs, unless you're a better aimer than I am, it's hard to hit anything smaller than a BB or very predictable cruiser at range. It's very rare that I have something outside my normal gun range that I have a prayer of hitting, even besides my preference of close-range fighting. TL;DR: If you like to knife-fight and play anti-DD, go for SE. If you want to try to use it like a Russian DD and light up cruisers and BBs with your guns, go for DE or SE. 
Level 5: Concealment Expert is a must for every DD captain except high-tier Russian DDs at this level.

Share this post


Link to post
Share on other sites
1,593
[CRMSN]
Beta Testers, In AlfaTesters
6,021 posts
4,739 battles

Personally its SE then DE.  But I swear by SE its a perfect skill for my playstyle. 

Edited by Cobraclutch

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×