Now that 0.6.0 has been out on live for a while, I thought that it would be a good idea to share some of the captain builds that we have found to be effective. The new variety of options let us make some unique builds.
Here is what I am currently running on my Benson.
I tend to play an aggressive Benson. So I took skills that would help me with the initial cap rush, but would also be useful for mid game offensive smoke fighting. I played around with taking RDF for a while, but found that it wasn’t worth the points. In order of points taken: Preventative Maintenance, for less chance of modules being taken out. Last Stand, because duh. Survivability Expert to get my health up to 18,200 to help during dd knife fights. Concealment Expert to get my detection range down to that juicy 5.8km. For the last 6 points, I first took Adrenaline Rush. I found that this skill is a good substitute for both Basic Fire Training and Torpedo Armament Expertise.
Next 4 points went into Superintendent for extra smokes and speed boosts. The last point went into Priority Target as a placeholder. The last four points are tricky, I could take IFHE for more consistent HE damage, RDF for an edge when taking caps. Or I can take one of the 3 point skills for either better torps or guns and then take Jack of All Trades with the last 2.
Do you think that this is a good build? What have you found to be effective? Please share.
This is a great thread dingurth. I have put out a little note to see if some other will come share and help in this matter. Thanks for such a great post!
So, here's the build I use T8+ for USN BB's.
First 10 points:
Priority Target - Important to know if you're safe to turn, or need to do the back-up boogie. Also helps identify when you need to maneuver against some flanking shots from half the map away. // Alternatively, Double Planes - Poor man's hydro, and extra panic for bombers. Viable, especially if you're seeing a lot of CV's.
Expert Marksman - Obvious Skill is Obvious.
Superintendent - Bonus heal FTW. Bonus plane , also useful. // Alternatively, Vigilance, for extra warning against metal fishes, if they're your nemesis. // Alternatively, Basics of Survivability, for extra protection from He spammers.
Concealment Expert - Ninja Battleships are hilarious to play, and they give enemy teams ulcers.
Last 9 Points:
Any of the alternatives above are good.
Also of note, AFT - Extra 20% range to murder planes is always good, Adrenaline Rush - Faster firing as you get hurt.
My full build is the primary skills listed above, plus AFT, BoS and AR.
It's not a bad build on the way up, either, though you don't get the real benefit from CE until T8+.
And German BB's!
First 10 Points:
Double Planes - Poor Man's Hydro, but even at T8+, perfect for filling the gap between actual hydro.
Expert Marksman - Despite the relatively good turret turn rate of KM BB's, still mandatory.
Tier 3 has a TON of choices for KM. I would suggest Superintendent, first - extra plane, extra heal, both very useful. Again, though, Vigilance or Basics of Survivability are both good first choices, especially now that Vig affects Hydro.
Tier 4, you have a choice: AFT, or Manual Secondaries. As you're likely to hit your 10 pts around T6, I recommend AFT first, if you're still leveling the captain. It gives you a fighting chance against the skycancer at that tier, and gives you it's full effect for your secondaries immediately.
Next 4 points, whichever T4 you didn't get before. Max those secondaries!
5 points left, I'd suggest Adrenaline Rush first, since you're almost always in and punching faces (if you're playing right). For the last 3, you could take one of the T3 options above, but I personally prefer Demolition Expert for the extra burn chance on secondaries. You could also take BFT, for straight-up more secondary spam.
However, there are a few other options around, based on a third T4 skill. Concealment Expert is solid on a dedicated Bismarck captain, giving you 12.3 km detection with the mod. IFHE, best on Gneis and GK, lets your secondaries pen bow and stern armor on enemy BB's, which can be very useful...But it costs you in fires. Still, I've found it effective on my GK. If CV's become more prevalent, you could also look at Manual AA, because KM BB's carry a lot of high-caliber DP guns. Fire Prevention can be nice, since you tend to eat a lot of HE on the attack, too.
If you go the 3x4 pt skill route, you'll have 1 point left. Right now, it's Priority Target, but if Preventative Maintenance is changed to affect secondaries and AA, that will change.
sweet Asurea thank you so much for sharing.
So on my Belfast I was running the following with my 19 point captain:
Smoke Radius, Adrenaline Rush
Demo Expert, Superintendant
IFHE, Conceal Expert
But in Ranked, I was running into problems with carriers having planes overhead instantly spotting once you were out of smoke, so I took off both DE and IFHE and added BFT and AFT. So me HE penetration is not as good, but my fire chance goes up and the overall aa on the Belfast went from 55 to 83 when you install the aa upgrade on the ship as well. Killed 46 Hiryu planes in 2 games last night.
I have been working on a lot of ships but in the last few months, I switched from playing IJN Japanese to Soviet DD. Here is my Tashkent Captain build (15 points)
Smoke screen expert
Basic fire training
Advanced fire training
How I play Soviet DD: I try not to go for the caps right away. Keep your distance and take opportunity shots. I like to be as concealed at possible as to not alert the enemy where you are at until it is too late. Ambushing is good if the opportunity arises. When about to slow down to pop smoke for concealed fire, look at the minimap to make sure you got people spotting for you, otherwise you will screen yourself and won't be able to fire at targets that you can't see. Never go into knife fights if you can help it, always kite away from the enemy. Swerve to avoid shots. I like to have steering mods on my ships. Helps with maneuvering. Always look at the minimap when you have a moment.
So, here's my take on RU DD's:
Preventative Maintenance, for less engine/steering/gun breakage//Alternatively, Priority Target. You're not afraid to get shot at, but it can help to know when the entire Red team is raging at little ol' you.
Last Stand, because of course.
Demolition Expert, to set fire to the rain.
Advanced Firing Training, because range is love, range is life.
Later points get interesting, with a lot of viable options:
Survivability Expert - Extra HP is always helpful when you're always taking fire.
Basic Firing Training - A selfish choice, but quite effective. Higher tier Russian AA is surprisingly effective, too, so you benefit from both parts of the talent.
Superintendent - A more team-oriented choice, giving you an extra smoke for your buddies and an extra engine boost for you.
Vigilance (?) - Why are you torpedo-catching in smoke?
Adrenaline Rush - Always a winning choice; at 50% HP, it's providing the same benefit as BFT and Torpedo Expert at the same time.
Concealment Expert - High tier Russians don't care about sneaky, so why? It comes down to being able to mount Steering Gears 3 instead of a concealment module, without getting a 10k detection range.
Radio Position Finding - If you'd rather actively hunt DD's, this skill makes their stealth worthless against your speed. Just be careful not to tunnel vision, and learn what the indicator does when they drop torps, so you know when to dodge.
Personally, I've gone with AR and Superintendent, and I'm 150k away from 19. I'm debating hard between RPF and CE... But I'm leaning CE, for two reasons: easier disengages, when things go sideways, and so I can also use the captain in my Leningrad in ranked.
I've also strongly considered BFT/SE/SI for my last 9.
beautiful gentlemen just beautiful!
Not going to be any shockers here, I'm certain.
First 10 Points:Preventative Maintenance is my pick, though some may prefer Priority Target.
Demolition Expert or Superintendent, either is a good first choice. DE=More Damage, More XP, SI=More Smokes, More XP.
Next 4 points:
Radio Location, AKA RPF, RLF, and a bunch of other acronyms. Your strength is in hunting other DD's, and knowing where they are gives you a serious advantage.
Last 5 points:
Adrenaline Rush. At 50% HP, this gives you BFT+TAE. At lower health, it exceeds both. And, hey, 2 points for 6 points of perks! You WILL take damage fighting other DD's, so let it help you, too.
Superintendent or Demolition Expert, whichever you didn't take before.
Only on the Gearing, you may also consider AR+Torpedo Acceleration and whichever T1 talent above you didn't take. 71 kt torps going 13.2 km with a 1.4km detection range are lethal business.
Priority Target or Expert Loader. Wait, Expert Loader?! Yep! RU Cruisers have low reload times and high-velocity shells, so if an enemy cruiser thinks they can whip through a turn because you just reloaded your HE, EL gives you a chance to give them a nasty surprise.
Expert Marksman. Russians REALLY need this.
Demolition Expert. You're a flamethrower; embrace it!
Concealment Expert. Especially strong at mid-tiers, but truly impressive on the Chapayev and Donskoi, when combined with the concealment module. The Chap gets down to 10.6km detection...which you might realize is a full 1.1km less than Russian radar range. Detected without firing? Microwave that DD and light him up! Donskoi's in a similar position, though her detection, IIRC, is 12.4km...so just wait a few seconds, and then hit the button for flambe'd DD.
Next 3 Points:
Superintendent is all but mandatory, and should likely be the next one you pick up. At lower tiers, an extra Defensive Fire or Hydro, plus an extra spotter plane, are plenty useful. At higher tiers, replace the plane with radar and healing, and it's incredibly valuable.
Last 6 Points:
Choices, Choices, Choices.
Radio Location and Adrenaline Rush are a powerful combo for your last points at T8 and T9, helping guide you to where your radar will work best, and helping you dish ever more damage as the battle progresses.
AFT isn't a bad choice, as RU Cruisers get solid long-range AA. Again, combine with Adrenaline Rush.
IFHE+AR, through T9. IFHE is a HUGE boost to your damage as long as you're shooting 6"-7" guns, and you'll be shooting them a lot along the way.
If you forego Superintendent (something I do NOT recommend), you can get IFHE and RL or AFT, which may be more to your taste. Get whichever T1 talent above that you didn't pick up earlier to finish off your build.
Oh, and Moskva completely breaks things up. For her, there's two builds which can be effective:
EL or PT
AFT+CE with the Concealment Module.
This gives you an all-around build, and helps bring her insane detection range under control. It's still battleship-class, though, and I ain't talkin' American BB's here.
Instead, I'm using:
And instead of a Concealment Module 1, Steering Gears 3. 5.4s rudder, insanely accurate long-range fire, and the ability to drive enemy BB captains insane that they can't hit the giant sausage! Embrace your visibility, flaunt your 9" hyper-velocity guns, and have fun.
Heck, might as well do RN CL's while I'm at it.
Priority Target - You NEED to know how many people are looking to end you at any given time in these ships.
Expert Marksman - Because for 6" guns, they turn very, very sloooooowwwwwww....
Superintendent - Your consumables dictate your ability to go on the attack and live to fight again later.
Concealment Expert - You need to be able to control engagements. Picking where to engage, and being able to disengage on demand, are vital to your survival.
Next 9 Points:
Again, a lot of options, here.
Jack of All Trades - The faster you have your consumables up, the better. Combine with the Signal for the same for -10% cooldown time.
Smoke Screen Expert - Still useful, even after they've fixed the "missing puff", but less so. It gives you more room to maneuver, but you're already very nimble.
Adrenaline Rush - You're going to feel the pain; why not let the enemy feel a little more, too?
Survivability Expert - Extra HP in a RN CL is always useful, with your crazy heal and soft armor.
Vigilance - You do a lot of smoke-sitting. It can really help with keeping you from getting caught by torp walls.
Advanced Firing Training - Later tier RN CL's get some crazy AA. Make it crazier, and CV's won't send planes anywhere near you!
Manual Fire Control for AA Armament - An alternative to AFT, but I personally believe that expanding your engagement range is more useful than increasing the DPS of just your longest-range armament. Still, this will help you delete the planes that do wander too close even faster. Possible to combine this with AFT and...maybe Preventative Maintenance? Would only do this if CV's became an "every game" presence.
Radio Location - You're great at killing DD's; this just makes it easier!
Personally, for my last 9, I've gone JoAT+SE, and RL will be my last 4 points.