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Commander_Dusty

USN DD captain skills

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So with the current Arpeggio mission requiring 3000 ribbons, what better ship to play that spams shells than the good old USN Destroyer (currently the USS Benson, Don't own an Atlanta sadly).

 

So nearing the 16 points mark for Captains skills here is my planned/current skills build as I like to play aggressively in my US DD's which can lead to both spectacular successes and failures:

 

  1. Situational Awareness (no brainer) + Basic Firing Training (Machine gun mode)
  2. Last Stand (again no brainer)  + Torpedo reload (I like spamming torps as an agressive playstyle)
  3. Superintendent (more smoke and boost)
  4. Demolition expert + Plan of getting Survivability expert (by tier 8, thats +3200HP, by tier 10 4000HP)

 

​*Note skills will have to be reshuffled (e.g torpedo reload) to get higher tier skills sooner

 I'm wondering two things:

 

  • Does the increase in HP from survivability expert add extra to repair costs? Would it affect exp gain from surviving longer from equivalent hits?
  • Is it worth getting Survivability expert over camo perk (T5 skill) in any situation, given an aggressive playstyle?

 

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1) it shouldn't

2) no

Good luck eating cruiser salvos while the enemy dd smirks in the shadows. If u want aggression improve your concealment then u can get REAL close for surprise attacks. That is aggression on other dds.

 

Edited by Kleiss

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I would actually suggest AFT + Demo Expert for USN DDs, since I'm guessing your primary method of getting those ribbons would be setting BBs on fire (I totally understand, because I'm doing the same thing).

 

The sheer number of shells downrange + BBs not really caring much when they see small floaty shells coming = a ton of hits even with 16-18s shell flight times. The extra range should allow you to stealth fire as well.

 

I don't actually see a need for Survivability Expert, since your insane maneuverability + close range gun superiority + super good smoke = nothing much should be able to touch you. Run premium smoke at 22500 credits a pop if you want to be extra safe, I find it's well worth the investment.

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I don't think AFT is necessary for USN DDs. The Fletcher at tier IX has nearly 13 km range and she can comfortably invisible fire with no difficulty, even Benson. You can't hit anything at 13+ km range aside from bottlesheeps. Talking about survivability expert, it seems like the extra HP added to your ship doesn't increase the repair cost and the little bit extra HP can save your life from a direct hit from a Shimakaze torp so why not?

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I am mixed with regards to AFT. I have it on all my USN DDs up from the Farragut onwards. I find it more useful now when I have BFT on the Farragut and Mahan, as I can spam at BB's or CV's but it is extremely hard to hit other targets. You have to fire well in front of the target and hope that they are not looking your way, as the slow shell travel time, coupled with the high arc, gives them plenty of time to dodge the shots. AFT works well more with RU DD's, as they have a much flatter arc. If and when another Captain skills reset occurs, I will go the way drakon233 has described here. This is exactly how I would set up the Fletcher and the Gearing. At the current moment, I have Vigilance on those 2 DD's to counter the Shimakaze torp spam but that looks like it may now come to an end, with the upcoming patch. With the Farragut and the Mahan, I would probably add BFT early in the piece to make it slightly easier to play. You could probably try AFT with the Farragut, if you still have it and intend keeping it, as Survivability Expert won't really add a huge amount of hit points at T6. However, from the Benson onwards, drakon233's 15/19 Captain Skills setup is the way to go. CE is absolutely critical to have at these tiers! Especially against the IJN DD players, who most definitely will be having it on their ships! Cheers!...

 

 

post-2-0-73058300-1407289026.gif

Edited by TzarKizitski

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So with the current Arpeggio mission requiring 3000 ribbons, what better ship to play that spams shells than the good old USN Destroyer (currently the USS Benson, Don't own an Atlanta sadly).

 

So nearing the 16 points mark for Captains skills here is my planned/current skills build as I like to play aggressively in my US DD's which can lead to both spectacular successes and failures:

 

  1. Situational Awareness (no brainer) + Basic Firing Training (Machine gun mode)
  2. Last Stand (again no brainer)  + Torpedo reload (I like spamming torps as an agressive playstyle)
  3. Superintendent (more smoke and boost)
  4. Demolition expert + Plan of getting Survivability expert (by tier 8, thats +3200HP, by tier 10 4000HP)

 

​*Note skills will have to be reshuffled (e.g torpedo reload) to get higher tier skills sooner

 I'm wondering two things:

 

  • Does the increase in HP from survivability expert add extra to repair costs? Would it affect exp gain from surviving longer from equivalent hits?
  • Is it worth getting Survivability expert over camo perk (T5 skill) in any situation, given an aggressive playstyle?

 

 

you got the right build. Get survivability expert instead of AFT and it will save ur buttocks a lot of times. USN DDs will almost certainly end up in close encounters with other DDs b/c its your job to kill them so you need all the hp you can get.

 

If you really want AFT, you have to choose between it and demo expert but honestly AFT is not really that useful since your shots are so slow and easily avoidable at 11 km+ range even by BBs. And if you invisi-fire ships just run away. Both demo expert and surv. expert is > AFT.

 

CE perk isn't really recommended since you have to get 2 tier 4 skills and you can't sacrifice one tier 4 for your tier 5. you get 6.4km in benson with camo and concealment module. CE will get you what, an extra kilmoter? 6.4 km is more than enough for a USN DD.

Edited by Deicide

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I run,

 

Situational Awareness - Because DD

Last Stand - Because brawling with DD's

Vigilance - Must have IMO, can sit in smoke screen without fear and just use premium smoke screens

Survivability Expert - Because USN DD Brawling with other DD's (and Juggernaut awards, lolwat?)

Concealment Expert - Turns USN DD from strong to godlike

(BFT once i get an extra point, but USN DD guns fire so fast its hardly noticeable) 

 

After running these skills I find AFT and DE to be utterly useless compared to SE for the USN DD's role. (prioritise killing enemy DD's)

Shooting and peppering BB's with your guns might be fun, but Torpedo's are so much more effective/efficient damage dealers vs BB's

 

Survivability expert has no effect on ship repair cost from what i can tell (sunk ship aprox. same repair as other equivalent DD's)

 

and with USN Destroyer line i would advise getting T5 skill CE ASAP. it's such a insanely strong benefit to USN Destroyers.

- inviso firing @ 9.3 km (who needs AFT now?)

- equal/better concealment than IJN DD's (meaning you will dominate most cap points)

Edited by Apex1o1

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Here my First 15 Poi(nt) USN DDs set-up

 

Situational Awareness - No need to explain.

Last Stand - No need to explain.

Superintendent - I comfortable with more Smoke to use, that means i can employ more tactic and be able to survive longer, stop-pop-shoot and cover my teammate, 1 extra time can also mean live or dead so yea smoke ftw. 

Demolition expert - in my opinion this skill some what increase fire set chance so you able to deal extra damage to enemy even aginst other DD. 

Concealment Expert - Most importance one, when you actually have lower concealment you have the ability to decide how/where/when to engage certain ship + you can disengage much faster and able to do scout and capture much easier, if you ever face opponent with better concealment in DD it can basically dominate you by just keep spotting and stay off his spotted radius and when you talk about USN DDs which thier role is to hunt other DDs this is last situation you want to happen to you so Concealment Expert ftw.

 

I No AFT because - i cant hit s*** beyond 10km in USN DDs, if you have confident hitting stuff 11-12km go for it this will boost ur invisi-fire radius substantially.

I No Survivability Expert because - I got more smoke which can get me out of tricky situation, better use it (but not in front radar ships lol)

I No Vigilance because - I WANT SMOKE !!

 

At 16 pont i suggest go BFT more RoF always welcome :D:D:D

 

Edited by MeloMelonSoda

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Benson is one of my Best ships in the game.

 

This is what i've been running since the farragut and it has worked out pretty good for me.I got 15 points on it so this is my build.

 

1. Situational Awareness

2. Last Stand

3. Vigilance

4. Survivability Expert

5. Concealment

 

Vigilance is so good as a tier 3 skill. Remember when u sit in the smoke and start shelling? many players send out their torps in the smoke and it gives you that extra edge to avoid them early.

 

It saved my ship a ton of times and maybe you should give it a try if u can spend some doubloons to reset it if you don't like it. Plus i run premium smoke so doesnt matter for me anyway.

 

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[SB]
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On my Benson/Fletcher I run:

1: Situational Awareness - Pretty much mandatory on my T8+ ships

2: Last Stand - Mandatory on any of my DDs (+ Torpedo Armament Expertise on my 17pt Benson cause why not?)

3: Superintendent - I'm always exhausting my Smoke and/or Defensive AA charges even with the skill

4: Survivability Expert - I like brawling with DDs (and ambushing CAs and filling their citadel with AP shells). Plus the occasional suicide torpedo run.

5: Concealment Expert - A stealth specced Benson/Fletcher can stealth fire at ~9km, well within maximum range and the reason why AFT isn't needed for stealth firing.

Edited by Echo_8_ERA

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My Lv18 captain on Fletcher (Benson for ranked)

 

Situation Awareness, BFT

Torpedo Expertise, Last Stand

Vigilance

Survivability Expert

Concealment Expert

 

The only arguable skill is vigilance vs superintendent.

I have almost never got in to a situation where I needed the 4th smoke or AA barrage (engine boost for Benson).

USN smoke lasts much longer in the first place.

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My Lv18 captain on Fletcher (Benson for ranked)

 

Situation Awareness, BFT

Torpedo Expertise, Last Stand

Vigilance

Survivability Expert

Concealment Expert

 

The only arguable skill is vigilance vs superintendent.

I have almost never got in to a situation where I needed the 4th smoke or AA barrage (engine boost for Benson).

USN smoke lasts much longer in the first place.

 

i wonder if i should get Concealment expert first before i get Basic firing training and other lower tier skills, or i should get lower tier skill before CE?
Edited by yansuki

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i wonder if i should get Concealment expert first before i get Basic firing training and other lower tier skills, or i should get lower tier skill before CE?

 

look at USN DD playing stats trust me u don't need CE:B

 

Tier 1: BFT, Situational

Tier 2: Last stand

Tier 3: Superintendent

tier 4: Demo expert and Survivability expert

 

I don't really understand the need for CE. You are a freaking gunboat and should be firing your guns most of the time hence you'll get detected anyway. You'll get 6.4km concealment with concealment module starting at tier 8 and that's all u need unless you're planning to make your USN DD a torpedo boat, then i guess its ok.

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look at USN DD playing stats trust me u don't need CE:B

 

Tier 1: BFT, Situational

Tier 2: Last stand

Tier 3: Superintendent

tier 4: Demo expert and Survivability expert

 

I don't really understand the need for CE. You are a freaking gunboat and should be firing your guns most of the time hence you'll get detected anyway. You'll get 6.4km concealment with concealment module starting at tier 8 and that's all u need unless you're planning to make your USN DD a torpedo boat, then i guess its ok.

 

so they buff usn dd concealment. good to know. thanks for the info btw.

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[MEGA]
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when you are playing as a high tier USN DD, your job is NOT to be a gun boat that goes around and set shit on fire with HE spam, that's what they have SVN DDs for,  as a USN DD, you play 3 vital roles in your team

USN DDs have pretty good guns, but at tier 8+, they dont really do as much damage to CA, BBs or even CVs(try HE spamming a taiho or hakuryu, it dosnt do nil crap), so what can the USN DDs do?

well ...

1.king of the hill. you are a USN DD, you sqiush any IJN DDs that trys to contest a cap with you, you have the best turret traverse in the game as well as the highest ROF, not to mention the only ships that can match you concealment wise is IJN DDs, and they are bugs to you

 

2. fleet scout. now when you team asks for a DD escort, they never ask the SV or IJN DDs first, because USN DDs are much better screeners, if they meet any IJN DDs, the USN DD will simply overwhelm them with it's superior fire power, and any SVN DDs that tries to do a torping run will be spotter miles away

 

3. torp spammer. yep, at high tiers where your guns arnt so effective against most BB/CA/CV, the only way to damage them is your torps, and to do a torp run without getting spotted by their IJN DDs, you will need CE

 

if you want to play the roles that a USN DD is SUPPOSED to do, you will need CE, because ALL high tier IJN DDs will pick CE, if you want to contest caps or scout, you will have to get CE too

 

AFT is useless due to the sub orbital arcs of USN DD anyways, so for LV4 i suggest you pick  Survivability expert

Edited by drakon233

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when you are playing as a high tier USN DD, your job is NOT to be a gun boat that goes around and set shit on fire with HE spam, that's what they have SVN DDs for,  as a USN DD, you play 3 vital roles in your team

USN DDs have pretty good guns, but at tier 8+, they dont really do as much damage to CA, BBs or even CVs(try HE spamming a taiho or hakuryu, it dosnt do nil crap), so what can the USN DDs do?

well ...

1.king of the hill. you are a USN DD, you sqiush any IJN DDs that trys to contest a cap with you, you have the best turret traverse in the game as well as the highest ROF, not to mention the only ships that can match you concealment wise is IJN DDs, and they are bugs to you

 

2. fleet scout. now when you team asks for a DD escort, they never ask the SV or IJN DDs first, because USN DDs are much better screeners, if they meet any IJN DDs, the USN DD will simply overwhelm them with it's superior fire power, and any SVN DDs that tries to do a torping run will be spotter miles away

 

3. torp spammer. yep, at high tiers where your guns arnt so effective against most BB/CA/CV, the only way to damage them is your torps, and to do a torp run without getting spotted by their IJN DDs, you will need CE

 

if you want to play the roles that a USN DD is SUPPOSED to do, you will need CE, because ALL high tier IJN DDs will pick CE, if you want to contest caps or scout, you will have to get CE too

 

AFT is useless due to the sub orbital arcs of USN DD anyways, so for LV4 i suggest you pick  Survivability expert

 

caps aren't that big. if you are spotted first, sail directly to the other end after a few sec you spot the IJN DD, no biggie. If that's all the purpose in CE, you wasted your 5 captain points. like i said, how much concealment does CE adds to your USN DD? 1 km? that's not worth 5 captain points for a DD that usually goes into knife fights with other USN DDs and even bigger ships!

 

HE damage isn't that high, like i said seems like they even ninja nerfed it in this patch, that's why you get demo expert. If you are not going around and setting things on fire, then you waste your RoF. And if you are firing your guns, your CE is useless and minimally useful compared to the combination of survivability and demo expertise. With your orbital shots, you can hide in islands and play it like atlanta with less things to worry about since you're not big and can easily escape.

 

But we both agree that AFT is just basically useless for USN DDs.

Edited by Deicide

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caps aren't that big. if you are spotted first, sail directly to the other end after a few sec you spot the IJN DD, no biggie. If that's all the purpose in CE, you wasted your 5 captain points. like i said, how much concealment does CE adds to your USN DD? 1 km? that's not worth 5 captain points for a DD that usually goes into knife fights with other USN DDs and even bigger ships!

 

HE damage isn't that high, like i said seems like they even ninja nerfed it in this patch, that's why you get demo expert. If you are not going around and setting things on fire, then you waste your RoF. And if you are firing your guns, your CE is useless and minimally useful compared to the combination of survivability and demo expertise. With your orbital shots, you can hide in islands and play it like atlanta with less things to worry about since you're not big and can easily escape.

 

But we both agree that AFT is just basically useless for USN DDs.

 

Can't disagree more on this, CE is one of the most important skills you can get as a US DD.  Drakon was right in his assessment of US DD roles, and having CE massively increases your ability to do that role.  DD vs DD knife fights in the cap are what the US DD's are built for, and getting the spot first is crucial.  If you get the first spot you can get the first salvo or two, or even decide not to engage and let your cruisers pile into him.

 

As well as that it greatly increases your stealth fire capabilities.  A Benson with only camo and concealment module has a detection range of 6.4km and is spotted at 10.2 km while firing.  Add CE to that and it goes down to 9.2km while firing, because CE affects the increase in detection due to firing (goes down from 3.8 to 3.4km).  At 9-10km your guns start to become effective against cruisers and are extremely effective against battleships.  That extra km is the difference between being mildly effective and very effective at stealth firing.

 

CE also has obvious benefits to stealth torping, especially with the slower US torps.

 

Also I note a couple of people here have said not to get Surv Expert at tier 4.  This is definitely the best skill at this tier, because if you are doing your job and contesting caps then you will be taking damage.  The more health you have the more caps you can contest, and the longer you will stay alive, both of which will increase your chances of winning.  It's also much easier to do damage when you're alive, so you tend to do more overall.

 

The last point I have is taking AFT is bad not just because it's a waste of points, but because it encourages you to fire at long ranges, which means you aren't up close doing your job.  It promotes a sub-optimal play style.

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Can't disagree more on this, CE is one of the most important skills you can get as a US DD.  Drakon was right in his assessment of US DD roles, and having CE massively increases your ability to do that role.  DD vs DD knife fights in the cap are what the US DD's are built for, and getting the spot first is crucial.  If you get the first spot you can get the first salvo or two, or even decide not to engage and let your cruisers pile into him.

 

1 km difference doesn't make any real difference to me. you get the first fire then what, i will usually retaliate within 1-2 sec immediately. 1 benson vs 1 benson, if both bensons are head-on, is less than 5 sec before he detects you back, you're detected. 1 km isn't enough to turn around and maintain your concealment from a full speed benson coming to you. you chose to knife fight, and the benson with higher chance of fire and better survivability has better odds, even if you get first shot that's only 1-2 sec before i will surely fire back at you since i can easily predict where you will be popping from, sometimes even instantly.

 

invisifiring from 9 km? don't really matter. even if they see me at 9 or 10 km i can easily dodge their shots just like how you play your cruiser at high tier, but now with even more mobility.

 

But at the end of the day, it;s all about your playstyle, you can opt to CE if it really suits you it's still good. But I can't agree with getting AFT, it's really not worth it compared to the 2 expert skills at tier 4.

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[MEGA]
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the torps arnt that big of a problem at IX and X, but a full concealment kagero and shima has like 5.7 detection range(correct me if i'm wrong), with the 1.5 km detection range, any IJN can kite you and you can do a damn about it unless you have the dame detection range

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So with the current Arpeggio mission requiring 3000 ribbons, what better ship to play that spams shells than the good old USN Destroyer (currently the USS Benson, Don't own an Atlanta sadly).

 

So nearing the 16 points mark for Captains skills here is my planned/current skills build as I like to play aggressively in my US DD's which can lead to both spectacular successes and failures:

 

  1. Situational Awareness (no brainer) + Basic Firing Training (Machine gun mode)
  2. Last Stand (again no brainer)  + Torpedo reload (I like spamming torps as an agressive playstyle)
  3. Superintendent (more smoke and boost)
  4. Demolition expert + Plan of getting Survivability expert (by tier 8, thats +3200HP, by tier 10 4000HP)

 

​*Note skills will have to be reshuffled (e.g torpedo reload) to get higher tier skills sooner

 I'm wondering two things:

 

  • Does the increase in HP from survivability expert add extra to repair costs? Would it affect exp gain from surviving longer from equivalent hits?
  • Is it worth getting Survivability expert over camo perk (T5 skill) in any situation, given an aggressive playstyle?

 

Never drop concealment expert if you play DD, no matter if you go aggressive or not.

Maybe you can abandon Torpedo expert for other skills... 99% of time it doesn't help @_@

Pick DM or SE(I prefer this) on Tier 4 for now till you have 19 skill points =D

 

 

Most of the time It is not necessary(Probably not your job) to engage a target at 10km. So AFT is not really a priority to get.

SE enables you to survive from 2 torpedo hits and more HP means you can survive longer which means you can do more.

 

 

Edited by R3negade

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Ninja sneak up on IJN DDs is what people want you to do. You can do it without CE but it is more efficient to have CE while hunting IJN DDs. But I don't think there will be much high tier IJN players in 5.5 patch due to torpedo nerfs. It'll be Gearing vs Gearing. Or Khab.:teethhappy:

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