![]() ![]() Mandatory for some isn't mandatory for all. My point is that I hear the word mandatory about skills from alot of players on different types of ships. The point is that I can get a 65% WR when I have them which is not achievable without. To be clear, I am sure I could get a 50%+ WR without any of those but that's not the point. I am absolutely sure that while you might be able to get away without SE (although the lack of it will hurt your performance), the lack of CE is not something that can be overcome. ![]() I don't know exactly what you mean by doing "pretty well" - if you want, share some actual numbers in ships and then we can talk.Īnd at any rate you would have to compare your performance with and without SE and CE. And even on those there is an argument to be made that it can be useful.ĭDs without and BBs with SE are in the same boat. This is especially relevant for DDs with heal which is based on your HP pool so more health = more healing.Īnd CE is mandatory on everything apart from very gun focused lines (ending with the Harugumo, Khaba and Kleber). Staying alive will net you more damage in the long run as a DD. There's no situation where the extra health isn't more valuable than any of the other options. Survivability expert is mandatory on DDs at all tiers. But when in doubt, just take CE, it's really good on most DDs and at least viable on every one :). The fourth skill for me normally tends to be concealment expert for me, but again, there are some tech trees where I feel I don't need it so I take something else. (depending on the DD line, obviously) torpedo reload, demolition expert, basic firing training or even superintendent. Granted, 1750 health at T5 is already good because of the overall lower health pools, but when I start to skill up an new captain for the respective tech tree on a low-tier DD I like to take one of the utility three point skills I want to have on that DD line, i. Survivability expert in my opinion depends on the tier you're at and the DD you're playing. I think the first two are useful (and necessary, so actually the only choice within the first 10 points) on any DD, but the last two depend. and youtube is also full of entertaining video guides from our community contributers if you are more into that kind of entertainment ) g. the WG Wiki , shipcomrade (both with skill recommendations for every single ship) and of course loads of helpful topics on these forums like those from LWM on premium ships. There are many different builds out there and also many helpful sites with recommendations, e. On the IJN torpboat line you might want more torpedo related skills (e.g. Concealment Expert (because low concealment is your most precious good)Īfter that, it depends on playstyle/role of the specific DD and your personal preferences where to invest the remaining points.įor example: on IJN gunboat line you would most likely want to enhance your gunpower and therefor spec into something like AR/AFT/BFT/IFHE Survivability Expert (adds additional hitpoints to your naturally very low healthpool) Last Stand (its most likely that you'll lose rudder and/or engine when you got hit => standstill would be your death!) Priotrity Target (important to know when and by how many enemies you are targeted so you can react accordingly) It is highly recommend to invest your first 10 skill points into everything survivability related a common standard build for every DD so to say: ![]()
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