This trades slightly faster firing secondaries and an extra heal, for reduced fire chance, reducing the central fire zone from 2 zones to 1 & 8 seconds less on fires that saves 1400 hitpoints per fire not damage controlled.ĭon't push hard especially if uptiered, don't run into the middle and get focused. Whatever Tier 1 skill you like (I always take Priority Target)Įdit - I've since considered a different build due to the massive HE spam meta (Priority Target, Expert Marksman, Basics of Survivability, Manual Secondaries, Advanced Firing Training, Fire Prevention. but it has two free permacamo's available with a decent grind that give a -10% service cost.Īux Armaments 1, Damcon 1, Second Battery Mod 1, Damcon 2 and your preference of Concealment or Target Acqusition. I have no idea if you can still get them. It's really up to how you like playing the ship, and not relying on accurate shelling for devastating blows (Though I have my fair share of those too). With these tactics, I've had my fair share of good games on the ship and even defended entire capture points by myself from destroyers and a long-range cruiser. If I ever face multiple enemies and need to run, I use kiting techniques and purposefully keep the enemies in secondary range to have that constant damage, and wiggle to prevent accurate shelling. I've had duals with tier X's where I won simply due to my secondaries slowly pummeling them while I wiggle and angle so their shells have a hard time making massive hits. The secondaries, when specced for them, are actually great at melting ships if angled properly. I find the AP shells are good at doing damage to medium range ships from deck penetrations, especially considering the dispersion allows you to pepper the entire deck. I'm no master at battleships, let alone the Kriegsmarine line, but I do have fun taking the Bismark out for a spin.
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