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Btw it's Not Steven Segal/John Doe)Why would you ever want to waste half of your reload time for no reason?Also, I was wondering...is AR actually useful in DM? I don't know if other folks use this one or not, but it works for me (62% solo win over 175 games). This is pretty simple stuff.I use the reload mod over extra range since the former complements the Des Moines' strength of being a close-mid range DPM monster. The last 2 points will probably go to Jack of All Trades or I'll just respec the whole build.

I feel vigilance combined with hydro is just so much more useful.There's no ship in the game I will ever run Expert Loader on. So, say if I lose half of my HP, I will be only shaving off 1/2 sec on my reload which doesn't really sound that impressive. Captain Skill Calculator for World of Warships. 11% is massive. I currently have an 18 point Captain on my Des Moines. It's the most situational thing in the game.It's almost always better to fire 2 salvos in reload time rather than losing one whole salvo when enemy is most vulnerable and waiting for half reload time before you begin shooting. Gun Build: Captains focusing on making Des Moines have better main batteries will opt for Main Armaments Modification 1 for Slot 1, Aiming Systems Modification 1 for the Slot 3 to increase her accuracy, and Main Battery Modification 3 for the Slot 6 to shorten her reload down to 4.8s or even lower with Adrenaline Rush skill. But DM already got 5.5sec reload + No Torps.

Utilizing his perks has made my build kind of funky though, but it works. Expert Marksman works well for my build with Steven Seagal. So, I think I'd rather take DE over AR.Priority target, AR, expert marksmen, DE, superintentant, Concealment expert, AFT.That's what I use on my des moines, and it seems to work for me. So, I think I'd rather take DE over AR.You literally get ~11% more DPM at half health. There's not a single ship I don't use AR on (except CV). For the last point, should I take Preventative Maintenance (bcz Squishy Turret) or Expert Loader? I use the reload mod so I have to get close, and I like to know when people are aiming at me, AR as I can get a 4 second reload, which is insane for an 8 inch gun, superintentant for more radar, DE so more fires, AFT, cause over 400dps at 7.2kl is fun, Concealment expert should be a no brainer, and expert marksmen, cause faster turret turn.This has worked for me for well over 350 battles and I seem to do well in the ship with a 65% Win-rate.Keep in mind how you play, as everyone has a different play style. Good luck with des moines, I am sure you will like her.For CW you want to swap out of AFT for something else (RL, JoAT + HA etc)I don't use either of those skills in my Des Moines build. Check my threadsCookies help us deliver our Services.

I haven't taken her out nearly at all since the smoke change, so I may have to consider changing that up.I currently have an 18 point Captain on my Des Moines. The key distinctive feature of cruisers of this type was auto-loading main guns that had a very high rate of fire.Only a handful of high tier cruisers are known to have absurd firing rates: In a varied operating schedule designed to maintain the readiness of the Navy to meet the constant demands of defense and foreign policy, After decommissioning in 1961 she was mothballed in the South Boston Naval Annex and eventually laid up in the Naval Inactive Ship Maintenance Facility at Philadelphia in maintained reserve. It may be useful on other CAs If you're solely focusing him on Des Moines, then DE would not be a bad choice instead of BFT.

I don't use either of those skills in my Des Moines build. The Des Moines' extreme vulnerability to AP bombs is another reason why I switched from DE to BFT.

You always get the same RoF increase for a certain percentage of HP loss.For your last point, both PM and EL are fine choices. Captain builds can be tested & sent to other warship players He’s been in the real estate business for 30 years. DPM that doesn't exist when the turret has been destroyed by a battleship.

If there's a difference, it's that I'm running a few AA skills. I do also put the captain in my Atlanta.DE is a must. But DM already got 5.5sec reload + No Torps.

It's too late at that point.New comments cannot be posted and votes cannot be castA game about huge boats. (-50% Ammo Switch Delay.

With rudder shift, you can't afford to only know you're being focused by 5 ships when the shells are actually flying towards your ship. I do … There's not a single ship I don't use AR on (except CV). For 203mm, your shells have relatively low fire chance and T10 ships have a high fire resistance on top of that.It's a little less specialized (no BFT for a full AA build), but it works for me.

On a whim I will swap to DefAA, or if there's lots of CVs for some reason. What have we done to deserve this, Wargaming?Press J to jump to the feed. For the last point, should I take Preventative Maintenance (bcz Squishy Turret) or Expert Loader?

If your ship had HE that was so weak it's not worth getting a bunch of easy hits with it, then you'd be firing nothing but AP in the first place and get zero benefit from the skill.Maintenance on all main guns, rudder, engine and torp tubes is far more useful since it doesn't backfire like switching to AP (0 HE damage done) only to have the target turn to bounce angle after reload.Des Moines lives and dies based on each turret's autoloaders putting incredible DPM out.

So, say if I lose half of my HP, I will be only shaving off 1/2 sec on my reload which doesn't really sound that impressive.

I use the range module instead of reload module because I know how to aim at 18.4km. Here is the rest of my build for 17 points. The ship was designed using the experience gained in World War II, resulting in excellent protection and very powerful AA armament.