![]() ![]() Its benefits are game changing, a 34% DPM boost is absolutely game breaking by itself and a 48% heal is perhaps just as massive. Second Wind - This is the most interesting skill. This active is a lot more useful on Harugumo, which have a hard time fitting SI, not to mention an extra smoke and extra torpedo reload booster is quite a buff. Furthermore, Japanese ships are not known to be effective at getting first bloods, they are long range ships that do not engage into battle right away, thus is unlikely to proc this skill. The problem is that since Yamato, Zao, and Shima can all easily fit SI into their builds the additional heal isn't nearly as impactful. A buff applied in the early game that helps for 15 minutes is far more useful than a firework at the end of the game.įirst Blood - Its not really useful on Yamato, Zao, and Shima due to only really giving an extra heal or smoke. Basically how easy the condition is to meet, an active skill is meaningless if you cant activate it ![]() Of course, if an active trigger gives you 20% increased DPM it will receive twice the base score of a trigger for 10%. I am going to give them scores based on 3 things: Most of these commanders buff your performance immensely, you should always prioritize on getting them, hopefully this guide will help you allocate your time and other resources into getting the right one that would help you the most. I am going to give a brief overview of all unique commanders (commanders with active skills where fireworks are displayed whenever certain conditions are met) ![]()
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