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  1. #1
    Moderator Leyana's Avatar
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    [Guide] Sortie Farming & Powerlevelling

    Sortie/Farming Powerlevelling Guide Kai

    This guide is here to inform you of which are the best maps in the game to powerlevel your ship girls and where to farm resources using sorties. If you don't have the required ships/equipment for doing the maps, don't worry! Spending some time in construction/development will fix that.

    Contents
    1. Updates
    2. Levelling Spots

    3. Farming Spots

    4. Quest Grinding
    5. Credits


    1. Updates
    -----26/06/14-----
    • Updated 1-5 6 ship composition
    • Fixed 5-4 drops of interest


    2. Leveling Spots
    Exp is displayed as Normal/Flagship/MVP/Flag+MVP

    1-5

    This is a good map for early admirals to train CLs or DDs. If you don't go off the main route on the way to the boss, you'll only encounter submarines, allowing your CLs and DDs to slaughter them, especially if they're equipped with some anti-sub equipment (depth charges/sonars). Do note that the difficulty of this map changes when you hit HQ 40 and again at 80. The difficulty increase means that it will get harder to train low level CLs and DDs at these maps at higher HQ levels.

    Level range: 10 - 30+

    Exp (S-rank): 180/270/360/540

    Branching rules:
    To get to the boss, you need to have no more than 4 ships and 1 CVL/AV.
    To go from node B -> D you need to have more than 4 ships.

    Fleet compositions:
    BBV/CVL/2CL(DD) - This is the composition you want if you intend to clear the map for the most exp. All you'll encounter are subs if you use this composition, so load your BBV with seaplane bombers and your CVL with either Type 97 torpedo bombers or Ryuusei. The BBV is there for the 2nd shelling phase to allow you to get more shots in and sweep the node.

    Flag/Any combination of 3 DD or CL/BB(V)/Random ship - This composition allows you to train more ships than the above composition. Since you're taking 6 ships along, you won't be able to hit the boss node, but, you can still hit 3 sub nodes and quit the map. You'll either go A-B-C or A-B-D. Do not try to go to nodes F or G unless you've got a strong fleet. Those nodes contain a lot of elite and flagship ships that will send some of your ships to the docks. You have two options for the flagship, you can set a DD or CL to let them try to get flag + MVP or just any random ship you feel like levelling. If you take a DD or CL flag you can take one less DD/CL in the composition and just put any random ship you feel needs the exp in the lineup. The BB is around to give you a 2nd shelling phase. If your DDs and CLs are good enough at ASW, you can just take two of them and level up more random ships. The random ships can be any ship you want to train since the DDs and CLs will be doing all the heavy lifting anyway. Also, this method doesn't boost your HQ level since you won't be clearing the boss node.

    DD or CL/5 random ships - The objective is to only hit the first node again and again. This is only really recommended for admirals below 80 since the troll sub isn't there yet. What you do is load your flag up with ASW equips and just have them take MVP again and again to remain in permanent sparkling. The other ships can be whatever you want and just run them into red fatigue. It's very resource intensive so keep that in mind.

    Additional Info:
    This map is great for new admirals for farm HQ exp for rank points.

    2-4-1

    This map will be the first roadblock you encounter but also the first good general purpose map for grinding levels. You only want to hit node A and quit because all of the subsequent nodes contain BBs, which will probably cut your leveling session short when you need to go repair. This map is pretty hard on fatigue due to only being a single node, but you can solve that by having some spare ships to rotate in and out.

    Level range: 20 - 40++

    Exp (S-rank): 360/540/720/1,080

    Branching rules:
    None.

    Fleet compositions:
    Flag/BB/CVL/SS/2 Randoms - The mandatory ships for smooth sailing on this map are the BB, CVL and SS. The BB will give you a 2nd shelling phase while the SS will function as a distraction for the enemy fleet. If you have a Saiun it will make things easier by preventing a T-cross disadvantage. There are no opposing carriers in the first node so feel free to load up the CVL with torpedo bombers. For the two random ships, you will want more CVLs or CLTs in your fleet if your ship's levels aren't very high. This ensures a powerful opening strike that will wipe most of the opposing fleet.

    Flag/BB/CVL/CVL/CVL/CVL - This is the composition if you don't have a submarine yet. If you don't have that many CVLs just replace them as you see fit with CLTs or CAs. But remember, the less powerful your opening strike, the higher the chances that you'll be sending ships to the docks.

    Additional Info:
    The opening air strike is unaffected by fatigue, you can run your CVLs into the ground if you wish. Do note that to do this, your CVLs should be at least kai and you should either be able to consistently wipe most of the enemy fleet or have enough other ships that can mop up the rest.

    3-2-1

    This map is the first great leveling map that you'll come across. Like 2-4-1, it is really hard on fatigue. Also like 2-4-1, you'll want to quit the map after node A because node C contains a whole bunch of elite CVs and BBs that will ruin your day.

    Level range: 20 - 50+

    Exp (S-rank): 384/576/786/1,152

    Branching rules:
    Requires 6DDs to get to the boss

    Fleet compositions:
    Flag/BB/CVL/CVL/CVL/SS - This is the standard composition. You'll really want more than one SS for this map because everything in node A will be forced to attack it. This spares the rest of your ships from needing repairs but you'll want to be able to rotate subs so you can continuously level. As with 2-4-1, CVLs can be replaced with CLTs if you desire. The objective is having a powerful opening strike to wipe the fleet and hopefully prevent your SS from being damaged too badly as well.

    Flag/BB/CVL/CVL/CVL/CVL - Similar to doing 2-4-1 without an SS. You can replace CVLs with CVs if you want to. CLTs can be used but their opening strike is affected by fatigue.

    With the advent of the new plane rank system, this composition can be useful for training CLs, DDs and Auxiliary ships in addition to your bigger ships. To train these ships here, just load up the flagship with a gun and some radars. Then load the escorting CV/Ls to the brim with torpedo bombers. Unranked torpedo bombers can perform decent but this method shines when those bombers are // or better. An opening strike will completely wipe the enemy fleet 80 - 90% of the time. This method is slower for CLs and DDs than 4-3 since they won't be gaining MVP.

    Flag/CVL(BBV)/CVL/CVL/CVL/SS - The flagship for this method is limited to BBs, CVs, CAs, and some CVLs. The objective of this method is to guarantee that the flagship gets MVP 100% of the time. A BB or CA flag should have 2 main cannons, a seaplane and a radar while a CV or CVL flag should be loaded with your best red bombers and a single 15.5cm yellow gun. The yellow gun increases their range and allows them to fire first. The other CVLs should have one or two Type 62 fighter-bombers on their biggest slots; and the rest of the slots filled with RADARs. For this strategy, you'll want to use double line formation to increase the accuracy of your ships so that they can wipe the enemy fleet. Don't worry about the fatigue of your CVLs and your flagship should never get fatigued because of the constant MVP. You'll only be rotating your SS. You can replace one CVL with a BBV for levelling a CA or CV flag, BBVs have lower firepower. Simply stick one red gun and 3 radars on her.

    Considerations for CA/CV flag: Drop the yellow guns from the supporting CV/Ls and put an additional RADAR or some recon plane. This is to prevent them from having the same range as the flag and to give the flag a chance to attack first. You can disregard this for CAVs and CVs if you have the Aircraft Maintenance Personnel equip that gives ships it is equipped on long range. Also for the BB, I recommend taking a BBV along filled with seaplanes to maximise the chances of your flagship getting MVP.

    Additional Info:
    The opening air strike is unaffected by fatigue, you can run your CVLs into the ground if you wish. Do note that to do this, your CVLs should be at least kai and you should either be able to consistently wipe most of the enemy fleet or have enough other ships that can mop up the rest.

    4-1

    You get access to this map before 3-2 and although it gives slightly less exp than 3-2-1 grinding, it is much more fatigue friendly because you hit at least two nodes before leaving. However, this means that it will also take up more resources. One thing to watch out for is node I which contains BBs. If you get sent there, my advice is to double line and pray, unless you are confident enough that your fleet will wipe them.

    Level range: 40-80+

    Exp (S-rank): 372/558/744/1,116

    Branching rules:
    You need 2DDs to get from E -> F.

    Fleet compositions:
    Flag/BB/CLT/CLT/CLT/SS - You'll want CLTs instead of CVLs for this map because the second nodes that you are aiming for contain submarines, but, you still want a strong opening salvo to take out as many of the enemy fleet as possible. There is a chance you'll meet a CA at node A, but otherwise, everything else will be forced to attack the SS. You can swap in CVLs for CLTs if you don't have enough of the latter, but I highly recommend having very good torpedo bombers on the CVL.

    4-3

    This map is geared more towards leveling CLs and DDs. There are three submarine nodes in this map which have a high chance of letting the CL or DD flag get MVP for large amounts of exp per node. The only hiccup with this map is that you can get sent to node J which may have a BB that can screw with your leveling. Otherwise you'll hit at least two submarine nodes F -> D or F -> K and quit.

    Level range: 40-80+

    Exp (S-rank): 396/594/792/1,188

    Branching rules:
    2DDs to node A
    2+CAs to from F -> G
    1 CAV/AV to go from J -> K or B -> D

    Fleet compositions:
    Flag/BB/CVL/CVL/CLT/CLT - This is the standard leveling formation for this map. You may want to take a CA along for more firepower in case you get sent to node J but that's up to you. If you're having trouble wiping all the subs, replace one CVL with another CLT. The flagship should be loaded with sonars and depth charges to ensure that she gets MVP most of the time at the sub nodes. CLTs can also be replaced with CLs if you're so inclined but be warned that it will leave you vulnerable if you get sent to node J.

    5-2

    While this map has great ship exp, it is run more to farm HQ exp. You're welcome to try to level ships here, though. Do note that since you're hitting 4 nodes, it is going to be very resource intensive. The objective of this map is to hit A -> B -> C -> D for a boss kill.

    Level range: 50 - 120+

    Exp (S-rank): 456/684/912/1,368
    HQ Exp: 2,840

    Branching rules:
    2CV and 1CVL to get sent to the boss

    Fleet compositions:
    Flag/BB/BB/CV/CV/CVL - The flag for this map needs to be a heavy ship (CA and above). If you want to put a CV as a flag, you can replace one of the CVs in the composition with another BB or a CA. This is a good place to level slow ships since 5-4 has a nasty surprise for fleets that aren't all fast ships.

    5-4

    This is another map that is run more for the HQ exp than the ship exp, it is alright for ship leveling as well. The catch with this map is that you need a fleet of all fast ships or you will be sent towards the maelstrom, reducing your fleet's fuel. Another downside this map has is that you're pretty limited on what ship you can set as the flagship, unless you're willing to take a gamble.

    Level range: 50 - 150

    Exp (S-rank): 504/756/1,008/1,512
    HQ Exp: 3,260

    Branching rules:
    2CV/Ls to node A
    Fast ships from A -> E
    4 Drum Canisters from H -> M
    3 Drum Canisters and 1CV to node C

    Fleet compositions:
    Flag/BB/BB/BB/CV/CV - For the BBs, you're limited to Kongou-class or Bismarck since they are the only fast BBs. For the flag you can either take a CAV or Yuubari. The reason for this is that you'll be sticking 4 drum canisters on the flag so that you can go from H -> M and avoid an unnecessary fight. You can swap a BB out for them if you want to level another fast ship as the flagship.

    Flag/BB/CLT/CLT/CV/CV - A less resource intensive composition compared to the above. Again, the flag should be a ship that can take 4 drums to protect them but you can put them in another position if you wish to level another fast ship.

    Additional Notes:
    This is a good map to farm rare ships as well. Uzuki, Yayoi, Akigumo, Yuugumo, Naganami, Kinugasa, Suzuya, Shoukaku, Zuikaku, Mutsu, Agano, Kumano, Yuubari and Iku all drop at the boss node.



  2. #2
    Moderator Leyana's Avatar
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    3. Farming Spots
    The most important thing to realise about farming resources is: SS are a godsend. Resource farming can potentially be done without them but you’ll really need them if you want to get the best bang for your buck. Also remember that sortie farming is only meant to supplement your expeditions. You'll find it difficult and in some cases like for special resources (development materials, fast construction, furniture boxes) quite resource intensive.

    Fuel / Ammo

    2-3

    This map is great for farming fuel and ammo. The resource nodes drop anywhere from 15 to 45 fuel/ammo and most of the time you’ll come out ahead. At worst, the resource loss will be minimal.

    Resources:
    Fuel – A, E, I
    Ammo – D, J

    Fleet compositions:
    3SS – The SS you take must not be SSV. This increases their consumption and makes it much harder to come away with a profit. The subs should also ideally be 30+ since nodes B and C have ships that can attack subs and you want your subs to be able to survive past those nodes to get to the resource nodes.

    Steel

    3-2

    As of the 15/01/14 patch, Kadokawa has made it so that you can no longer refresh after hitting the steel node to farm steel at no risk. But fear not, there is still a way to farm steel with this map. The steel node in this map gives 50 to 150 steel, a pretty hefty amount.

    Resources:
    Steel – B

    Fleet compositions:
    3+ SS – Since you need to finish a battle node to get the steel, this formation will assure that you manage to get past node C with minimal loss. 3 SS is the minimum but having more will decrease the chances that your subs get damaged. Only two ships in each composition of node C can damage SS, so with luck, your subs will take them out in the opening salvo.

    Bauxite

    4-3

    The bauxite node in this map gives 50 to 150 bauxite a try. It’s hard to farm since the compass will be totally random but it is worth a try if you are desperate for bauxite. Do expect a lot of D ranks so keep an eye on your sortie win ratio so that it doesn’t fall below the 75% needed for event participation. The ideal route that you need to take is F -> D -> E. But since this composition doesn’t meet any of the branching requirements, you’ll be at the mercy of the compass. If you head from F -> K or D -> G just quit the run.

    Resources:
    Bauxite – E

    Fleet compositions:
    3+ SS – If you’re lucky, you’ll get the SS node compositions that have a couple of other ships that your SS can torpedo to get a B rank. SS can’t attack SS so if you meet the all SS composition, you’ll get a D rank. Otherwise the other nodes have few ships that can target SS so you’re safe. You can use SSVs for this but realise that it will be more resource intensive and the repair times will be longer.

    Development Materials

    2-4

    Welcome back to the bane of newbie admirals. This time, you’re aiming for node M which is the only node in the game at the moment that gives development materials. I’d recommend that if you’re really hard up for development materials; go and do some daily quests. You will get development materials faster that way. Since you’re aiming for node M, if you get sent from A -> B, A -> F, or L -> O just quit the run.

    Resources:
    Development Materials – M

    Fleet compositions:
    Flag/BB/CV/CV/CLT/CLT – The reason why subs won’t work as well in this map is the prevalence of line abreast, echelon and double line formations in nodes. The good news is that you probably won’t be taking that much damage. The flag can be any ship you like but of course, the heavier the better. CVs should be loaded with green planes and a single red so you can get air superiority and trigger daytime double attack.

    Fast Construction

    2-2

    This map is pretty simple to farm because the branching rules will take you to node A and then B most of the time if you don’t have at least one CV/L in your fleet. As a small bonus, node B gives 5 to 15 bauxite.

    Resources:
    Fast Construction - C

    Fleet compositions:
    2+ SS – You don’t need as many SS for this map if they are sufficiently high level (30+). Node A is just filled with normal enemies and they shouldn’t be able to hit you often or for a lot of damage most of the time. Node D also doesn’t have much for a fleet of submarines to fear.

    Repair Buckets
    Just do expedition 2. Sorties are terrible for farming repair buckets. If you’re desperate and/or insane, node E in 2-4 drops repair buckets. Use the same strategy as above for farming development materials only you’d want to go A -> B.

    Furniture Coins

    3-3

    This map is where you need to go to get furniture coins. Expect some pain, since the nodes have some powerful ships, and the composition necessary to get to the furniture coins is the same composition to get to the boss. Since you can be sent to the boss while hunting furniture coins, this is a good opportunity to complete weekly quest Bw7 which requires you to kill 5 bosses in 3-3 or 3-4.

    Resources:
    Medium Coin Box – J
    Large Coin Box - K

    Fleet compositions:
    Flag/BB/CV/CV/CLT/CLT – The two CVs are required to go from A -> E or A -> H. You’ll also need plenty of green planes since you’ll be encountering a lot of enemy CVs along the way. The flag can potentially be any ship, but a heavy ship CA and above is recommended for combat ability.

    4. Quest Grinding
    2-3

    Because of the variety of ships you can encounter in this map, it is a good place to get a bunch of daily and weekly quests done all at once. Namely:

    Bd4 – Sink 3 enemy carriers
    Bd5 – Sink 3 enemy transports
    Bd6 – Sink 5 enemy transports
    Bd7 – Kill 5 world 2 bosses
    Bw1 – Launch your fleet 36 times; encounter 24 bosses, defeat 12 and S rank 6
    Bw2 – Sink 20 enemy carriers
    Bw3 – Sink 20 enemy transports
    Bw4 – Sink 50 enemy transports

    Fleet compositions:
    3+ SS – Although 3 is the minimum, the more SS you send the better your outcomes will be. SS should be 30+ to reduce the chances that you’d need to dock them after a run. You can send SSVs along but keep in mind the consumption and increased repair time. SSVs will help you when trying to S rank the boss since the ability to equip two torpedos means they can do a cut in at night and have a greater chance of sinking the BBs you encounter.

    5. Credits
    @nwrtz for corrections to 1-5 and 5-4.
    @Hatsushimo for alternate 1-5 spam.



  3. #3
    Moderator Leyana's Avatar
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    Reserved.



  4. #4
    Kaigun Taisa (海軍大佐) chuwenhsuan's Avatar
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    Released.


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  5. #5
    Marshal Admiral panda's Avatar
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    I've actually found that using Flag Secondary 2 CAV/BBV (full seaplanes) 1 CVL SS on 3-2 can work alright.


    was what I was using at one point.

    I did cycle subs a lot, but was able to get S ranks pretty much every time.


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  6. #6
    Rear-Admiral Marius's Avatar
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    great guide

    regarding 5-4, I use this setup for both successful farming and leveling

    Flag
    BB
    BB
    CAV with 4 drums
    CV
    CV

    you can pretty much set anything as Flag for leveling. (depending on shiplevels DD might not be that great)


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  7. #7
    Shinmai Shosa (新米少佐) InvertedComposer's Avatar
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    Thank you very much, Great guide ^^

    Though it seems like subs are pretty much core for grinding (optimally) and farming, can someone explain why (and how to get them? They seem pretty rare with only 5% rates to construct according to Kancolle Wiki)



  8. #8
    Captain hudang's Avatar
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    @InvertedComposer
    u can try to farm subs in 1-5.. but dont expect to get them easily, especially on HQ lvl under 80.
    best subs recipe for subs for me is the cheapest one 250/30/200/30.
    i got all buildable subs (except maruyu) from that recipe
    refer to my last chart where i hunting Hachi.. :D
    https://docs.google.com/spreadsheet/...FE&usp=sharing



  9. #9
    Kaigun Shousa (海軍少佐) Finn's Avatar
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    Level indicated for the leveling spots is ship level or admiral level?



  10. #10
    Admiral FireKiller87's Avatar
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    Quote Originally Posted by InvertedComposer View Post
    Thank you very much, Great guide ^^

    Though it seems like subs are pretty much core for grinding (optimally) and farming, can someone explain why (and how to get them? They seem pretty rare with only 5% rates to construct according to Kancolle Wiki)
    Use the rare DD/sub recipe, 250/30/200/30. I built an I-8 within my first two weeks playing the game using this recipe.
    Pretty good for new admirals too, as this recipe also gives both light and heavy cruisers as well as both Shimakaze and Yukikaze.


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