Links to the Guides on Commander Skills for Battleships and Destroyers see at the foot of this page. The main objective of captain's skills is neutralizing the biggest weakness of this ship class - low speed and vulnerability to torpedo and bomb attack. The 3 extra points I do not know what to do with for the best with this ship, The Capitan is nearly to 17pts. Auto-ricochet angle is 60° for all ships except high-tier US cruisers (67,5°) and British non-premium cruisers (~75°). Priority Target | Very useful for destroyers because it is important to know whether anybody is focusing you during the times you are spotted and it provides you a hint about whether any nearby unspotted DDs are aiming at you. Captain builds can be tested & sent to other warship players. Last Stand (2) When the engine or steering gears are incapacitated, they continue to operate but with a penalty. Low-tier Japanese Cruisers (up to tier VI Aoba), as well as French Cruisers (up to tier VI La Galissonnière), suffer from fragile modules. “Expert Loader” only works if all gun barrels are currently loaded, not including those that are destroyed. Torpedo Acceleration | Very useful for the Gearing because of its high torpedo range, but I don’t recommend it for any other US destroyer. SE Mino with Heal flag can heal >22k with ONE heal. Since Italian Cruisers have no HE shells you’ll better opt for Superintendent (3). I like RPF but I don’t think I use it well. Sounds fun, might try it before I rage sell it, the shells are far far far too floaty, spend more time trying to aim correctly that hitting anything, horrible horrible ship, and this I only in co op mind, I don't know what the optimal range a target is meant to be inside to get consistent hits, but I am sure it is a range where you get instant deleted, at max range took me over 5 minute to sink a Hakuru. Captain Skill Calculator for World of Warships. Expert Marksman | Still the main choice for BBs because of their slow turret traverse. A great choice for high-tier Heavy Cruisers with the Repair Party consumable. In general I agree with this (and what else to run? Keep in mind that smoke deployment depends on your distance to the previous smoke cloud among other factors. Heavy Cruisers are Cruisers with the main battery caliber from 200 mm (8-inch) and above. I don't know if Vigilance is needed. Jack of All Trades (2) reduces the reload time of all consumables for the ship and squadrons. I would agree about the AA, however I am wondering if there is any better options from a survivability aspect, I agree with Tungstonid, I'd drop the vigilance taking BFT in its place, then drop 4 points in AFT, and last 2 - I guess either Jack of All trades for shorter cooldowns on all consumables or Smokescreen Expert for bigger smokes (basically more space to maneuver), Also if you have Elite Captain XP you don't need to use gold for respecing. Preventive Maintenance (1) reduces the risk of main turrets, torpedo tubes, steering gears, and engine becoming incapacitated. That i have been running with the Radar build. You need to play a total of 50 battles to post in this section. Advanced Firing Training | Mandatory for Russian destroyers. Expert Marksman | One of the classics. What is not to like? This skill helps to decrease the negative impact on chances of setting fire from the Inertia Fuse for HE Shells (4) skill. HE penetration is the gun caliber divided by 6, except for German BB main guns and 128/150mm BB secondary guns, for which it is caliber divided by 4. In reality the reduction is even lower since there are other factors further reducing fire chance, such as natural fire resistance. The 139mm limit only applies to primary guns. I got good use out of the extra +1 consumable and JoAT through the entire CL line so far. Not decided what to do with the last 5 yet, maybe BFT and Smoke Screen Expert. The reduced range is irrelevant for carriers and the speed increase is very useful, especially against high-speed destroyers. Take the ship class on which they served previously in consideration. Demolition Expert | Mandatory for Russian destroyers. I'd say no. The boost to their decent AA is a welcome addition. Concealment Expert | One of the all-time classics, now 1 point cheaper. 144 votes L19. Use this information wisely and you'll have a noticeable advantage over your opponents. Now that the plane duration has been reduced, the extra plane can also come in handy. RPF is a really powerful skill. 67% Upvoted. Not recommended on high-tier carriers unless your positioning is poor. RN CLs are the worst place imo. +10% efficiency to self defense armament for aircraft with rear gunners, Improves the combat fighting performance of your fighters. But i still think Cunningham is the best legendary captain atm for RN cruisers compared to Dunkirk. Jack of all Trades | A decent choice if you would like to reduce the cooldown of your smoke screen (and other consumables). Inertia Fuse for HE | Extremely useful for the Akizuki, because it cannot penetrate 19mm armor plates without it. Fire Prevention (4) is another great level 4 skill that not only reduces the risk of fire but also reduces the maximum number of fires on a ship to three thus effectively conserving your Hit Points. Even though usually the "basic setup" is more or less the same but can be tweaked and expanded to your liking. those that are either used in CBs (Desmo), work on the flank (venezia) or habe a decent concealment (Zao, mino). The problem with Small Light Cruisers is this skill fits in at the expense of the damage dealt only. Thanks for your replies, much appreciated. The AA boost is a nice bonus because high-tier US DDs can select defensive AA. Since British Light Cruisers feature an enhanced Repair Party consumable this skill increases the number of Hit Points you can restore. Nevertheless, you may select another great skill instead of Basic Firing Training, the fiery Demolition Expert (3) that increases the chance of fire. Superintendent (3) increases the capacity of your ship’s consumables. report. Heal the damage taken, rinse and repeat. Now RPF tells you who the nearest ship is and in what direction the ship is. Knowing in which direction the enemy destroyers are located will help you hunt them down, protect you against being hunted yourself and may tell you where a torpedo salvo will be coming from. The skill is now more efficient compared to the points it costs. This skill also decreases the chance of setting an enemy ship on fire, making the selection of Demolition Expert (3) as a second-order skill very desirable. Characteristics of all models are realistically reproduced on the basis of technical elements of warships and aircraft from the first half of the 20th century. Though you’ll never know if this skill has triggered. Basic Firing Training | Useful to defend yourself against enemy carrier snipes. Jul 13, 2019 @ 10:48am Need advice on captain skills I'm running a Kagero atm and doing alright so far, focusing on recon and torps. Not a bad build but I don't think EM makes sense in a ship with such a fast turret traverse. You need to play a total of 50 battles to post in this section. You get an extra smoke ofc, but how often do you really need one more? Keep in mind that EM becomes useless once you reach the Minotaur. Do I wanna fight this enemy ship?
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