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Found 18 results

  1. You know you do it... if you don't you will soon after reading this... When you assign skills, you click on the skill to assign it, there is a vocalization. I've always heard them say "BULLS**T" with great fervor. What exactly ARE they saying - it must be Russian? I'd be interested to know. Still, even when I know, it's possible I'll keep saying the same time every single time I click it to accept... "BULLS**T!" tia
  2. Does Advanced Firing Training increase the range of AA guns?
  3. Hello and good day all, with the help I have recieved I decided against getting a tier 8+ premium. I did buy myself the P.E. Friedrich. This brings me to why I am here, I need a little help spending the 10 skill points for the captain. I did watch a lot of Youtube videos about the game and premiums before I bought it. I watcha video but can make out what a couple of the skill icons. They are at :24 in the video. If you can make them out or even have a better skill lay out please post them. Thanks for the help all.
  4. This is my Enterprise captain. I am thinking of dumping Sight Stabilization for Improved Engines and AR. I am also thinking I will move DE to SE because I have AP bombs. My question; Is Sight Stabilization such an important skill that I should keep it, or can I dump it?
  5. After getting Alaska (thanks again for the skill suggestions) & Halsey ... I decided to reopen the USN BB line ... languishing at the New Mexico for the past year. I bought Colorado, assigned Halsey, and put him on Alaska for retraining ... planning out an end state "combo" skill build, I didn't have enough points ... who does? I started with: PT, EL ... EM, AR ... SI, BoS ... CE, FP ..... but that's 20 points ... so I checked out Little White Mouse's review for Alaska ... LWM listed: PT, PM ... EM, AR ... BoS, SI ... FP, CE ... notice a pattern? and also 20 points I kept messing around with a lot of combinations which included JoaT, HA, PM, etc ... and finally came up with PT, EL, PM ... EM ... Bos, SI ... FP, CE ... 19 points ... picks up PM and removes AR ... and even more "tankiness" I wondered, is AR that critical for a BB with 30 sec reload and Alaska with 17.6? I do love it (on faster firing guns) ... but that pesky point thing. Right before your HP goes to zero, reload is only 20% less ... e.g. 24.1 and 14.1 for Montana & Alaska respectively. Any thoughts? TIA
  6. So, as I wake up to paying attention to my Commanders, should my first priority be to Go 19 Young Man, Go 19? I have a 14. Should I get his butt to 19 as soon as I can, while working on my 10s in the normal course of events? A 19 has 'wealth' to share, n est pas? (Such as...?) And moving tech tree Commanders to Premium ships, then back, gets me "2 Daily Victory" bonuses, I'm told. Is that the limit? If I run the same ship out there 3 times in one day, would I not get 3 such bonuses for the Commander? (Bypassing the issue of loss of bonus XP for the ship.) Thanks.
  7. Looking for suggestions on the first 4 point skill for French BB's. I can change later, so for now I'm looking for advice for probably tiers 4-7. I understand the secondaries are nice, but for the lower tiers as I gain some experience I think I prefer a safety approach playing at some range. So thinking concealment for the first 4 pointer. However the rental Dunkurque I'm starting the Captain with seems to catch fire more than other BB's I've played so I wonder about Fire Prevention too. I'll probably add AFT at tier 8 and up. Thanks
  8. I have a Captain with 10 points that I'm using for the German cruiser line. Currently on the tier 4 Karlsruhe. I'm new at this. I started with Priority Target and Expert Marksman. I was going to do Superintendent 3rd but there is a line through it with the message "the skill is inefficient with the ship's selected configuration". Most skills I've seen for the German cruisers use SI for the 3rd skill. Should I just ignore that message and continue with SI? Also, was thinking CE for my 4th skill. Please let me know if you have other suggestions to consider. Thanks
  9. Mono_De_Mantequilla

    Masters of None?

    How many of you use the 2-point skill Jack of All Trades? The 5% cooldown reduction on all consumables does not really seem like an amount significant to warrant the investment in the skill, for a normal commander. (The Dunkirk brothers getting a 10% across-the-board reduction makes for a different story.) I think a ship would need 4 consumables to even consider it. The reason I am considering it is that I currently have a 15-point commander on Cleveland, with PT, PM, AR, DE, CE, IFHE. He is close to the 16th point, and I am considering respec'ing while free this week to swap out PM and that extra point to take another 2-point skill. The extra 0.7 degrees/sec turret rotation from EM is not really needed on Cleveland which has 10 already (most cruisers really get limited use out of that skill, sadly), and the only other options would be Jack of all Trades or High Alert. Using premium Damage Control consumable means that JoT cuts just 3 seconds off the 60 second cooldown, plus 9 seconds for non-premium hydro, radar and DefAA (or 6 seconds off any premium). Worth it?
  10. Can we get a second free skill reset in a couple weeks when CV numbers die down? It's already started to happen, particularly with 8.0.3. Instead of every single match having 2 CVs, half my matches are CV free and the other half have 1-2 CVs depending on time of day. In order to survive the first few weeks of the rework I had to re-spec a good number of my captains for an AA build and if things go back to a CV every couple matches, then I have some pretty useless captains figuratively floating around my port.
  11. TheKrimzonDemon

    Do me a flava and lock this ty

    The new PA Unique Captains, The Right Honorable Rong Brothers: Demolition Expert +3% (by default: +2%) to the chance of HE shells causing a fire on target; +2% to the chance of rockets causing a fire on target; <---------Wut? +6% to the chance of HE bombs causing a fire on target. <----------Wut? Survivability Expert +400 HP for your ship and +20 HP for aircraft for each ship tier (by default: +350 and +15, respectively) <-------Obligatory "Wut?" Why do they have skills for aircraft, when the line has, with the new ship, exactly 4 premiums, 1 DD line, and 0 aircraft carriers. In fact, the new ship may be the only one that even HAS an aircraft at all, I don't know if it does. @Femennenly is there an explanation somewhere about these skills, or the PA line as a whole, that I'm just missing? Can these captains be used on USN and IJN Cvs?
  12. So are we getting a broad scope captain skills reset for all Captains? The answer is yes! https://worldofwarships.com/en/news/development/update-080-takeoff/#content Thank you WGing for throwing these dog's a bone. If you want to change the whole meta, fine, but at least let give us the TOOLS to adapt.
  13. wdarkk

    IFHE is SO Good

    So on the test server I tried out the new Inertial Fuse for High Explosive shell skill. What it does is decreases the fire chance of your HE shells by 3 in exchange for 30% more penetration. The Budyonny, Shchors, and Chapayev all have 152mm HE shells. An HE shell has penetration equal to 1/6 its diameter (with some exceptions that aren't Russian cruisers and will be ignored). 1/6 of 152 is 25.3333etc. Multiplying that by 130%, we get 32.9333etc. That's higher than the 32mm that covers the extremities of most ships. This means that when you face a North Carolina, or for that matter a Yamato, you can get HE pens on the exterior plating.
  14. Here's the beginning, now WGing needs to continue... Any1 else got any suggestions you know where to leave them. Everybody should be thinking of new Commander skills that are SHIP CLASS SPECIFIC!!! No more of this CV skills available to every1 but CV captains! All the stupid "not recommended" stickers just wasting spaces that could be filled with better skill choices! I got some ideas and still thinking, here's what i got so far... I'm sure there's gotta be some more good ideas out there! Under Water time included in Concealment stats for SUBS New Consumable Sonar Buoy: for Cruisers and DD's with tow-behind sonar systems, active for 1min or 1min30 and for premium version 1min30 or 2min Depth Charge Reload Booster: Any ships with depth charges could use this, active time 20 seconds, premium version 40 seconds... (essentially the torp reload booster of depth charges, would work the same way) New Skills Signals and Communications expert: allows you to mount 1 additional signal flag for a total of 9 4Pts BB's Sonar expert: Allows you to see torpedo locations on the mini map, both enemy and friendly. Also increases your underwater spotting range 5%... In the creation of this skill it has the option of only being active when hydro or sonar buoy is active, also determining witch classes it should be available to 3-4pts universal? Main Armament Munitions Support: increases main battery reload time 5% 3pts BB's Artillery expert: increases Main battery Firing range 10% and 5% secondaries 4pts BB's and CA/CL Oxygen Systems Management: Increases your dive time 10% and decreases your oxygen recovery when surfaced 5% 2-3pts SUBS Torpedo Tube management: Allows you to use 2 loaded torpedo tubes of the same selected type simultaneously. This does NOT allow simultaneous use of rear and front tubes, nor separate single-load tubes (sorry ZIPPER SUB). 4pts SUBS SUB Hunter: Increases Underwater spotting abilities and stacks with hydro/radar and decreases Depth Charge reload time both by 5%. 4pts DD's Helmsman's Adrenaline Rush: Increases ships top speed and rudder shift time 0.1% for every 1% HP lost 2pts universal? (other option is to just add this to regular Adrenaline Rush, some would argue that to be OP tho no doubt)
  15. Everyone used to say they would never be SUBS, now there is and if they are going to bring them into the mainstream and create tech tree branches for them the current commander skills are inadequate for SUBS of any kind. So wile they develop entirely new commander skills for them, might as well separate and divide the rest of the skills for there specific ship types, also keeping some of the universal skills like Jack Of All Trades and Preventive Maintenance. Instead of wasting current skill places with CV skills and "not recommended" stickers why not replace them with something useful. I've already got some ideas that are OFF THE TOP OF MY HEAD no real detail or huge thought process has gone into any of the following, it's a start though and it's better than nothing. Every one should start coming up with they're own ideas and submitting them as well. Signals and Communications Expert: allows you to mount 1 additional signal flag for a total of 9 2Pts BB's ONLY Sonar Expert: Allows you to see torpedo locations on the mini map, both enemy and friendly 3-4pts BB's and-or SUBS Main Armament Munitions Support: increases main battery reload time 5% 3pts BB's ONLY Artillery Expert: increases Main battery Firing range 10% and 5% secondaries 4pts BB's and-or CA/CL
  16. So I have the Alex, Tsar Alex, Dunkirk etc. I have a question on the unique skill/talents of these commanders; Do you actually need to "select" the "+" in the Skill tree to receive the "unique" Skill or is it passive. e.g. Tsar Alex Expert Marksman or are those improved skills passive?
  17. skullval_2015

    commander

    whens the next time the commander skills going to be free to reset
  18. Doomwaffel

    Tirpitz captain struggle

    Hello everyone, recently I earned myself a Tirpitz from the Camo contest. And so far I enjoy it a lot, very brawler ish, which fits my playstile. So thats what I want to maximize. Now I have a little problem when it comes to the captain skills: I have 2 german captains so far that I could use: 1 is a regular one, the other the one that gives you a bonus on the torp detection skill. Sadly I ran the torp detection one on my cruisers so far and would have to retrain with hard earned cpt points. ^^ And since the other cpt is already skilled for the tirpi it would save me a lot of points. But I wouldnt get the torp skill bonus. So I am struggeling a bit on the skills and what to pick. So far: R1: PM R2: EM R3: BFT R4: AFT going for MFC for 14 points but besides that I am torn. I run the spotter range upgrade, so using the bonus captain+ improved Vigilance would grant me a big torp spot range, but do I need it? That would give me Vigilance + AR. in the end, but no concealment whatsoever. As an alternative I could go full stealth and replace the upgrade with the concealment one + Skill? Or a mix maybe? Like concealment upgrade, butu Vigilance skill or concealment skill + concealment upgrade? I am really torn right now about which captain to pick, and for which skills to plan. Open for all help. Thanks.
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