Jump to content

Search the Community

Showing results for tags 'captain skills'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - News and Information
    • News And Announcements
    • Update Notes
    • Public Test
    • Contests and Competitions
    • Events
  • General WoWs Discussion
    • General Game Discussion
    • Developer's Corner
    • Community Programs Corner
    • Support
  • Off Topic
    • Off-Topic
  • Historical Discussion
    • Discussions about Warships
    • Historical Discussions and Studies
  • Player's Section
    • Team Play
    • Player Modifications
  • International Forums
    • Foro en Español
    • Fórum Brasileiro
  • Contest Entries
  • Contest Entries
  • New Captains
  • Guías y Estrategias
  • Árboles Tecnológicos
  • Fan Art and Community Creations
  • Community Created Events and Contests

Calendars

  • World of Warships Event Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 19 results

  1. So with the skill reset window ending soon, I want to make sure all my captains are properly kitted out. So how does everyone feel about MFAA? I used to have is on CAs because they don't really need anything after the concealment, and for my Benson, because I use the AA hull. But I've also heard people calling the skill useless? So I'm unsure to just keep it or spec for something else, like RPF
  2. I'm a newbie and I've read forums and Wiki for information, but I have a strategy question I haven't found information on. Currently I have the Wyoming and my Commander has PM and EM. I have two points right now and am about 10k experience from 3rd point. And I've just started to use the signals and camouflage I've received, so the Commander exp is going up very fast now. Would you recommend that I use those 2 points now for something like AR, or is it better to save them and get a 3 point skill like SI, BFT etc. first? Or even save them until I get 4 points and do that one first? Just wondering what a typical strategy is. Also, I know the most useful skills likely change as the tiers increase. If I don't want to spend money redistributing skills every other tank, is there a standard build that you recommend that will work at the higher tiers? I'd rather sacrifice one or two skills at the lower tiers if they'll be good in the future. Then when my daughter is out of college and my wife relaxes, I can redistribute like crazy, lol. Thanks
  3. DocWalker

    RU BB Captain Skills

    I just unlocked my first and only RU BB, Sinop, and was thinking of putting one of the Znamesky brothers on it (extra benefit to PM, HA & EM). Mejash has said HA doesn't provide much benefit due to the fast cool down on Damage Control Party. His recommended build (pic 1) is explained here: https://www.youtube.com/watch?v=jddNmJWHeLo Flamu on the other hand doesn't think EM is necessary on this BB and always prefers PT first (or in lieu of PM). His build (pic 2) is explained here: https://www.youtube.com/watch?v=uLsf8XXqhv4 Otherwise, the rest of the major skills are the same. I also like PT on almost all my ships for the info it provides (how many targeting and potential torp indication) ... but the main battery is the bread and butter of any BB and the RU ones fight up close from what I gather. Once again, I find myself wishing for 20 point commanders. What has been your experience? Do the main guns take that much damage if you're not running PM? Any other recommendation(s)? Thanks in advance for you input. btw, Znamesky is 10pt and I do have another 10pt Captain w/o special skills. I'm not planning on moving this captain up to another ship at this time. edit: p.s. going to take her out now without a skilled captain and see what info I can gather.
  4. So it seems that in accordance with WG tradition, the new Russian BBs have their own gimmick. This time, their gimmick of choice is that the new ships only have a limited number of uses on their Damage Control consumable. While it is certainly a unique concept, I don't think it's a good idea because it means that you can only set up the Russian BBs in very specific ways, and because it will promote playstyles that are going to make the overall gameplay experience worse. Here's what I mean: Most people know and accept that if you have one fire on your BB, you let it run out on its own. Instead, you use your Damage Control if you have two fires or more or if you take a torpedo hit that causes flooding. The problem with the Russian BBs is that since you only have a finite amount of Damage Control consumables, you can't afford to use them on fires or floods, even if you have multiples of them. As such, you're forced to build your ship and your captain around essentially being a damage sponge to try to minimize fire and flood damage, preventing you from trying out a creative build that could potentially make your main guns or your AA more effective. Worse still, because of the fact that you can run out of Damage Control consumables and because other people know that, Russian BB players will become even more likely to camp at the back of the map the whole game than your average Conqueror player since every single CV, DD, and HE-spamming cruiser will be eager to focus them down and farm lots of Arsonist, Liquidator, and Witherer medals off of them. Cowardly players are already enough of a problem as is, and one of the last things this game needs is for that problem to be magnified. In conclusion, I believe that if WG wants to give the Russian BB line a gimmick, it shouldn't be a limited number of uses on their Damage Control because it will prevent creative builds from being tested and promote passive playstyles that will hinder the team and the experience as a whole.
  5. Avenge_December_7

    Debatable CV Captain Skills

    From what I've gleamed from previous topics, videos, guides, etc. on CV captain skills, the CV captain setup for all nations should include the following: 1 point: improved engine boost air supremacy 2 points: improved engines 3 points: aircraft armor survivability expert 4 points: sight stabilization Indeed, this is what I have for the 5 carriers in my port right now (Midway, Enterprise, Shoukaku, Saipan, and Hermes). However, it's what to do with the 5 remaining points that has me confused. From what I've seen from other people's builds, they usually take any combination of the following: concealment expert (4 points) demolition expert (3 points) adrenaline rush (2 points) torpedo acceleration (2 points) last gasp (1 point) While I realize that demolition expert is useless for IJN CVs, I'm not sure about the rest. With the remaining 5 points, what captain skills should I take for the different CVs I have? How do they differ from nation to nation? Do the sets change (and if they do, how) as I move up the tiers (i.e. from Shoukaku to Hakuryu and from Hermes to Audacious)?
  6. Carbapenem_17

    Atlanta AFT v. IFHE

    Soooo after playing Atlanta with PT,PM/AR/BFT/AFT,IFHE,CE (19 points), I found that RPF could be quite useful and want to swipe out something else for it. So should I swipe out AFT or IFHE? As for AFT, I rarely can hit anything beyond 12k unless it's a USN BB sailing in a straight line (Too much lead though) As for IFHE, it is very useful but I might go for more fire chance (BFT -> DE) and loose it all together. Anyone ever not used AFT or IFHE on Atlanta?
  7. It seems like a great concept for having the players who are being hit by a CV to have some more active role in setting a counter - but the reality is that it is a totally wasteful, or barely helpful skill at best. And for 4 points? Forggehtaboutit. This seems like something that might be worth 1 point, but definitely not more than that. It simply speeds up the transfer of where the AA focus is by 20% - right? Which is a fine skill if the CV isn't attacking you, but you're simply sailing along side the ships who are getting attacked. Because if/when the CV is attacking you, the planes fly over and go to the other side on the first pass. And then, your AA on the other side is the same % weaker. Now, the switching it back to that side even with the skill isn't going to be fast enough to really have an impact before the planes have come in for a second pass. Or, am I completely mistaken about this? Anyone got replays showing it being used to great effect? We have a week to move our captains points around and test stuff, right?
  8. I made a thread a few weeks ago asking for skill recommendations for RN battleship captains after the new AA changes. My main source of advice used to be the game's wiki for captain skills, but the advice, writeup and skill suggestions are clearly still pre-0.8 and refer to a time when certain warships would benefit heavily from AA skills like AFT, MFC-AA etc. Like the Des Moines or Minotaur with their 152/155 dual-purpose main batteries creating lethal high-calibre fire with the MFC-AA skill. British and American cruisers also used to benefit from their 100+mm secondary batteries with MFC-AA. Now it's just an incredible generic stat boost that applies equally to all warships and I assume not worth four points. So this leaves me with an Edinburgh and (soon to be) Monarch captain, each with 10 of 14 skill points assigned because I don't know what's worth picking up as a second 4-point skill. I feel Edinburgh has probably been kicked from AA cruiser stroke DD hunter to mostly DD hunter, but if I'm packing surveillance radar as a consumable slot, do I really have that much use for radio position finding? I could just throw the typical fire prevention skill on the Monarch, I guess, because British secondaries aren't worth spending points on benefiting. AFT just makes explosions deadlier in AA batteries now - how useful is this really, on warships whose AA was always kind of middling to begin with now that it doesn't provide a range increase like before? Seriously WG, rewrite the wiki pages already.
  9. Although it's been more than a month now since the CV rework, I still have not been able to any comprehensive guides on the recommended captain skills for the different classes thus far. All I've heard so far is that concealment has been somewhat reduced in importance compared to before the rework, but nothing solid. What are the new builds for carriers in this post-rework environment, and how have the old builds for the other classes changed as well, if at all? In addition, has concealment expert been rendered obsolete? Is AA-spec the new optimal build?
  10. Since many skills and all classes have been affected by the CV rework, how have the builds of most classes changed, if at all? Are tank builds still the go-to for BBs? Have any builds including aft changed? How have the CV skills changed?
  11. Bfoster19955

    Skills for Chapayev and Dmitri Donskoi

    So i finally obtain the Moskva a few days ago(took me some time to get use to the new ship but manage to get a few matches breaking 100k dmg) so now i'm planning to have designated captains for Chapayev and D.Donskoi because i enjoy taking them to sea. However i am unsure what skills would be relevant for both ships. The image is the skills i have so far for my designated Donskoi captain. Not sure if other skills should be chosen in place of the ones that i have so far. And with the change to the AA, not sure if its possible to add a AA skill to the captain to help with air defence. For my upgrades i have MAM1, Survallence Radar Mod 1, Aiming Systems Mod 1, Steering Gears, Concealment and Gunfire Control Mod 1. Also plan to use the same captain skills for Chapayev captain. Needs some assistance. Would be greatly appreciated.
  12. Currently, I have a fifteen point captain on my Haida spec'ed as follows: Tier 1: Priority Target Tier 2: Last Stand Tier 3: Superintendent and Survivability Expert Tier 4: IFHE I have one free point from what I originally intended to be a grind to my next tier 4 skill. Now, I know what the Haida's strengths and weaknesses are, so I just need some advice on which strength to prioritize first and foremost. Should I re-spec and pick CE over IFHE, or leave it as is? Thanks in advance to anyone who responds. Sincerely, 1Sherman.
  13. Aeries1

    Atlanta Captain Skills

    With the Atlanta being back up for sale I couldn't resist adding her to my port. With my love of US DDs and complete comfort with their rainbow arcs it was a perfect fit. What do you find the most optimal spec? Currently I run PT, AR, BFT, AFT, and CE and working on my 16th pt. My main question is do you find IFHE worth it? It would give her the ability to pen 27 mm of armor so effective against plating of T7 and below BBs, but also give you the ability to pen up to T9 cruisers that have 25 - 27 mm of bow/stern armor. I am almost tempted to drop CE as she is an island fighter so unless driven into open water isn't really useful other than getting your detection from planes down to roughly equal to her AA bubble. Your thoughts?
  14. As the title implies, How do YOU spec the captains for the Igor, the Jackal and the Blade? I am curious, and in search of ideas. ~Beorn
  15. I just went to the Ship Comrade website to play around with their Captain Skills calculator and instead got a page stating how he was shutting down the service due to a lack of support from Wargaming. Personally I think this is a shame. I found his website to be very helpful when I first started out and I liked the interface as compared to the WoWs Wiki. He says he can save it if there are enough people to fund his Patreon page or if he could find another owner for the website. Maybe people could share here how the website helped any of you?
  16. Redistributing captain skills on a 19 point captain is expensive. Often, I only wish to redistribute 1 or 2 points, instead of all of them. Suggestion; pro-rate the cost per point and allow redistribution 1 point at a time. For example, 1 point would cost 23 doubloons or 10000 elite commander XP. It's cost effective. Everyone wins.
  17. Aeries1

    T7+ French Captain Skills

    Just started the French cruiser line and am loving it so far. Emile is a great ship and am about through her in no time. Right now I have a 10 pointer running IFHE, but that will get respecced once I get to Alg. What have you guys had success running on the CAs? The AA is pretty horrible on these cruisers, at least in the long range department where it counts, so not going to be speccing there. My thoughts moving up. PT - AR - DE - CE as a base. Run premium consumables so unlike a lot of recommendations see no need for SI. Running speed module there isn't enough time in the game for 4 speed boosts and I have only on a handful of occasions needed or wanted 4 heals in all my T9+ cruiser games. Only so much damage can be healed back. Think of trying a little unconventional for the last 9. 11th - EL 15th - RL - For late game chasing down DDs. 17th - EM - By the time I get to St. Lous will want it to offset the MBM3 traverse penalty. 19th - JoaT - Meh not much other good T2s, Maybe LS, not sure how weak this lines rudder/engine are. Toyed with the idea of IFHE instead of RL on HIV. Would allow her to pen the 50mm decks of Moskva and most of the T10 BBs that have 50mm middle decks. Anyone tried this one on Henry? Well that's my plan. What are you running or had success with?
  18. I want to improve my secondaries, and I finally got my Captain trained up to get a T4 skill. Which would you suggest? I'm leading towards the range increase - but I figured I'd rely on the more experienced wisdom of the forums: Manual Fire Control for Secondary (-60% dispersion) Advance Fire Training (+20% range) LittleWhiteMouse recommended both those skills in their MA review - as well "HE Inertia fuse," but no info on what order is suggested as preferred.
  19. Meeso_Thorny

    Richelieu soon.jpg

    Hello everyone. New guy here. A preface: I have a penchant for ambitious, if not outright courageous military equipment designs. The Strv-103, Sweden's tank-with-no-turret. The MiG-25 Foxbat, a fighter jet made of steel. The 44-knot Alfa class submarine, with its lead-cooled reactor. And, not least of which, MN Richelieu. The French battleship with all-guns-forward. I love these designs with their oh-so-obvious shortcomings. They dare you to beat them. "Surely you can see my weakness, but exploiting it is another matter!" It should then come as no surprise that with Richelieu implemented in this game, I look forward to playing it, especially considering it has not been artificially crippled by some asinine "Siege Mode." I am not far from graduating from Lyon, and soon Richelieu shall be in my grasp. But I am very new to this game. The captain I am building so far has Priority Target, Adrenaline Rush, Superintendent, and Concealment Expert. As further evidence of how new I am to this game mere days ago, the very first french battleship captain I began, I gave him Last Stand. Ultimately I intend to add to this current captain Advanced Firing Training, Fire Prevention and Preventative Maintenance. When Richelieu is mine, I shall be conflicted in my choices for modifications. Shall I further protect the Main Battery with MAM1, or shall I try to protect Richelieu's plethora of AA and secondaries with AAM1? Is the slightly reduced fire and flooding chance worth it, or shall I plug in the Engine Boost mod I got in a supercontainer today? Shall I try to reign in the heinous dispersion of the French battleship with Aiming Mod, or shall I further commit to the secondaries by extended their range beyond 10km (I am leaning toward the latter, I play for fun)? The last two slots are obvious, at least. Without Basics of Survivability I definitely need DCM2 and Richelieu needs all the concealment it can get. There is limited utility in hemming and hawing over what I'll do WHEN I get the ship, but I am still in the honeymoon phase of this game, and wanted to talk to someone about it. Clearly I am leaning towards what you would call a hybrid secondary/survival build, hoping to flank enemies with Richelieu's great speed, decloak at 13km and close to within secondary range of hapless foes (hopefully)
×