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Found 90 results

  1. Fushun Captain Skills Tradoff (LS or EM)

    Greetings! I have a question about captain skills tradeoff for the T6 Fushun. All the posts I've read discuss builds assuming a 19-point captain, which I don't have. Mine is a 10-point one that I've been advancing up through the line. The consensus recommendation for Pan Asian DDs is PT (or PM) > LS > SE (or BFT) > CE for the first 10 points. The Fushun's turrets however are super slow making EM basically necessary. But if I take EM, I can't also take LS and have points for CE so that's the question; is it better to... Take EM over LS (and have CE) Take LS over EM (and have CE) Take both LS and EM now (but forgo CE until much later) Everything I've read and my own experience says LS is essential. Since this ship plays as a longer range gun boat mostly, I'm wondering if CE isn't as essential as it would be for most dds. I've never thought much about this choice until now. Thanks!
  2. Discussion for the Perk "Manual Fire Control for Secondary Armament " Why is there such a huge gap (Tier 1-6 is 15%, While Tier 7-10 is 60%). Considering that this is a four point captain skill and only a few ships actually get in range of the secondaries, just trying to figure the logic behind this. Personally I would love to see it at a flat 60% for all tiers as you do have to spend 4 points, as well as sacrifice being able to fire from both sides / not exactly worry about manually selecting a ship to focus on. Even for that tier 2 battleship that is considered in a real horrible spot would be improved quite a bit from this. Thoughts?
  3. After digging through my mistakes for DD captain skills, I would like to get the skinny on what are good cruiser captain skills to have? Yes, there is a different option depending upon country and tier. Common sense selections are PRIORITY TARGET (1), BASIC OF SURVIVEABILITY (3), CONCEALMENT EXPERT (4), and possibility of VIGILANCE (3) and DEMO EXPERT. So what are the foundation skills that would work for the first four or five skills selected that would be generic to have? I appreciate you feedback.
  4. As I am actually starting to enjoy sailing the Pensacola, I'm planning to keep her. As such, I'll need to train a captain to either replace her current captain (if I move them up to the next ship) or to captain the next ship (if I keep the current captain in Pensacola). I'll use my Indianapolis and/or Marblehead to train the new captain. My Pensacola captain currently has Priority Target, Expert Marksman, Basic and Advanced Firing Training, with two points unassigned. The new captain is already at four points, with Priority Target, Expert Marksman, and a spare point. I was thinking of applying to both an AA themed build, with PT, EM, BFT and AFT. I was also thinking of getting Superintendent afterwards, which leaves 6 points left. There are some other skills I might consider are: Preventative Maintenance: to reduce the number of incapitations recieved Incoming Fire Alert: to warn about long-range, potentially unexpected enemy fire and allow more reaction time Adrenaline Rush: to increase late-game DPM Last Stand: to allow evasive action even if engine and/or rudder is KO'd Demolition Expert: to start more fires, increasing DPM IFHE: to increase DPM with plain HE damage Radio Location: to more easily hunt DDs Concealment Expert: to avoid being shot at all
  5. 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
  6. Its a transferred captain from Neptune and if it is useless, I would respec for something else. Help anyone?
  7. Yamato Captain Specs

    I just got my yamato, and is wondering whether i should re-spec the yamato or not. I currently have a stealth build due to just finishing the grind from izumo, but then I don't want to waste the potential of Yamato's secondaries. I'm a fairly aggressive BB captain that tends to push, should I use the doubloons to re-spec her? Is it worth it or is it not a big change?
  8. I am soon to be at a decision point. First off, my goal for most of this past year has been to get my captains up to 19 points. I have had some success with that and am on the verge of doing so with my Lo Yang and Atago captains. Within a week I will have enough free XP and captain XP to train both up. Training captains is never a bad thing. My dilemma is that I will also have enough free XP to get the Nelson. She looks like a fun ship. Ugly, but oddly likable, and the 'zombie' feature intrigues me. But she is a BB. My favorite ship class is DD followed closely by CL. I don't do as well in BB. Warspite was my very first ship in this game. I don't do her much justice and I have learned how to play her (better?) the hard way. I am sub-par with her overall but have gotten better - especially after adding Arizona and Ishizuchi to my fleet from Santa crates. Maybe I should take the plunge. I am still sitting on the fence (and the dang pickets are beginning to hurt!) I definitely welcome suggestions...
  9. Wasn't playing Warships for awhile, that plus not being able to sell the free ones delayed my progress up the line. However, that just means other people have had a chance to play with them. Currently on KGV, but im more talking about building for the line in general. Current build: Catapult Fighter Expert marksman (had this for the ultra slow turrets on lower tiers, but might drop this as the higher tier ones have acceptable 45 second times), Adrenaline rush Superintendent Concealment Expert Currently 30k from 16 points. So wondering if i should go for IFHE or Fire prevention 1st. IFHE would help on KGV as if i did my math right, that's 115 pen HE which would allow me to citadel certain cruiser sides. I'm not sure how helpful that is with the larger caliber guns tho. FP is a standard batleship pick, but is it still needed with the higher tier ships's super heal? And for the rest of the points once i hit 19, what would yo suggest?
  10. Just curious if Demolition Expert skill only works on main guns or if it has much of an effect on secondary guns as well? Might be fun to try in a secondary build if it does effect the Secondaries.
  11. I'm not needing opinions on the ship just how to best go around spending the last three points for my captain. I will probably reset during one of the discount weeks. However this is what I have now. I'm rather unsure of how to spend my last three points. Incoming Fire Alert(I know, I know) Expert Marksmen + Adrenaline Rush Demolition Expert IFHE + Concealment Expert My three main thoughts for the unspent points. Priority target and Torpedo Acceleration. BFT and switch out aim mod for aa due to seeing more carriers. BoS and DCP Mod1 due to all the fires and British sneakyfiahbotes soon. Thank you for your help! PS WG fix the artwork. ça costa lon ça costa! Viva l'Aosta!
  12. RN BB Captain Skills

    So how are ya'll going to spec your Royal Navy battleship captains? I'm not sure how many of the ships in the line I'll keep, but I know my best captain will eventually end up on Conqueror (unless she gets a super nerf). I'm thinking my setup will be the this: 1. PM 2. EM (faster turrets/to mitigate reload mod in slot 3) 3. Superintendent (another super heal? Yes please!) 4. Concealment (yes I think I'll take that cruiser level concealment) 5. AR (duh) This is where I get stuck. There's a ton of choices that will benefit the RN BBs. High Alert and JoAT would be good and then Vigilance. Or a more standard build going AFT and Vigilance or BFT. Also, with their great HE, EL might be a consideration. Ya'lls thoughts?
  13. Just an Idea

    I was opening containers yesterday and started to have an epiphany. What if they added two rare drops inside the crate: a free captain respec, and a free captain retraining? I'm not sure it would be as easy as adding a consumable or whatnot but it would be a nice little surprise every now and again. It would have to be a pretty rare drop to keep the incentive to buy doubloons but I am sure a happy medium could be found.
  14. RN BB Captains

    So normally as I progress up the tech tree line I move the captain up from one tier to the next. If I really enjoy the ship I keep it (most are kept) and I back fill with a new captain. Now, with the mission for RN BBs with the blueprints it looks like we could end up with the Tier III, IV, and V in our port but with no captains trained. I have one "unassigned" RN captain (Jack Dunkirk) currently on my Belfast that I could put on the Iron Duke, but I was thinking of keeping him on the cruiser line. What are people doing in preparation?
  15. Are there any special skills that you get with the 15 point Admiral Isoroko Yamamoto? I heard Wargaming likes to slip in some special abilities in certain Premium Captains so wondering if there are any this time. Would be good to know before deciding what ship to put him on once I complete the Campaign. I am thinking either a Cruiser or a BB, but if he has special CV skills then I will have to just put him on a CV lol.
  16. I'm about an average player. I started out playing cruisers, but have dabbled in all the lines at some point and never focused enough on one captain to add a lot of skill points. I have several captains above 10 points (highest at the start of ranked was 13). What I found interesting is that WG didn't put a cap on the number of skill points a captain could have while playing Ranked, but they did require everyone to use a Tier 6 ship. There have been several posts about seal clubbing, both in terms of Ranked and non-Ranked matches, and other posts about how Ranked is either about skill or not about skill (this being the internet, differing opinions are the norm). Does it seem odd to anyone else that skill points are not capped? Does allowing high skilled captains diminish Ranked play for the larger WG population, and possibly result in fewer players wanting to participate? It seems that if a player feels that he or she plays well - reflected in having a captain with 15+ skill points - then that player would still be good if the skill points allowed were capped at, say, 13. I realize that there are many things I could do to improve my play, and am not suggesting that other players are the reason for my performance (ranked 10 as of posting this). I am just generally curious as to why there was no limit played on the number of skill points allowed into Ranked.
  17. O Jackie

    So I just finished the Dunkirk collection and got Jackie boy but I'm not sure what to do with him. His skill set is clearly best used in a DD or CL so saving him for the RN BB line doesn't seem like a great idea. I don't have the Gallant and never really sail the Campbeltown so putting him in a RN DDs is out. That leaves me debating about moving my 15pt Edinburgh Captain to the Leander and putting Jack on the Edinburgh. My concern is since I don't plan to keep the Edinburgh or the Neptune that means Jack will eventually find his home on the Minotaur.. but would his boosted turret rotation skill be wasted on the Minotaur? Or maybe I should just stick him on the Belfast and wait for RN DD line to be released? Hmmm So where have y'all put Jack? Have you noticed his skills having a significant impact?
  18. Good morning fellow BB Captains. I have a short PSA on the one captain skill you should never take as a BB captain. As you can see in the screenshot above, this Missouri captain is using Survivability Expert. Now you may be asking, "Why is that a bad thing? 3k more HP could mean the difference between being alive or sunk?" While that may be the case in 1 out of 100 scenarios, the other 99 scenarios you are better off choosing a different skill. 3k hp makes the difference on a DD, but on a BB it is hardly noticeable. Instead choose BFT for better AA, Superintendent for more Heals, Vigilance for torpedo beats (especially useful in the Iowa class due to their slow turning nature), or Basics of Survivability. In fact if you are concerned about living, Basics of Survivability is the better choice overall due to reducing the DoT on both fires and flooding. Within moments of being on fire, that extra bit of HP from SE will be mute, while BoS will keep you alive healthier overall. Choosing to avoid the noob trap that is SE will allow you to be more flexible in battle, and overall a great asset to the team.
  19. I have asked this before in one of my own threads but not as main subject. Here - I am not into the core mechanics of the game so need a bit clarification here. DE = +2% chance of fire IFHE = -3% chance of fire DE + IFHE = -1% chance of fire So if both the skills are combined for a cruiser, doesn't it nullify DE completely? Someone pointed out that when both are combined you have to rely on RNG for fire chance. So what is the point of assigning DE skill to the ship if you are going for IFHE in the first place or vice versa? You get less fire chance that you could without DE if IFHE is assigned to the ship. What I understand if one has to get DE, he better spend the rest 4 points on AFT, CE or anything other than IFHE and if one has to get IFHE, he better spend the rest 3 points on BFT, Vigilance or anything other than DE. I can't wrap my head around combining DE + IFHE together (at least theoretically). How does this work? What is the in game experience you have when both combined?
  20. Im on of the best fletcher captains on the NA server. heres my skills and why i use them.
  21. German DD Captain Builds

    Attention on deck / ahoy me hearties! I'm looking for opinions on different German DD captain builds. There are a few threads out there that contain a variety of conflicting opinions, so I thought I would create a thread dedicated to debating the merits of different captain skill builds. Once there is some consensus on the better builds, I will update this original post for easy reference. A few questions to kick things off: 1) Is there more than one workable build, each addressing a different play style? 2) In what order would you take each skill? I feel this is particularly important for the 4pt skills. 3) Is IFHE worth it on the 150mm gunned boats? If so, do you respec when the 150mm guns aren't available as you grind the line?
  22. Which level 4 Captain Skill is a better choice for a battleship in the upcoming Ranked season, Concealment Expert of Fire Prevention? This is assuming a 10 pt captain and I realize it will depend in part on which BB one is playing with. For me, it will be Warspite perhaps Fuso or Dunkerque. But I'm curious what people think about how those two skills will apply to Ranked gameplay. Is CE a selfish move and not a good Ranked choice because as a BB we want to take the damage so the DDs and CLs can do work? Is FP a better choice so we can survive longer? Often in Ranked survival is the name of the game. On the other hand, CE is all about survival, too . . .
  23. All ready to go but I've got nothing to wear! On a more serious note how have you experienced Bismark captains set up your ship & what captain skills have you picked?
  24. Manual Secondaries and Manual AA?

    I have heard rumors at least that manual secondaries skill has been functional only some of the time recently is that true? Also how useful is that skill? And is manual AA still working \ a better skill? I am working on Gneisenau and Bismarck as well as heading up to Yamato and am deep enough into the Captain skills that I will need to decide before too long. Already got the AFT and BFT skills on Captains in both lines so they will be ready for either skill.
  25. Hi guys, i would like ur oppinion How to Spec my captain for ognevoi. I have only 11 points and use PT, PM, LS, BFT and AFT. It give me very decent AA and a range of 14.4 km. But i dont see much use for it since i,m usually uptiered and rarely see some CV. I'm thinking on change BFT for SE and AFT for concealment. It would bring my detection to 6.1 km. Also thinking on getting torpedo aceleration when i get more points, since i rarelly hit something with those torps, they are very slow.What is ur oppinion?