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Found 41 results

  1. Anyone else notice when swapping Lutjens from say Sharnhorst to Odin that the range of the secondaries does not change with the captains skills ? Today I noticed that before I swapped commanders the range for secondaries was 7.9km. After swapping Lutjens into the Sharnhorst the secondaries remained the same, at 7.9km. Anyone else notice this ? Ok, after more investigation, the ship stats were not keeping up with the changes. Had to go to a different ship then back to see the correct values. This may be an issue.
  2. MiniHannibal65

    How I Build It: Black

    With the Black returning to the game, I sat down and put together my recommended build for her! You can purchase her for 19,300 doubloons in the Armory (after completing missions) or for coal in the near future! As always, make sure to like and subscribe! Link for those who can't watch embed.
  3. For a while now there has been a bug on wowsreplays.net where captain skills don't show up. They used to, but not anymore. In fact, I think it might be a leftover from the Skill Rework. Here are some examples: One does not simply get 11 kills in a Random Battle with an unskilled captain. GG by the way, Sky__Cancer I can also tell you I wasn't derping around in Ranked with an unskilled captain either. Anyone who can edit the code on the replays site, can you go take a look? ♦
  4. OK so I'm currently training a Captain on KMS Odin for SMS Derfflinger and I have 3 points now available, my choices are " Adrenaline Rush " or " long Range Secondary " which is my personal choice. Just want to know if " Long Range " will benefit the ship , if anyone has any thoughts or ideas on the matter. Disclaimer I don't want anyone committing TREASON answering this question, I.E. CC's Ill take a gut feeling from the general community, and yes I could always do a reset but I want to avoid it if possible. regards
  5. Benjammn79

    Tier VIII-X capt skills?

    So I've been away from the game for a while. Hopped back on after hearing about BB capt skill update and discovered there are new DD skills as well. I run my US DDs as gunboats (duh). Wondering what skills folks are running that they have found works with a run-n-gun style?
  6. The fix for dead eye is easy. I think its a great skill but the way its been set up is going to make a already slow game even slower. The issue As it stands now-Cruisers get destroyed from 20km, If cruisers are destroyed DDs have no support and BBs wont move up because of dead eye so again DDS and cruisers end up being screwed because all the BBs are on the back 2 lines The Fix Have dead eye activate INSIDE a BBs basic detection range ( no added bonus such as flags, concealment module or captain concealment-on a Iowa and most BBs that's about 16km this makes it an excellent skill that still supports sniping and brawling and getting bbs to move up and another bonus is no penalties
  7. Hello, I am trying to find good captain builds for my Alaska/Aegir/Azuma/Yoshino/Kronshtadt and am having minor difficulties. CE and Superintendent and standard on everything I play that can take them. The heavy AP shells skill seems good, as well as Grease the Gears and Adrenaline Rush. Is there any advice out there for good builds?
  8. Seriously? You don't think a DD should know when it is spotted and targeted? Oh the poor new folks who take that bad advice. :-/
  9. The captain skill rework has been out for nearly a week now and the battle lines are being drawn as BB's start to sit further and further out to make use of Dead Eye. Boggzy invites Doyl3 of [O7] Devastating Strike to discuss his skill guide and frequent co-host Borla of clan [KSC] to find out what all of these new skills mean for the meta of randoms and competitive and why you DON'T HAVE TO CAMP IN SPAWN as a BB ... Anchor: https://anchor.fm/gtkwows/episodes/Episode-066-Captain-Rework-w-Doyl3-of-O7-epetv9 YouTube:
  10. So, I was working on my captain builds after the rework and I finally got to the French Destroyers. While selecting the skills to use for the Marceau I noticed something odd... If I select the tier IV skill "Main Battery and AA Expert" I get a dispersion nerf on my Main Battery Accuracy that's not specified in the skill effects (It increases from 94m to 110m if I select it) Now, this shouldn't be an issue on most destroyers because of the range, but it does seem problematic given the Marceau's high arcs and slow rounds. Is this a bug or a non-specified effect included in the skill? Screenshot included for evidence
  11. Here are the ships I am certain have better than average secondary battery accuracy: USS Oklahoma, USS Massachusetts, USS Georgia, and USS Ohio. If you know some of the other ships with this characteristic, please list below. Thanks!
  12. I read the new DevBlog post on this (https://blog.worldofwarships.com/blog/104), and along with the changes in the commanders skills (which can be a thoroughly debated topic in the coming weeks), the following low-hanging fruits are there: With the release of update 0.10.0, for the duration of the update, you will be able to reset commander skills for free, and the retraining cost in doubloons will be discounted by 50% Your commander skills will be automatically redistributed to be as close to your previous build as possible. If you are not satisfied with your automatically picked skills, you will be able to redistribute the skills for free for the entire update 0.10.0 We are also planning to increase the base secondary battery firing range for some battleships in the future. Wishlist: 1) Remove the retraining penalty if a commander is moved to a different ship type (e.g., tech-tree BB to a tech-tree DD). This is in the FAQ: If I transfer the commander from a tech-tree battleship to a tech-tree destroyer, will I have to undergo retraining? Yes, the commander will have to undergo retraining in order to be transferred to a different tech-tree ship. 2) Increase base secondary firing range of many—not some—battleships. Brawling can be fun. This is in the FAQ: We are also planning to increase the base secondary battery firing range for some battleships in the future. 3) Reduce—or even remove—the cost in Doubloons for the duration of Update 0.10.0. Why penalize or monetize players during the transition phase? FAQ states that: Retraining cost in doubloons will be discounted by 50%.
  13. BoghieWanKanobie

    Smart Captain Skill Progression

    Yowser, two questions in one day. I promise I have tried to search out the answers before blathering here... Anyway, is there a smart progression in 'learning' new Captain skills. I don't want to be hammered as I start migrating up a tier(s) because my Captain ain't skilled enough. If both I and my Captain are appropriately skilled I can blame the team for my losses I have been doing the following Tier III completes when my ship is complete and my Captain earns his third level skill Tier IV is complete when my ship is complete and my Captain earns his fourth level skill Tier V... The problem is that the amount of Captain's XP required seems to be escalating. I can watch myself age trying to get my IJN, USN, and FN lines through Tier IV using this method. Maybe I'll get better and this will get easier. Is this what you chaps do? Am I over-skilling the Captain at Tier IV - ie. what skill level should my captains be at before I start Tier V. I don't want to be a complete target of opportunity, but I'm thinking that I might be overdoing it a bit... Would I be competitive (kinda) if I started competing in Tier V without a fourth level skill?
  14. The upcoming skill rework looks interesting, and there are a lot of good things in it, but there is one huge question that hasn't been answered yet. What will the effect of the skill rework be on the static abilities of the special captains in the game? For my examples in this thread, I will confine myself to using US commanders and ships, even though these questions will also be valid for other nations. A new feature of the skill rework is that each captain will get seperate trees to train for each ship type, meaning that they can have up to 21 points in every ship type at once. The only restriction is that they can still only be specialized to one tech tree ships. This creates two effects. As an example, my William Halsey captain currently has 16 points and is strongest on the tech tree cruiser Des Moines. His current static skills are improved versions of Expert Marksman and Expert Loader. If he is still strongest on Des Moines after the rework, I can keep him on Des Moines as his primary ship, as well as still be highly effective on Alaska and Indianapolis. I can at the same time also have him be 16 points on a ship of a different type, for example, Enterprise, which is going to want to be slightly skill different from the tech tree Midway. The first effect is that we can use one of our top level captains as a specialized captain for a ship of a different type from their tech tree specialization. The second effect is that effectiveness of specialized premium ships will become for more improved because of this mechanic, especially when you consider the US tech tree currently is about to have 6 different lines requiring 6 top of the line captains. Another benefit is that we will be able to specialize some ships more than we already had. Currently, I also use Halsey on my Salem, but with the skill rework, I will be able to seperate my personal Salem playstyle from Des Moines even more, as now I will be able to take another captain, such as my 19 point Midway captain, and specialize him for an Anti Aircraft build Salem as well as make him a 19 point specialized captain for secondary intensive Massachusetts. Now the really fun question is, will Halsey get new specializations for CV? That would bring him far more in line with the historical William Halsey. Remember, this is only one nation I am talking about. These questions apply to many of the other nations as well. How long will it be until we hear about the changes to the special commanders as part of this rework?
  15. flyingpig_fp

    The Next Chapayev Captain Skills

    I have a 12 point Captain on my Chapayev with 10 points assigned as below. Where should I put the next skill points? Priority Target Adrenaline Rush Demolition Expert Concealment Expert
  16. I had sworn I'd never get Gunther Lutjens, and yet... here I am. I had saved up every resource waiting on this patch and am one of the few who was happy about the surprise releases. Would've been nice to have some warning from WG, but I guess they want us to hoard. I had saved coal to get the Georgia when the 25% coupon popped on the 16th, but with the hope/plan to get all of these new German ships, I figured I'd invest in Gunther. So... I want to make sure to get a lot out of the secondaries, so I think my plan would be to officially put him in the GK (since I could swap to these premiums with no penalty.) And I'm curious what the collective wisdom is regarding balancing Gunther for the Sieg and Odin first and foremost, but also for the Agir and GK. https://worldofwarships.com/en/content/captains-skills/?skills=3,5,9,17,18,23,26,28&ship=Battleship OR drop PT & HA for BFT https://worldofwarships.com/en/content/captains-skills/?skills=1,3,9,17,18,23,26&ship=Battleship Opinions?
  17. Hi, I just promoted my captain to a 19 point captain on Ryujo, and I have 4 points that I can put somewhere. I would like to know what other people have chosen beyond the basic ones that all CV players choose. I am thinking of using Concealment Expert as my last skill. This would put my detection radius under 9 km. Ryujo cannot survive long if detected, so I always stay hidden when possible. I don't see the usefulness of Demolition Expert since Ryujo uses AP bombs and I would only get 1% for rockets. That's not a lot for three captain points, it seems to me. Maybe I'm wrong though. I could also try Adrenaline Rush with Improved Booster (one point skill) and then... Last Gasp? I don't even know what that skill does. It is not very clear. Anyone know? I only consider AR because many times my plane is shot down right when I hit the drop button, so if it were a little faster, I would be able to launch more bombs and torpedoes before my last plane is destroyed, but I don't know this for sure. It just happens a lot. Currently I have: Air Supremacy, Improved Engines, Torpedo Acceleration, Survival Expert, Plane Armor, and Sight Stabilization. I have four points left. What have other people used their last 4 points for on Ryujo? Thanks for any advice.
  18. I don't participate in the public test for personal reasons, but I have lots of questions about the submarines as they appear in regards to how Captain Skills will apply. Since there will be both US and German subs in the test, I will want to know details for both lines. 1. What is the base detection range for both surface and air? 2. What is the torpedo range? 3. Have any consumables been added to the lines, and if so, which ones? 4. Are the engines and/or rudder knocked out enough to necessitate Last Stand as it is for Destroyers? If some of you playing on the PST could please answer some of these, it would be greatly appreciated, probably by more people than just me.
  19. KilljoyCutter

    Radio Location Skill for PVE

    Radio Location, aka RDF. With the free respec going on, I decided to try it for a night on a couple captains, see if it helps. So far, it's proving almost entirely useless in Co-op, and given the way Operations work is probably won't do much there. Does anyone else have thoughts on Radio Location in PVE? Am I missing something? Or should I just forget it?
  20. PotatoMD

    Massive Fire AA?

    So we all know that MFAA is more or less useless. So can we change it back to Manual AA? It would work like Manual Secondaries: AA does not fire at all unless you set a sector. To compensate, the effect would be strengthened by like 300% and the cooldown for sector reinforcement would be halved. Also, both this skill and manual secondaries shouldn't be 4 point skills, maybe 3 at max. Also, can we have AFT increase AA range again? It doesn't have to be huge, like 5% at most. I feel the issue with this in the past was that AA could stealth fire at planes, but now it seems that AA guns firing gives a bloom like main guns do, so that shouldn't be a problem. It would help ships be able to defend each other from air attacks.
  21. I am seriously thinking about ditching the Last Stand captain skill on my Lightening, which I reset recently to ask this very question. It seems a truism that everyone MUST choose Last Stand as their second captain skill on a DD, but whereas that may have once been true, I am not so sure now. After the introduction of the rapid fire HE spam storm cruisers and now the SAP cruisers, once spotted, it doesn't really matter if I can move a little inside my smoke screen or while kiting away -- like a snail. I am obliterated by the firestorm that keeps coming at me, so I have not used Last Stand to save my DD in a very long while. On the other hand, having Radio Location (along with Concealment Expert) at least lets me know where the nearest enemy ship is, and especially when they round a corner of an island (it will suddenly change to point backwards or something, I guess Radio does not go through islands, but radar, sound, etc. does.) right behind me or to my flank. I would like to have both Radio Location and CE on my destroyer Lightening, which has been nerfed down pretty bad during the last year with nearly every cruiser carrying radar now. Radio Location helps me to avoid them and keep my distance, while CE seems to help in the End Game and also when I am hiding from planes at the beginning. The best defense seems to be not to be caught out in the open at all to begin with. I would like other's opinions about this before I finish filling out my captain skills on Lightening. Do players really believe Last Stand is vital or is it less useful now at the upper tiers? Thanks to anyone who can give me some advice on this!
  22. So after our CB session last Saturday, I had the pleasant surprise of having just enough steel to finally get my Bourgogne! Would've had her a lot sooner had I not been dumb and bought the Black about 6 months ago lol! Anyway, Ive basically been using my French legendary captain on her. He is trained on my Alsace and I figured his current build would be fine. However, I am curious if any other owners of this ship might have alternative suggestions? My main question is, would it be worth getting rid of AFT for Concealment expert? Im always open to new ideas and any advice is appreciated!
  23. 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
  24. 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.
  25. 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.