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Found 99 results

  1. 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.
  2. I am now starting the grind on the Omaha to get the Dallas. What would be good captain skills for the Dallas? 1st skill, one point 2nd skill, two points, 3rd skill, three points, 4th skill, four points, following skills..... I have ideas, and yes this is a new ship to all, but this one may be a keeper for me as I do like light cruiser game play (and have much better success!) Tks in advance!
  3. 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)
  4. I do not yet have a 4 point captain skill for my Pensacola, and I have just earned my 4 points. I see three possibilities that are all beneficial. What would your recommend? I see value in: Concealment Expert (increase from 47 to 55) IFHE (HE will penetrate much better, but slight reduction of catch to cause fire) Advanced Fire Training (will make a nasty AA ship) So before I mess up and grab a skill that may not be a great advantage, I therefore resist temptation and ask for your thoughts.... Tks!
  5. IJN cruiser commanders

    going down the IJN cruiser line might not have been the best decision I could've made for myself as a newbie, but eight tiers later I am just another player. Anyhow, I am trying to configure my captains for IJN cruisers, however, having the Mogami really complicates things. For playing the Mogami, the logical skill to take would be (for the 155mm configuration which I'm going with) IFHE. the only problem with saving up to get IFHE does it really make sense to get that skill if I want to continue on to the Ibuki and Zao. I'm torn because either I can get IFHE which will make my Mogami much better but if I want skills that can work with all the IJN cruisers then wouldn't it make more sense to use the 203mm guns and get something like DFCA and Vigilance/Superintendent. If I save up my points to get IFHE then my Mogami becomes better at the cost of the other cruisers, but that's what I should do if I stick with the 155 guns. I can also take the time and Use my Yubari to train a dedicated commander but its gonna be costly to train up a 15 pt commander to get CE and IFHE then retrain him on the Mogami. It probably makes sense to go through all of the commander training because I still need to make money on low tier matches. thoughts?
  6. I'm wondering what people think the best build for a USN T8 Baltimore is these days for Random Battles. I'm no expert at this sort of thing nor do I pretend to be. So what do you guys recommend I go with exactly? Goal: To make a build for the T8 Baltimore with its captain that optimizes its abilities for Random Battles. What I'm Considering: Ship Modules: Module Icon: Module Name: Main Armaments Modification 1 Because this ship only has turrets. Losing one or more of them could mean the different between this ship being capable of helping the team and being a kill in the making. Damage Control System Modification 1 Because if you take Last Stand as a captain skill then it makes the other two basically pointless. or AA Guns Modification 2 or Aiming Systems Modification 1 Anti-Aircraft is one of the things that USN ships seem to do very well in general. Since it adds 11 points to the score and broadens the AA range so much it seems like taking this really capitalizes on one of the major strengths of the USN line. Since this ship relies solely on its guns, I also feel like this might be a good choice too. Since most games don't seem to have many aircraft these days. That said, if you want good guns I feel like you shouldn't be in the American Cruiser tech tree. I feel like, at best, this upgrade helps the ship catch up to its peers but that it won't put it ahead of them. Still not sure though or Damage Control System Modification 2 or Steering Gears Modification 2 The first one mitigates damage. The second one helps me avoid damage. Which do you think? I'm really not sure. or Target Acquisition System Modification 1 or Concealment System Modification 1 This one I honestly have no idea which to go with. On the one hand the Baltimore has a lot more armor in some places (6 - 203mm) than an Admiral Hipper (13 - 160mm), Mogami (6 - 140mm), Edinburgh (6 - 114mm), or a Charles Martel (6 - 140mm). Which would imply that it would be better at surviving being detected more than usual and might imply that a good choice would be the Target Acquisition System Modification 1. However, thicker armor or no the fact remains that you don't want to be a target for battleships no matter what. Especially since T8 seems to be bottom tier most of the time. So with that in mind I'm thinking of going with Concealment System Modification 1 because the less visible my ship the less people will fire at it. But I'm still not sure. Captain Skills : I really have no idea what to go with for this. What do you guys suggest?
  7. 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?
  8. Looking over the captain skills, I thought of something that might prove an interesting scenario. What would happen if captain skills weren't limited by tier? In other words, what if you could jump straight to the level 4 skills like Concealment Expert and Fire Prevention with your first four points without having to go through the skills below, like preventative maintenance and expert marksman?
  9. I am close to getting a captain for the KGV and one for the Lion trained up to the 19 points and I am looking for some input on captain builds. I intend to use both Captains with Warspite, Nelson, and Hood as well (I have DoY, but it sits in port). I'm average when it comes to playing BBs and I don't have much experience in BB builds. Currently, my captains are set out as: KGV (with MAM1, DCSM1, AAM2, SGM2): T1 - PT T2 - EM, AR T3 - SI T4 - FP, CE For the last three points, I'm considering either BoS, Vig, or HA/JoaT and EL. I also intend to use this Captain on the Nelson (MAM1, DCSM1, ASM1, SGM2). I have tried to prioritise survivability for this captain. Lion (with MAM1, DCSM1, ASM1, SGM2, CSM1, MBM3): T1 - PT T2 - EM, AR T3 - SI T4 - AFT, CE For the last three points, I'm considering either BoS, Vig, or JoaT and EL, but certainly leaning towards the latter. This captain will also be used with Warspite (MAM1, DCSM1, SBM2, SGM2) and Hood (AAM1, DCSM1, ASM1, SGM2). I did try this captain without AFT on both Lion and Hood which had AAM2 instead of ASM1 and I found the dispersion frustrating. Does anyone have any suggestions or alternative builds that has worked well for them? Any help is appreciated. Cheers!
  10. 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!
  11. 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?
  12. 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.
  13. 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
  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. Its a transferred captain from Neptune and if it is useless, I would respec for something else. Help anyone?
  16. 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?
  17. 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...
  18. 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?
  19. 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.
  20. 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!
  21. 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?
  22. 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.
  23. 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?
  24. 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.
  25. 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.