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Gneisenau013

Tactical Training Tuesday - Level 3 Cruiser Skills

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Which level 3 captain skills do you want your cruiser skipper to have?

Cruiser captains are tasked with providing good fire support and defense against both fast moving destroyers and incoming aircraft.

They can also engage other cruisers and help take down battleships to ease up pressure on the fleet's heavy hitters.

Your skipper is headed to the Naval Academy, which courses will they take to become a better cruiser captain?

"One's judgment is best when they can forget themselves and any reputation they may have acquired and can concentrate wholly on making the right decisions." - Raymond Spruance, US Navy

#tacticaltrainingtuesday

#anchorsaweigh

 

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DE is my number one choice. Burn baby burn! Salt just pours when fires are set right.

 

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From T9, or on any cruisers with repair parties SI is the best single choice by far, providing extra repair and usually radar/hydro/DFAA consumables too.

SE usually gives proportionally few HP and is most effective on destroyers.

TAE is not worth it on any cruiser IMO, torpedoes are usually secondary, on many ships they are short ranged meaning you'll probably get one use in a brawl of 30-40s, and reloading in 70 or 80s doesn't make a difference.

BoS given cruiser fire duration is so low is fairly pointless, some niche builds might like it.

Firey Takeoff.... anyway.

BFT has a niche on Atlanta (which benefits her main battery) and maybe people who particularly detest carriers, but given carriers are rare and the only thing that really matters is pressing the DFAA button it's largely a waste of time.

DE is more valuable on ships with faster firing, but lower individual fire chance guns, but isn't necessarily a bad choice. Increasing say Henri from 22% to 24% is a pretty fringe benefit. In comparison going from 4% to 6% on an IFHE Atlanta is a good proportion more.

Vigilance I personally think is pretty useless. You dodge torpedoes or you don't either way, dynamic maneuvering is the best way to avoid them, turn 3s after they launch, not when you see them 7s away from the hull. Hydro fairly well covers the role and overall Vigilance on a maneuverable cruiser seems a safety net of dubious value.

 

TLDR - get SI at high tiers, at mid/low tiers they mostly all suck. There's not much choice between them.

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Lets go over each one:

BoS - 2/10: This is pretty pointless, a skill mostly designed for Battleships as they need to preserve DCP. Cruisers are much more aggressive with their DCP use because they can much more easily engage and disengage depending on their DCP status, not to mention their DCP also have a shorter cooldown. Additionally cruiser's base burn time is a lot lower thus this skill doesnt scale as well.  

SE: - 5/10: SE is probably the most underrated skill for cruisers. While not game changing, it provides a significant boost that is relevant is every game. For lesser skill players the extra HP might disappear in the blink of an eye but for experienced players the extra HP becomes much more valuable.

TAE: 2/10: This is pretty much only useful on Zao and select cruisers that can stealth torpedo (even lower tiered ones like Duca D Aosta), but still not worth the cost.

ET: 0/10: This skill isnt even useful on CVs and have no effect on cruisers.

BFT: 0/10: This is one of the "bait" skills that inexperienced cruiser players constantly fall into. Cruisers all have guns above 139mm so the DPM boost is never there. (With Atlanta and Flint being the only exceptions) Furthermore, the AA boost is only for players with a plane fetish, SE is far superior as CVs are rare and CVs that strike cruisers are even more so.

SI: 7/10: Consumables are always important, especially for high tier cruisers with radar and heal, where that extra charge becomes very useful.

DE: 10/10: This is pretty much a must have as HE is a heavy part of cruiser gameplay. RN cruisers and Stalingrad are exceptions, but for every other cruiser this skill scales very well.

VIG: 2/10: Cruisers have hydro, having Vig on top of that is overkill with diminishing returns.

Edited by DoIphin_Princess
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BFT.

Every single cruiser I own is a full AA spec.

I play Co-op exclusively now, and the supposedly-endangered CV species so rare in Randoms is alive and well in Co-op. If it isn't a human, it's a bot Green one at least 75% of the time in T4-T8.

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SURVIVABILITY EXPERT FOR MAH CRUZERS!

Image result for homer simpson bush imgur

 

... Depends.  BFT for my AA Cruisers, otherwise SI for my consumables oriented Cruisers (Radar, Smoke, DF, Repair Party).  DE for the Cruisers not fitting those criteria.

Edited by HazeGrayUnderway
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1 hour ago, DoIphin_Princess said:

Cruisers all have guns above 139mm so the DPM boost is never there. (With Atlanta and Flint being the only exceptions)

Dresden, Emden, Kolberg, Jurien, Friant, Chester (stock config), Novik, Bogatyr (upgrade config), Svietlana, Krasny Krym, and all the Tier 1's except Erie (which used to have 127mm IIRC but now only has 152's) have gun calibre equal to or less than 139mm.

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Basically you have few good choices:

Superintendent is mandatory, preferably in your first 10 points. Cruisers are about utility and fire support. Superintendent gives you extra utility for all your abilities which is invaluable.

The next mandatory skill, on all HE Cruisers, is Demolition Expert. Simply put Cruisers do most of their damage through Fire and HE against everything that's not also a Cruiser. Easy choice.

Outside of that there is next to no appeal:

Survival Expert is a trap. It adds very little to your actual survivability in a Cruiser when you crunch the numbers.

BoS is better than SE, but not by enough to actually take it. It's purely built for BBs  and it's worse since it got baked into Cruiser and DDs a few patches ago.

Torpedo Armament Expert is trash for everything but the Zao, Ibuki, abd the RN line.

BFT is only good for AA, as secondaries mean little on a Cruiser.

Vigilance offers most nations very little. With Germany being the primary winner here. It's a tool to avoid torpedoes for everyone else, but the range increase isn't enough to be worth it outside of the German Cruisers. Plus, it's not like it makes you fast enough to run down the DDs anyways.

ET shouldn't need to be mentioned, but it's only for CVs and is considered un-usable even for them.

Overall Tier 3 choices for Cruisers seem to be non-existant. There is nothing that feels good about your choices. DDs are spoiled for choice here especially. BBs have options that are slightly more exciting, but they gain more benefit from Superintendent thanks to their Repair Party.

Honestly I wish we had more choices.

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