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ksliao

commander skills: DD/CA/BB/CV

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 commander skills: (reference from some articles)(Depending on nations and tiers)

 

what is the differences between [basic firing training] and [Expert rear gunner]? both mentioned AA.

 

 

DD: if you have any better suggestions, please let us know, thanks.

 

http://forum.worldofwarships.com/index.php?/topic/63050-the-quintessential-dd-guide-v30-now-has-vmf-and-extra-sections/page__fromsearch__1

 

changed:  05:30 list

 

 

 

  T1: [Situational Awareness] (US/IJN)        [basic firing training] (VMF)

 

  T2: [Torp armament ]===changed Last stand >>TAE

 

  T3: [superintendent]===changed TA

 

  T4: [Last stand]===changed AFT

 

  T5: [Concealment expert] or [Preventive maintenance]

 

CA:

  T1: [basic firing training] or [Expert rear gunner]

 

  T2: []

 

  T3: [High alert] (Dogfighting expert useful for scout planes?)

 

  T4: [Last stand]

 

  T5:  [Preventive maintenance] or [Concealment expert] (The way I play my German cruisers is usually either a long range harasser or a close range blitz. For the Nurnburg/Konigsburg I suggest getting AFT and Concealment Expert which will allow you to invisi-fire around 15km (your max range is almost 20km) which is *awesome*.)

 

 

IJN CV:

  1. Expert Rear Gunner (alternates would be Basic Firing Training or Basic of Survivability).  Chosen because shooting down fighter floatplanes can happen.  Helps a bit against fighters especially if you're dragging them over AA.
  2. Torpedo Armament Expertise.  Torpedo bombers are your main source of damage, this is less downtime to them.
  3. Dogfighting.  No alternatives at this time.=====changed:  TA>>>   Dogfighting. 
  4. Aircraft Servicing Expert.  (Grab Advanced Firing Training when you get enough points)
  5. Air Supremacy or Concealment Expert.  The former for tiers 9-10 while the latter helps you stay closer to your team.  Air Supremacy may become dominant if the IJN tiers 5-8 lose a bomber squad as rumoured on the EU forum.

 

BB: wait for information

 

Edited by ksliao

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My battleships:

 

1 Basic fire training and basics of survivability

2: The one that turns the turrets faster

3: Superintendent and damage control bonus

4: +20% boost to AA and secondaries range

t5 : none.


 

Also, I always dismiss my premium commanders. So, I always put Situational Awareness on my BB captains so I can use them on premium cruisers and destroyers.

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I'll take a shot at your DD skills. It doesn't matter if you are VMF or not in a DD... ALWAYS take Situational Awareness. Your lack of armor and low health pool is too much a liability to afford ignorance of your detection status. If you want to pick up a second 1st tier skill, Basic Firing Training is always good for gunboats. The second tier skill here is misguided. For IJN and USN you can normally go Torp Armament. In VMF builds, their torps are pretty much useless aside from ambushes and suicide runs. As a result you will always go for Expert Marksmen to make your turrets rotate at a decent rate. At tier 4, Last Stand is really helpful in general. However, the more gunboat oriented skippers may opt for Advanced Firing Training (if their gun arcs allow) or Demolition Expert for additional fire chance. Can't disagree with your T5s.

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I get a lot of help on ships and tanks from wotlabs

 

http://forum.wotlabs.net/index.php?/topic/20884-onboard-reviews-the-crew-skills/&page=1

 

edit: 

what is the differences between [basic firing training] and [Expert rear gunner]? both mentioned AA.

  BFT is for ship guns and the rear gunner is for bomber rear gunners.  

 

My US DD crew (I have only to tier 6 so far with 5 in IJN; same setup so far for both)

1: Situational Awareness

2. Torp

3 Superintendent

 

and I'm not far from 4 and I'll get last stand for sure there to counter the dead engine, dead rudder thing.  Happens too much and if I used AFT it would only be on RU DDs because the US firing arc is ridiculous at 12.6 km already.   

 

http://forum.worldofwarships.com/index.php?/topic/63050-the-quintessential-dd-guide-v30-now-has-vmf-and-extra-sections/page__fromsearch__1

 

^^This guy can help when you are first starting on the DDs as well. 

 

Edited by BillBellamy

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sit awareness is a good ability for most newer players on any ship.     you can play without it in DD, but nice to have .   Same with Last stand.      only one that you can get away with not having it is on Russian DD where AFT is better.      I don't have sit awareness in many of my DD and do ok, but I do miss it at higher tier matches against super stealthy DDs.

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I use sit awareness on all my dds because that is what tips me off when another stealthy dd sees me.  They are quite often not in the direction I'm looking in when we simultaneously spot each other.  I also use it on CVs so I know when the dd is coming for me.  I don't use it on BBs and CAs, because it would just stay on most of the game anyway, and those ships can afford to be shot at now and then, unlike the dds.

 

Anyone not using the torpedo acquisition skill at tier 3 better not come into these forums complaining about dds and torps being OP.

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someone told me CA setting:

 

  1. Expert Rear Gunner .
  2. Torpedo Armament Expertise. 
  3. Dogfighting. 
  4. Aircraft Servicing Expert. 
  5. Air Supremacy

I doubt why CA skills like CV???

 

is that why CA/BB scout so powerful to kill CV fighters? 

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Destroyers:

 

T1: Situational Awareness (ALL) + Basic Firing Training (US & RU)

-Having two T1 skills is dirt cheap, especially since it's gonna be awhile before you get a 15pt captain to get a T5 skill (then I'd just spend the 250g to respec).

 

T2: Torpedo Armament (US & IJN), Aiming Expert (RU)

-RU DDs are all about the guns. Their torps are very situational and it's rare you'll need to worry about torp reload times, but the slow as hell turret traverse needs all the help it can get.

 

T3: Superintendent (All), maybe High Alert (US & RU who want AFT or Demo Expert)

-Superintendent is the best choice here, but High Alert might be more useful if you don't plan on taking Last Stand at T4.

 

T4: Last Stand (All), maybe Advanced Firing Training (RU) or Demolition Expert (US)

-Personally I run Last Stand on every DD since it saves my life on a regular basis but the other two have their merits. AFT can be useful on RU DDs for long range stealth gunning, but is mostly a waste on US DDs since you're not hitting much at 12+km anyway. Demo Expert can also be useful for US DDs with their very high rate of fire, I didn't find it necessary for RU DDs since they already have a pretty high base fire chance to begin with.

 

T5: Concealment Expert (All), maybe Preventative Maintaince (RU)

-I'd only take Preventative Maintenance on an RU DD if I wasn't using Last Stand as my T4 skill.

 

 

Battleships:

 

T1: Basic Firing Training + Basic Survivability

-Both skills help you out a lot and are dirt cheap. BFT boosts your AA and secondaries, and B S is a must have since you know you're gonna get lit on fire and be targeted by DD torp salvos. Take 'em both and respec later when you get a 15pt captain.

 

T2: Aiming Expert

-Your turrets traverse extremely slowly, best to make it better since your main job is to shoot things.

 

T3: Superintendent or High Alert

-Both are pretty much equally good, for me it depends on playstyle (of both the player and the ship). If you like to push and be aggressive I'd go with High Alert since you're gonna get lit on fire and torped more often and chances are you aren't gonna have as much time alive to take advantage of the extra heal from superintendent.

 

T4: Advanced Firing Training

-The only real choice at T4 since the other skills are useless on a BB.

 

T5: Jack of all Trades

-Faster repair party and heal, what's not to love.

 

Cruisers:

 

T1: Situational Awareness (all) + Basic Firing Training (for ships with 155mm or smaller guns)

-I really like SA on my cruisers because it lets me know when I'm spotted by a DD, plus it's handy to be able to stealth fire on BBs and know I'm in a safe position to continue doing so. If your ship has guns <155mm I'd say BFT is a must have.

 

T2: Aiming Expert

-I'd take Aiming Expert on any cruiser since you'll need to be dodging constantly so you might as well help your turrets stay on target. Incoming Fire Alert is useless, just assume that if you're visible that there's a BB targeting you and don't sail in a straight line ever.

 

T3: High Alert, maybe Superintendent on cruisers with a heal, maybe Vigilance

-I'd go with High Alert for most cruisers, but if you're good at surviving Superintendent might be a better choice for the higher tier cruisers. Personally I don't run Vigilance but with the recent decrease in torpedo spotting ranges it could be a useful tool to help support your BBs if you want to try and spot torps headed their way (or yours!) while you hunt DDs.

 

T4: Advanced Firing Training (all), maybe Last Stand (German cruisers)

-The 20% boost to AA range is great, if your guns are 155mm or smaller this skill is even better. I don't play German cruisers but I hear their engines and rudders get shot out a lot, maybe take Last Stand if it happens to you a lot.

 

T5: Jack of all Trades (all), maybe Concealment Expert

-By the time you get this skill you likely have a cruiser with a heal, so reducing the cooldown on that, AA burst, and repair party is very good. Concealment Expert could be pretty handy for stealth firing on enemy battleships or getting into good torpedo positions. IIRC my Mogami's detection range is about 10km (while not firing), taking 1.2km off that would allow it to stealth torp and give it a 1.2km larger window where it can stealth fire from long range.

Edited by barbeerian
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Expert Rear Gunner   vs  Basic Firing Training

 

 

it seems   Basic Firing Training  better than Expert Rear Gunner ( gun +AA > AA)

 

what is the difference?

 

 

all skills reset, any better suggestions?

 

DD:

 

T1: [Situational Awareness] (US/IJN)        [basic firing training] (VMF)

 

  T2: [Torp armament ] now Last stand?

 

  T3: [superintendent] now torpedp acceleration??

 

  T4: []?

 

  T5: [Concealment expert] or [Preventive maintenance]

 

 

thanks

 

Edited by ksliao

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CA skills

 

http://forum.worldofwarships.com/index.php?/topic/69619-cruiser-captain-skills-your-thoughts/

 

Cruisers:

 

T1: Situational Awareness (all) + Basic Firing Training (for ships with 139mm or smaller guns) or basics survivability

-I really like SA on my cruisers because it lets me know when I'm spotted by a DD, plus it's handy to be able to stealth fire on BBs and know I'm in a safe position to continue doing so. If your ship has guns <139mm

 

T2: Expert Marksman / Last Stand / Fire Prevention

-I'd take Expert Marksman on any cruiser since you'll need to be dodging constantly so you might as well help your turrets stay on target. Incoming Fire Alert is useless, just assume that if you're visible that there's a BB targeting you and don't sail in a straight line ever.

 

T3: Vigilance

 

 

T4: Advanced Firing Training (all), Demolition Expert / Manual fire control for AA

-The 20% boost to AA range is great,

 

T5:

Edited by ksliao

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Destroyers:

 

T1: Situational Awareness (ALL) + Basic Firing Training (US & RU)

-Having two T1 skills is dirt cheap, especially since it's gonna be awhile before you get a 15pt captain to get a T5 skill (then I'd just spend the 250g to respec).

 

T2: Torpedo Armament (US & IJN), Aiming Expert (RU)

-RU DDs are all about the guns. Their torps are very situational and it's rare you'll need to worry about torp reload times, but the slow as hell turret traverse needs all the help it can get.

 

T3: Superintendent (All), maybe High Alert (US & RU who want AFT or Demo Expert)

-Superintendent is the best choice here, but High Alert might be more useful if you don't plan on taking Last Stand at T4.

 

T4: Last Stand (All), maybe Advanced Firing Training (RU) or Demolition Expert (US)

-Personally I run Last Stand on every DD since it saves my life on a regular basis but the other two have their merits. AFT can be useful on RU DDs for long range stealth gunning, but is mostly a waste on US DDs since you're not hitting much at 12+km anyway. Demo Expert can also be useful for US DDs with their very high rate of fire, I didn't find it necessary for RU DDs since they already have a pretty high base fire chance to begin with.

 

T5: Concealment Expert (All), maybe Preventative Maintaince (RU)

-I'd only take Preventative Maintenance on an RU DD if I wasn't using Last Stand as my T4 skill.

 

 

Battleships:

 

T1: Basic Firing Training + Basic Survivability

-Both skills help you out a lot and are dirt cheap. BFT boosts your AA and secondaries, and B S is a must have since you know you're gonna get lit on fire and be targeted by DD torp salvos. Take 'em both and respec later when you get a 15pt captain.

 

T2: Aiming Expert

-Your turrets traverse extremely slowly, best to make it better since your main job is to shoot things.

 

T3: Superintendent or High Alert

-Both are pretty much equally good, for me it depends on playstyle (of both the player and the ship). If you like to push and be aggressive I'd go with High Alert since you're gonna get lit on fire and torped more often and chances are you aren't gonna have as much time alive to take advantage of the extra heal from superintendent.

 

T4: Advanced Firing Training

-The only real choice at T4 since the other skills are useless on a BB.

 

T5: Jack of all Trades

-Faster repair party and heal, what's not to love.

 

Cruisers:

 

T1: Situational Awareness (all) + Basic Firing Training (for ships with 155mm or smaller guns)

-I really like SA on my cruisers because it lets me know when I'm spotted by a DD, plus it's handy to be able to stealth fire on BBs and know I'm in a safe position to continue doing so. If your ship has guns <155mm I'd say BFT is a must have.

 

T2: Aiming Expert

-I'd take Aiming Expert on any cruiser since you'll need to be dodging constantly so you might as well help your turrets stay on target. Incoming Fire Alert is useless, just assume that if you're visible that there's a BB targeting you and don't sail in a straight line ever.

 

T3: High Alert, maybe Superintendent on cruisers with a heal, maybe Vigilance

-I'd go with High Alert for most cruisers, but if you're good at surviving Superintendent might be a better choice for the higher tier cruisers. Personally I don't run Vigilance but with the recent decrease in torpedo spotting ranges it could be a useful tool to help support your BBs if you want to try and spot torps headed their way (or yours!) while you hunt DDs.

 

T4: Advanced Firing Training (all), maybe Last Stand (German cruisers)

-The 20% boost to AA range is great, if your guns are 155mm or smaller this skill is even better. I don't play German cruisers but I hear their engines and rudders get shot out a lot, maybe take Last Stand if it happens to you a lot.

 

T5: Jack of all Trades (all), maybe Concealment Expert

-By the time you get this skill you likely have a cruiser with a heal, so reducing the cooldown on that, AA burst, and repair party is very good. Concealment Expert could be pretty handy for stealth firing on enemy battleships or getting into good torpedo positions. IIRC my Mogami's detection range is about 10km (while not firing), taking 1.2km off that would allow it to stealth torp and give it a 1.2km larger window where it can stealth fire from long range.

 

This is the bible I'm looking for.:D

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it seems most ppl agree: TA better than dogfighting

 

 

http://forum.worldofwarships.com/index.php?/topic/69824-new-cv-skill-tadogfight-tae-useful/page__hl__%2Btae__fromsearch__1

 

 

 

IJN CV:
  1. Expert Rear Gunner (alternates would be Basic Firing Training or Basic of Survivability).  Chosen because shooting down fighter floatplanes can happen.  Helps a bit against fighters especially if you're dragging them over AA.
  2. Torpedo Armament Expertise.  Torpedo bombers are your main source of damage, this is less downtime to them.
  3. TA>>>   Dogfighting. 
  4. Aircraft Servicing Expert.  (Grab Advanced Firing Training when you get enough points)
  5. Air Supremacy or Concealment Expert.  The former for tiers 9-10 while the latter helps you stay closer to your team.  Air Supremacy may become dominant if the IJN tiers 5-8 lose a bomber squad as rumoured on the EU forum.
Edited by ksliao

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is this also for USN american carrier:

 

 

IJN CV:  USN  CV???
  1. Expert Rear Gunner (alternates would be Basic Firing Training or Basic of Survivability).  Chosen because shooting down fighter floatplanes can happen.  Helps a bit against fighters especially if you're dragging them over AA.
  2. Torpedo Armament Expertise.  Torpedo bombers are your main source of damage, this is less downtime to them.
  3. TA>>>   Dogfighting
  4. Aircraft Servicing Expert.  (Grab Advanced Firing Training when you get enough points)
  5. Air Supremacy or Concealment Expert.  The former for tiers 9-10 while the latter helps you stay closer to your team.  Air Supremacy may become dominant if the IJN tiers 5-8 lose a bomber squad as rumoured on the EU forum.

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